Study of high level design methodologies for a MPEG frames I compressor for a HW/SW implementation

Author(s):  
A. Portero ◽  
O. Navas ◽  
J. Carrabina
2002 ◽  
Vol 11 (05) ◽  
pp. 503-535 ◽  
Author(s):  
PAUL MARCHAL ◽  
MURALI JAYAPALA ◽  
SAMUEL XAVIER DE SOUZA ◽  
PENG YANG ◽  
FRANCKY CATTHOOR ◽  
...  

We present a modular platform simulation environment to estimate the energy consumption and performance of distributed systems in a Systems-on-Chip context. We use the simulation environment to support the development of our high-level design methodologies. More in particular, we steer and verify the development of a task-level data transfer and storage methodology, the development of a task-level scheduling methodology and the development of an instruction memory management methodology. All of these methodologies are focussed on reducing the overall energy consumption of the complex dynamic system on a heterogeneous platform architecture. Compared to research in the academic and industrial context, our contribution is to integrate in a scalable way existing energy and performance simulators of the components of a heterogeneous multiprocessor SoC. Also a novel instruction memory hierarchy is included. The simulation environment consists of multiple processing nodes connected to a distributed memory hierarchy. To reduce the energy consumption of the system, both the processing nodes as well as the memory architecture can be varied: the processing voltage of each node can be tuned and the memory hierarchy can be fully customized. The integration of dynamic real-time applications on this platform is simplified by the availability of a multi-processor RTOS. The use of the simulator to develop our high-level design methodologies is illustrated on real-life multimedia applications.


2017 ◽  
Vol 37 (2) ◽  
pp. 111-119
Author(s):  
VICTOR EDWIN COLLAZOS ◽  
HELGA DUARTE AMAYA

Enterprise Architecture (EA) has gained importance in recent years, mainly for its concept of “alignment” between the strategic and operational levels of organizations. Such alignment occurs when Information Technology (IT) is applied correctly and timely, working in synergy and harmony with strategy and the operation to achieve mutually their own goals and satisfy the organizational needs.Both the strategic and operational levels have standards that help model elements necessary to obtain desired results. In this sense, BMM and BPMN were selected because both have the support of OMG and they are fairly well known for modelling the strategic level and operational level, respectively. In addition, i* modeling goal can be used for reducing the gap between these two standards. This proposal may help both the high-level design of the information system and to the appropriate identification of the business processes that will support it.This paper presents a methodology for aligning strategy and the operation based on standards and heuristics. We have made a classification for elements of the models and, for some specific cases, an extension of the heuristics associated between them. This allows us to propose methodology, which uses above-mentioned standards and combines mappings, transformations and actions to be considered in the alignment process.


2017 ◽  
Vol 13 (3) ◽  
pp. 1-37 ◽  
Author(s):  
Pablo Peñil ◽  
Alvaro Díaz ◽  
Hector Posadas ◽  
Julio Medina ◽  
Pablo Sánchez

Author(s):  
Hyunmin Cheong ◽  
Wei Li ◽  
Francesco Iorio

This paper presents a novel application of gamification for collecting high-level design descriptions of objects. High-level design descriptions entail not only superficial characteristics of an object, but also function, behavior, and requirement information of the object. Such information is difficult to obtain with traditional data mining techniques. For acquisition of high-level design information, we investigated a multiplayer game, “Who is the Pretender?” in an offline context. Through a user study, we demonstrate that the game offers a more fun, enjoyable, and engaging experience for providing descriptions of objects than simply asking people to list them. We also show that the game elicits more high-level, problem-oriented requirement descriptions and less low-level, solution-oriented structure descriptions due to the unique game mechanics that encourage players to describe objects at an abstract level. Finally, we present how crowdsourcing can be used to generate game content that facilitates the gameplay. Our work contributes towards acquiring high-level design knowledge that is essential for developing knowledge-based CAD systems.


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