Author: Jonas Rybing
Publisher: Linköping University Electronic Press
ISBN: 9176853489
Category :
Languages : en
Pages : 115
Book Description
Simulations are frequently used techniques for training, performance assessment, and prediction of future outcomes. In this thesis, the term “human-centered simulation” is used to refer to any simulation in which humans and human cognition are integral to the simulation’s function and purpose (e.g., simulation-based training). A general problem for human-centered simulations is to capture the cognitive processes and activities of the target situation (i.e., the real world task) and recreate them accurately in the simulation. The prevalent view within the simulation research community is that cognition is internal, decontextualized computational processes of individuals. However, contemporary theories of cognition emphasize the importance of the external environment, use of tools, as well as social and cultural factors in cognitive practice. Consequently, there is a need for research on how such contemporary perspectives can be used to describe human-centered simulations, re-interpret theoretical constructs of such simulations, and direct how simulations should be modeled, designed, and evaluated. This thesis adopts distributed cognition as a framework for studying human-centered simulations. Training and assessment of emergency medical management in a Swedish context using the Emergo Train System (ETS) simulator was adopted as a case study. ETS simulations were studied and analyzed using the distributed cognition for teamwork (DiCoT) methodology with the goal of understanding, evaluating, and testing the validity of the ETS simulator. Moreover, to explore distributed cognition as a basis for simulator design, a digital re-design of ETS (DIGEMERGO) was developed based on the DiCoT analysis. The aim of the DIGEMERGO system was to retain core distributed cognitive features of ETS, to increase validity, outcome reliability, and to provide a digital platform for emergency medical studies. DIGEMERGO was evaluated in three separate studies; first, a usefulness, usability, and facevalidation study that involved subject-matter-experts; second, a comparative validation study using an expert-novice group comparison; and finally, a transfer of training study based on self-efficacy and management performance. Overall, the results showed that DIGEMERGO was perceived as a useful, immersive, and promising simulator – with mixed evidence for validity – that demonstrated increased general self-efficacy and management performance following simulation exercises. This thesis demonstrates that distributed cognition, using DiCoT, is a useful framework for understanding, designing and evaluating simulated environments. In addition, the thesis conceptualizes and re-interprets central constructs of human-centered simulation in terms of distributed cognition. In doing so, the thesis shows how distributed cognitive processes relate to validity, fidelity, functionality, and usefulness of human-centered simulations. This thesis thus provides a new understanding of human-centered simulations that is grounded in distributed cognition theory.
Studying Simulations with Distributed Cognition
Author: Jonas Rybing
Publisher: Linköping University Electronic Press
ISBN: 9176853489
Category :
Languages : en
Pages : 115
Book Description
Simulations are frequently used techniques for training, performance assessment, and prediction of future outcomes. In this thesis, the term “human-centered simulation” is used to refer to any simulation in which humans and human cognition are integral to the simulation’s function and purpose (e.g., simulation-based training). A general problem for human-centered simulations is to capture the cognitive processes and activities of the target situation (i.e., the real world task) and recreate them accurately in the simulation. The prevalent view within the simulation research community is that cognition is internal, decontextualized computational processes of individuals. However, contemporary theories of cognition emphasize the importance of the external environment, use of tools, as well as social and cultural factors in cognitive practice. Consequently, there is a need for research on how such contemporary perspectives can be used to describe human-centered simulations, re-interpret theoretical constructs of such simulations, and direct how simulations should be modeled, designed, and evaluated. This thesis adopts distributed cognition as a framework for studying human-centered simulations. Training and assessment of emergency medical management in a Swedish context using the Emergo Train System (ETS) simulator was adopted as a case study. ETS simulations were studied and analyzed using the distributed cognition for teamwork (DiCoT) methodology with the goal of understanding, evaluating, and testing the validity of the ETS simulator. Moreover, to explore distributed cognition as a basis for simulator design, a digital re-design of ETS (DIGEMERGO) was developed based on the DiCoT analysis. The aim of the DIGEMERGO system was to retain core distributed cognitive features of ETS, to increase validity, outcome reliability, and to provide a digital platform for emergency medical studies. DIGEMERGO was evaluated in three separate studies; first, a usefulness, usability, and facevalidation study that involved subject-matter-experts; second, a comparative validation study using an expert-novice group comparison; and finally, a transfer of training study based on self-efficacy and management performance. Overall, the results showed that DIGEMERGO was perceived as a useful, immersive, and promising simulator – with mixed evidence for validity – that demonstrated increased general self-efficacy and management performance following simulation exercises. This thesis demonstrates that distributed cognition, using DiCoT, is a useful framework for understanding, designing and evaluating simulated environments. In addition, the thesis conceptualizes and re-interprets central constructs of human-centered simulation in terms of distributed cognition. In doing so, the thesis shows how distributed cognitive processes relate to validity, fidelity, functionality, and usefulness of human-centered simulations. This thesis thus provides a new understanding of human-centered simulations that is grounded in distributed cognition theory.
Publisher: Linköping University Electronic Press
ISBN: 9176853489
Category :
Languages : en
Pages : 115
Book Description
Simulations are frequently used techniques for training, performance assessment, and prediction of future outcomes. In this thesis, the term “human-centered simulation” is used to refer to any simulation in which humans and human cognition are integral to the simulation’s function and purpose (e.g., simulation-based training). A general problem for human-centered simulations is to capture the cognitive processes and activities of the target situation (i.e., the real world task) and recreate them accurately in the simulation. The prevalent view within the simulation research community is that cognition is internal, decontextualized computational processes of individuals. However, contemporary theories of cognition emphasize the importance of the external environment, use of tools, as well as social and cultural factors in cognitive practice. Consequently, there is a need for research on how such contemporary perspectives can be used to describe human-centered simulations, re-interpret theoretical constructs of such simulations, and direct how simulations should be modeled, designed, and evaluated. This thesis adopts distributed cognition as a framework for studying human-centered simulations. Training and assessment of emergency medical management in a Swedish context using the Emergo Train System (ETS) simulator was adopted as a case study. ETS simulations were studied and analyzed using the distributed cognition for teamwork (DiCoT) methodology with the goal of understanding, evaluating, and testing the validity of the ETS simulator. Moreover, to explore distributed cognition as a basis for simulator design, a digital re-design of ETS (DIGEMERGO) was developed based on the DiCoT analysis. The aim of the DIGEMERGO system was to retain core distributed cognitive features of ETS, to increase validity, outcome reliability, and to provide a digital platform for emergency medical studies. DIGEMERGO was evaluated in three separate studies; first, a usefulness, usability, and facevalidation study that involved subject-matter-experts; second, a comparative validation study using an expert-novice group comparison; and finally, a transfer of training study based on self-efficacy and management performance. Overall, the results showed that DIGEMERGO was perceived as a useful, immersive, and promising simulator – with mixed evidence for validity – that demonstrated increased general self-efficacy and management performance following simulation exercises. This thesis demonstrates that distributed cognition, using DiCoT, is a useful framework for understanding, designing and evaluating simulated environments. In addition, the thesis conceptualizes and re-interprets central constructs of human-centered simulation in terms of distributed cognition. In doing so, the thesis shows how distributed cognitive processes relate to validity, fidelity, functionality, and usefulness of human-centered simulations. This thesis thus provides a new understanding of human-centered simulations that is grounded in distributed cognition theory.
Cognition in the Wild
Author: Edwin Hutchins
Publisher: MIT Press
ISBN: 0262581469
Category : Psychology
Languages : en
Pages : 403
Book Description
Edwin Hutchins combines his background as an anthropologist and an open ocean racing sailor and navigator in this account of how anthropological methods can be combined with cognitive theory to produce a new reading of cognitive science. His theoretical insights are grounded in an extended analysis of ship navigation—its computational basis, its historical roots, its social organization, and the details of its implementation in actual practice aboard large ships. The result is an unusual interdisciplinary approach to cognition in culturally constituted activities outside the laboratory—"in the wild." Hutchins examines a set of phenomena that have fallen in the cracks between the established disciplines of psychology and anthropology, bringing to light a new set of relationships between culture and cognition. The standard view is that culture affects the cognition of individuals. Hutchins argues instead that cultural activity systems have cognitive properties of their own that are different from the cognitive properties of the individuals who participate in them. Each action for bringing a large naval vessel into port, for example, is informed by culture: the navigation team can be seen as a cognitive and computational system. Introducing Navy life and work on the bridge, Hutchins makes a clear distinction between the cognitive properties of an individual and the cognitive properties of a system. In striking contrast to the usual laboratory tasks of research in cognitive science, he applies the principal metaphor of cognitive science—cognition as computation (adopting David Marr's paradigm)—to the navigation task. After comparing modern Western navigation with the method practiced in Micronesia, Hutchins explores the computational and cognitive properties of systems that are larger than an individual. He then turns to an analysis of learning or change in the organization of cognitive systems at several scales. Hutchins's conclusion illustrates the costs of ignoring the cultural nature of cognition, pointing to the ways in which contemporary cognitive science can be transformed by new meanings and interpretations. A Bradford Book
Publisher: MIT Press
ISBN: 0262581469
Category : Psychology
Languages : en
Pages : 403
Book Description
Edwin Hutchins combines his background as an anthropologist and an open ocean racing sailor and navigator in this account of how anthropological methods can be combined with cognitive theory to produce a new reading of cognitive science. His theoretical insights are grounded in an extended analysis of ship navigation—its computational basis, its historical roots, its social organization, and the details of its implementation in actual practice aboard large ships. The result is an unusual interdisciplinary approach to cognition in culturally constituted activities outside the laboratory—"in the wild." Hutchins examines a set of phenomena that have fallen in the cracks between the established disciplines of psychology and anthropology, bringing to light a new set of relationships between culture and cognition. The standard view is that culture affects the cognition of individuals. Hutchins argues instead that cultural activity systems have cognitive properties of their own that are different from the cognitive properties of the individuals who participate in them. Each action for bringing a large naval vessel into port, for example, is informed by culture: the navigation team can be seen as a cognitive and computational system. Introducing Navy life and work on the bridge, Hutchins makes a clear distinction between the cognitive properties of an individual and the cognitive properties of a system. In striking contrast to the usual laboratory tasks of research in cognitive science, he applies the principal metaphor of cognitive science—cognition as computation (adopting David Marr's paradigm)—to the navigation task. After comparing modern Western navigation with the method practiced in Micronesia, Hutchins explores the computational and cognitive properties of systems that are larger than an individual. He then turns to an analysis of learning or change in the organization of cognitive systems at several scales. Hutchins's conclusion illustrates the costs of ignoring the cultural nature of cognition, pointing to the ways in which contemporary cognitive science can be transformed by new meanings and interpretations. A Bradford Book
Distributed cognition in learning and behavioral change – based on human and artificial intelligence
Author: Dietrich Albert
Publisher: Frontiers Media SA
ISBN: 283254231X
Category : Science
Languages : en
Pages : 140
Book Description
Publisher: Frontiers Media SA
ISBN: 283254231X
Category : Science
Languages : en
Pages : 140
Book Description
Interactivity in E-Learning: Case Studies and Frameworks
Author: Wang, Haomin
Publisher: IGI Global
ISBN: 161350442X
Category : Education
Languages : en
Pages : 409
Book Description
"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.
Publisher: IGI Global
ISBN: 161350442X
Category : Education
Languages : en
Pages : 409
Book Description
"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.
Simulation Training through the Lens of Experience and Activity Analysis
Author: Simon Flandin
Publisher: Springer Nature
ISBN: 303089567X
Category : Education
Languages : en
Pages : 310
Book Description
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers, firemen, policemen, servicemen, and civil security leaders. "Work-as-done" (/ "training-as-done") in simulation has been analyzed with ergonomics, occupational psychology, and vocational training approaches. The authors describe and discuss theoretical, methodological, and/or practical issues related to practitioner experience and activity in simulation training. The book also provides evidence on the conditions under which lived experience in simulation can foster or hinder learning, and derives appropriate orientations for simulation design and implementation.
Publisher: Springer Nature
ISBN: 303089567X
Category : Education
Languages : en
Pages : 310
Book Description
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers, firemen, policemen, servicemen, and civil security leaders. "Work-as-done" (/ "training-as-done") in simulation has been analyzed with ergonomics, occupational psychology, and vocational training approaches. The authors describe and discuss theoretical, methodological, and/or practical issues related to practitioner experience and activity in simulation training. The book also provides evidence on the conditions under which lived experience in simulation can foster or hinder learning, and derives appropriate orientations for simulation design and implementation.
Computer-supported Collaborative Learning
Author: Lasse Lipponen
Publisher:
ISBN:
Category : Computer-assisted instruction
Languages : en
Pages : 186
Book Description
Publisher:
ISBN:
Category : Computer-assisted instruction
Languages : en
Pages : 186
Book Description
Distributed Moving Base Driving Simulators
Author: Anders Andersson
Publisher: Linköping University Electronic Press
ISBN: 9176850900
Category :
Languages : en
Pages : 60
Book Description
Development of new functionality and smart systems for different types of vehicles is accelerating with the advent of new emerging technologies such as connected and autonomous vehicles. To ensure that these new systems and functions work as intended, flexible and credible evaluation tools are necessary. One example of this type of tool is a driving simulator, which can be used for testing new and existing vehicle concepts and driver support systems. When a driver in a driving simulator operates it in the same way as they would in actual traffic, you get a realistic evaluation of what you want to investigate. Two advantages of a driving simulator are (1.) that you can repeat the same situation several times over a short period of time, and (2.) you can study driver reactions during dangerous situations that could result in serious injuries if they occurred in the real world. An important component of a driving simulator is the vehicle model, i.e., the model that describes how the vehicle reacts to its surroundings and driver inputs. To increase the simulator realism or the computational performance, it is possible to divide the vehicle model into subsystems that run on different computers that are connected in a network. A subsystem can also be replaced with hardware using so-called hardware-in-the-loop simulation, and can then be connected to the rest of the vehicle model using a specified interface. The technique of dividing a model into smaller subsystems running on separate nodes that communicate through a network is called distributed simulation. This thesis investigates if and how a distributed simulator design might facilitate the maintenance and new development required for a driving simulator to be able to keep up with the increasing pace of vehicle development. For this purpose, three different distributed simulator solutions have been designed, built, and analyzed with the aim of constructing distributed simulators, including external hardware, where the simulation achieves the same degree of realism as with a traditional driving simulator. One of these simulator solutions has been used to create a parameterized powertrain model that can be configured to represent any of a number of different vehicles. Furthermore, the driver's driving task is combined with the powertrain model to monitor deviations. After the powertrain model was created, subsystems from a simulator solution and the powertrain model have been transferred to a Modelica environment. The goal is to create a framework for requirement testing that guarantees sufficient realism, also for a distributed driving simulation. The results show that the distributed simulators we have developed work well overall with satisfactory performance. It is important to manage the vehicle model and how it is connected to a distributed system. In the distributed driveline simulator setup, the network delays were so small that they could be ignored, i.e., they did not affect the driving experience. However, if one gradually increases the delays, a driver in the distributed simulator will change his/her behavior. The impact of communication latency on a distributed simulator also depends on the simulator application, where different usages of the simulator, i.e., different simulator studies, will have different demands. We believe that many simulator studies could be performed using a distributed setup. One issue is how modifications to the system affect the vehicle model and the desired behavior. This leads to the need for methodology for managing model requirements. In order to detect model deviations in the simulator environment, a monitoring aid has been implemented to help notify test managers when a model behaves strangely or is driven outside of its validated region. Since the availability of distributed laboratory equipment can be limited, the possibility of using Modelica (which is an equation-based and object-oriented programming language) for simulating subsystems is also examined. Implementation of the model in Modelica has also been extended with requirements management, and in this work a framework is proposed for automatically evaluating the model in a tool.
Publisher: Linköping University Electronic Press
ISBN: 9176850900
Category :
Languages : en
Pages : 60
Book Description
Development of new functionality and smart systems for different types of vehicles is accelerating with the advent of new emerging technologies such as connected and autonomous vehicles. To ensure that these new systems and functions work as intended, flexible and credible evaluation tools are necessary. One example of this type of tool is a driving simulator, which can be used for testing new and existing vehicle concepts and driver support systems. When a driver in a driving simulator operates it in the same way as they would in actual traffic, you get a realistic evaluation of what you want to investigate. Two advantages of a driving simulator are (1.) that you can repeat the same situation several times over a short period of time, and (2.) you can study driver reactions during dangerous situations that could result in serious injuries if they occurred in the real world. An important component of a driving simulator is the vehicle model, i.e., the model that describes how the vehicle reacts to its surroundings and driver inputs. To increase the simulator realism or the computational performance, it is possible to divide the vehicle model into subsystems that run on different computers that are connected in a network. A subsystem can also be replaced with hardware using so-called hardware-in-the-loop simulation, and can then be connected to the rest of the vehicle model using a specified interface. The technique of dividing a model into smaller subsystems running on separate nodes that communicate through a network is called distributed simulation. This thesis investigates if and how a distributed simulator design might facilitate the maintenance and new development required for a driving simulator to be able to keep up with the increasing pace of vehicle development. For this purpose, three different distributed simulator solutions have been designed, built, and analyzed with the aim of constructing distributed simulators, including external hardware, where the simulation achieves the same degree of realism as with a traditional driving simulator. One of these simulator solutions has been used to create a parameterized powertrain model that can be configured to represent any of a number of different vehicles. Furthermore, the driver's driving task is combined with the powertrain model to monitor deviations. After the powertrain model was created, subsystems from a simulator solution and the powertrain model have been transferred to a Modelica environment. The goal is to create a framework for requirement testing that guarantees sufficient realism, also for a distributed driving simulation. The results show that the distributed simulators we have developed work well overall with satisfactory performance. It is important to manage the vehicle model and how it is connected to a distributed system. In the distributed driveline simulator setup, the network delays were so small that they could be ignored, i.e., they did not affect the driving experience. However, if one gradually increases the delays, a driver in the distributed simulator will change his/her behavior. The impact of communication latency on a distributed simulator also depends on the simulator application, where different usages of the simulator, i.e., different simulator studies, will have different demands. We believe that many simulator studies could be performed using a distributed setup. One issue is how modifications to the system affect the vehicle model and the desired behavior. This leads to the need for methodology for managing model requirements. In order to detect model deviations in the simulator environment, a monitoring aid has been implemented to help notify test managers when a model behaves strangely or is driven outside of its validated region. Since the availability of distributed laboratory equipment can be limited, the possibility of using Modelica (which is an equation-based and object-oriented programming language) for simulating subsystems is also examined. Implementation of the model in Modelica has also been extended with requirements management, and in this work a framework is proposed for automatically evaluating the model in a tool.
Fields of Practice and Applied Solutions within Distributed Team Cognition
Author: Michael McNeese
Publisher: CRC Press
ISBN: 0429861028
Category : Computers
Languages : en
Pages : 220
Book Description
Many different cognitive research approaches have been generated to explore fields of practice where mutual teamwork is present and emergent. Results have shown subtle yet significant findings on how humans actually work together and when they transition from their own individual roles and niches into elements of teamwork and team-to-team work. Fields of Practice and Applied Solutions within Distributed Team Cognition explores the advantages of teams and shows how researchers can obtain a deep understanding of users/teams that are entrenched in a particular field. Interdisciplinary perspectives and transformative intersections are provided. Features Delineates contextual nuances of socio-technical environments as influencers of team cognition Provides quantitative/qualitative perspectives of distributed team cognition by demonstrating in situ interactions Reviews applied teamwork for fields of practice in medicine, cybersecurity, education, aviation, and manufacturing Generates practical examples of distributed work and how cognition develops across teams using technologies Specifies applied solutions through technologies such as robots, agents, games, and social networks
Publisher: CRC Press
ISBN: 0429861028
Category : Computers
Languages : en
Pages : 220
Book Description
Many different cognitive research approaches have been generated to explore fields of practice where mutual teamwork is present and emergent. Results have shown subtle yet significant findings on how humans actually work together and when they transition from their own individual roles and niches into elements of teamwork and team-to-team work. Fields of Practice and Applied Solutions within Distributed Team Cognition explores the advantages of teams and shows how researchers can obtain a deep understanding of users/teams that are entrenched in a particular field. Interdisciplinary perspectives and transformative intersections are provided. Features Delineates contextual nuances of socio-technical environments as influencers of team cognition Provides quantitative/qualitative perspectives of distributed team cognition by demonstrating in situ interactions Reviews applied teamwork for fields of practice in medicine, cybersecurity, education, aviation, and manufacturing Generates practical examples of distributed work and how cognition develops across teams using technologies Specifies applied solutions through technologies such as robots, agents, games, and social networks
Empowering Digital Education with ChatGPT
Author: Mohamed Lahby
Publisher: CRC Press
ISBN: 1040152392
Category : Computers
Languages : en
Pages : 303
Book Description
Recently, there has been a significant increase in the development and interest in applying generative AI across various domains, including education. The emergence of large language models (LLMs), such as the ChatGPT tool, fueled by advancements in generative AI, is profoundly reshaping education. The use of the ChatGPT tool offers personalized support, improves accessibility, and introduces innovative methods for students and educators to engage with information and learning materials. Furthermore, ChatGPT facilitates a wide range of language learning services, including language instruction, speech recognition, pronunciation feedback, and immersive virtual simulations for hands-on learning experiences. This book explores the transformative potential of the ChatGPT tool within education, shedding light on the opportunities that arise through the integration of the ChatGPT tool into various aspects of the learning process. It serves as a platform for the community to share cutting-edge research ideas concerning the use of the ChatGPT tool in digital education. Readers will discover how the ChatGPT tool can enhance student engagement, foster personalized learning experiences, facilitate intelligent tutoring systems, support virtual classroom interactions, and revolutionize assessment and feedback mechanisms.
Publisher: CRC Press
ISBN: 1040152392
Category : Computers
Languages : en
Pages : 303
Book Description
Recently, there has been a significant increase in the development and interest in applying generative AI across various domains, including education. The emergence of large language models (LLMs), such as the ChatGPT tool, fueled by advancements in generative AI, is profoundly reshaping education. The use of the ChatGPT tool offers personalized support, improves accessibility, and introduces innovative methods for students and educators to engage with information and learning materials. Furthermore, ChatGPT facilitates a wide range of language learning services, including language instruction, speech recognition, pronunciation feedback, and immersive virtual simulations for hands-on learning experiences. This book explores the transformative potential of the ChatGPT tool within education, shedding light on the opportunities that arise through the integration of the ChatGPT tool into various aspects of the learning process. It serves as a platform for the community to share cutting-edge research ideas concerning the use of the ChatGPT tool in digital education. Readers will discover how the ChatGPT tool can enhance student engagement, foster personalized learning experiences, facilitate intelligent tutoring systems, support virtual classroom interactions, and revolutionize assessment and feedback mechanisms.
System-Level Design of GPU-Based Embedded Systems
Author: Arian Maghazeh
Publisher: Linköping University Electronic Press
ISBN: 9176851753
Category :
Languages : en
Pages : 81
Book Description
Modern embedded systems deploy several hardware accelerators, in a heterogeneous manner, to deliver high-performance computing. Among such devices, graphics processing units (GPUs) have earned a prominent position by virtue of their immense computing power. However, a system design that relies on sheer throughput of GPUs is often incapable of satisfying the strict power- and time-related constraints faced by the embedded systems. This thesis presents several system-level software techniques to optimize the design of GPU-based embedded systems under various graphics and non-graphics applications. As compared to the conventional application-level optimizations, the system-wide view of our proposed techniques brings about several advantages: First, it allows for fully incorporating the limitations and requirements of the various system parts in the design process. Second, it can unveil optimization opportunities through exposing the information flow between the processing components. Third, the techniques are generally applicable to a wide range of applications with similar characteristics. In addition, multiple system-level techniques can be combined together or with application-level techniques to further improve the performance. We begin by studying some of the unique attributes of GPU-based embedded systems and discussing several factors that distinguish the design of these systems from that of the conventional high-end GPU-based systems. We then proceed to develop two techniques that address an important challenge in the design of GPU-based embedded systems from different perspectives. The challenge arises from the fact that GPUs require a large amount of workload to be present at runtime in order to deliver a high throughput. However, for some embedded applications, collecting large batches of input data requires an unacceptable waiting time, prompting a trade-off between throughput and latency. We also develop an optimization technique for GPU-based applications to address the memory bottleneck issue by utilizing the GPU L2 cache to shorten data access time. Moreover, in the area of graphics applications, and in particular with a focus on mobile games, we propose a power management scheme to reduce the GPU power consumption by dynamically adjusting the display resolution, while considering the user's visual perception at various resolutions. We also discuss the collective impact of the proposed techniques in tackling the design challenges of emerging complex systems. The proposed techniques are assessed by real-life experimentations on GPU-based hardware platforms, which demonstrate the superior performance of our approaches as compared to the state-of-the-art techniques.
Publisher: Linköping University Electronic Press
ISBN: 9176851753
Category :
Languages : en
Pages : 81
Book Description
Modern embedded systems deploy several hardware accelerators, in a heterogeneous manner, to deliver high-performance computing. Among such devices, graphics processing units (GPUs) have earned a prominent position by virtue of their immense computing power. However, a system design that relies on sheer throughput of GPUs is often incapable of satisfying the strict power- and time-related constraints faced by the embedded systems. This thesis presents several system-level software techniques to optimize the design of GPU-based embedded systems under various graphics and non-graphics applications. As compared to the conventional application-level optimizations, the system-wide view of our proposed techniques brings about several advantages: First, it allows for fully incorporating the limitations and requirements of the various system parts in the design process. Second, it can unveil optimization opportunities through exposing the information flow between the processing components. Third, the techniques are generally applicable to a wide range of applications with similar characteristics. In addition, multiple system-level techniques can be combined together or with application-level techniques to further improve the performance. We begin by studying some of the unique attributes of GPU-based embedded systems and discussing several factors that distinguish the design of these systems from that of the conventional high-end GPU-based systems. We then proceed to develop two techniques that address an important challenge in the design of GPU-based embedded systems from different perspectives. The challenge arises from the fact that GPUs require a large amount of workload to be present at runtime in order to deliver a high throughput. However, for some embedded applications, collecting large batches of input data requires an unacceptable waiting time, prompting a trade-off between throughput and latency. We also develop an optimization technique for GPU-based applications to address the memory bottleneck issue by utilizing the GPU L2 cache to shorten data access time. Moreover, in the area of graphics applications, and in particular with a focus on mobile games, we propose a power management scheme to reduce the GPU power consumption by dynamically adjusting the display resolution, while considering the user's visual perception at various resolutions. We also discuss the collective impact of the proposed techniques in tackling the design challenges of emerging complex systems. The proposed techniques are assessed by real-life experimentations on GPU-based hardware platforms, which demonstrate the superior performance of our approaches as compared to the state-of-the-art techniques.