Academic literature on the topic 'Arquitectura de computadors'
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Journal articles on the topic "Arquitectura de computadors"
Correa Lemus, Freddy Alberto, and Bertha Alice Naranjo Sánchez. "Experiencias de la cultura maker en la asignatura arquitectura de computadoras." Revista Boletín Redipe 10, no. 4 (April 1, 2021): 335–46. http://dx.doi.org/10.36260/rbr.v10i4.1275.
Full textForero-Guzmán, Alejandro, and Carlos Parra-Rodríguez. "Arquitectura Para la Extracción de Información de Espacios Urbanos." Lámpsakos, no. 7 (June 16, 2012): 9. http://dx.doi.org/10.21501/21454086.840.
Full textCaiza-Caizabuano, José R., Verónica P. Tintín-Perdomo, and Hebert L. Atencio-Vizcaino. "Arquitectura en redes informáticas." Polo del Conocimiento 3, no. 7 (July 2, 2018): 24. http://dx.doi.org/10.23857/pc.v3i7.527.
Full textCampos Delgado, David, and Magdalena Picazzo Sánchez. "Los procesos de autoría intelectual implícitos en la segunda era digital." Bitácora Arquitectura, no. 46 (April 21, 2021): 68. http://dx.doi.org/10.22201/fa.14058901p.2020.46.79046.
Full textRamírez, Cristóbal, César Hernández, Carlos Rojas Morales, Gustavo Mondragón García, Luis A. Villa, and Marco A. Ramírez. "Lagarto I – Una plataforma hardware/software de arquitectura de computadoras para la academia e investigación." Research in Computing Science 137, no. 1 (December 31, 2017): 19–28. http://dx.doi.org/10.13053/rcs-137-1-2.
Full textMar Cornelio, Omar, Bárbara Bron Fonseca, and Fernando Rodríguez Marzo. "METODOLOGÍA PARA LA REUTILIZACIÓN DE LA BASURA TECNOLÓGICA EN LA ASIGNATURA DE ARQUITECTURA DE COMPUTADORAS." UNESUM-Ciencias. Revista Científica Multidisciplinaria. ISSN 2602-8166 5, no. 2 (February 28, 2021): 183–98. http://dx.doi.org/10.47230/unesum-ciencias.v5.n2.2021.397.
Full textLeal Menegus, Alejandro. "HIDE. Dibujo y lenguaje arquitectónico en México en la década de 1990 Un acercamiento a la revista Arquitectura." Academia XXII 9, no. 17 (May 28, 2018): 97. http://dx.doi.org/10.22201/fa.2007252xp.2018.17.64882.
Full textDávila-Guzmán, Maria A., Wilfredo Alfonso-Morales, and Eduardo F. Caicedo-Bravo. "Arquitectura heterogénea para el procesamiento de los algoritmos de enjambres." TecnoLógicas 17, no. 32 (January 15, 2014): 11. http://dx.doi.org/10.22430/22565337.197.
Full textMontiel Sandoval, Mayra Y., Pedro C. Santana-Mancilla, and Antonio Guerrero Ibáñez. "Interfaz cerebro-computadora para disminuir situaciones de riesgo en un entorno de conducción vial." Avances en Interacción Humano-Computadora, no. 1 (September 21, 2016): 74. http://dx.doi.org/10.47756/aihc.y1i1.21.
Full textLopez C., Carlos A., Carlos D. Ferrin, and Luis F. Castillo. "Visión por Computador aplicada al control de calidad en procesos de manufactura: seguimiento en tiempo real de refrigeradores." Revista EIA 15, no. 30 (November 29, 2018): 57–71. http://dx.doi.org/10.24050/reia.v15i30.1150.
Full textDissertations / Theses on the topic "Arquitectura de computadors"
Herrero, Abellanas Enric. "Adaptive memory hierarchies for next generation tiled microarchitectures." Doctoral thesis, Universitat Politècnica de Catalunya, 2011. http://hdl.handle.net/10803/80539.
Full textProcessor performance and memory performance have improved at different rates during the last decades, limiting processor performance and creating the well known "memory gap". Solving this performance difference is an important research field and new solutions must be proposed in order to have better processors in the future. Several solutions exist, such as caches, that reduce the impact of longer memory accesses and conform the system memory hierarchy. However, most of the existing memory hierarchy organizations were designed for single processors or traditional multiprocessors. Nowadays, the increasing number of available transistors has allowed the apparition of chip multiprocessors, which have different constraints and require new ad-hoc memory systems able to efficiently manage memory resources. Therefore, in this thesis we have focused on improving the performance and energy efficiency of the memory hierarchy of chip multiprocessors, ranging from caches to DRAM memories. In the first part of this thesis we have studied traditional cache organizations such as shared or private caches and we have seen that they behave well only for some applications and that an adaptive system would be desirable. State-of-the-art techniques such as Cooperative Caching (CC) take advantage of the benefits of both worlds. This technique, however, requires the usage of a centralized coherence structure and has a high energy consumption. Therefore we propose the Distributed Cooperative Caching (DCC), a mechanism to provide coherence to chip multiprocessors and apply the concept of cooperative caching in a distributed way. Through the usage of distributed directories we obtain a more scalable solution and, in addition, has a more flexible and energy-efficient tag allocation method. We also show that applications make different uses of cache and that an efficient allocation can take advantage of unused resources. We propose Elastic Cooperative Caching (ElasticCC), an adaptive cache organization able to redistribute cache resources dynamically depending on application requirements. One of the most important contributions of this technique is that adaptivity is fully managed by hardware and that all repartitioning mechanisms are based on distributed structures, allowing a better scalability. ElasticCC not only is able to repartition cache sizes to application requirements, but also is able to dynamically adapt to the different execution phases of each thread. Our experimental evaluation also has shown that the cache partitioning provided by ElasticCC is efficient and is almost able to match the off-chip miss rate of a configuration that doubles the cache space. Finally, we focus in the behavior of DRAM memories and memory controllers in chip multiprocessors. Although traditional memory schedulers work well for uniprocessors, we show that new access patterns advocate for a redesign of some parts of DRAM memories. Several organizations exist for multiprocessor DRAM schedulers, however, all of them must trade-off between memory throughput and fairness. We propose Thread Row Buffers, an extended storage area in DRAM memories able to store a data row for each thread. This mechanism enables a fair memory access scheduling without hurting memory throughput. Overall, in this thesis we present new organizations for the memory hierarchy of chip multiprocessors which focus on the scalability and of the proposed structures and adaptivity to application behavior. Results show that the presented techniques provide a better performance and energy-efficiency than existing state-of-the-art solutions.
Hasanov, Zyulkyarov Ferard. "Programming, debugging, profiling and optimizing transactional memory programs." Doctoral thesis, Universitat Politècnica de Catalunya, 2011. http://hdl.handle.net/10803/32283.
Full textVilaplana, Mayoral Jordi. "Management of Cloud systems applied to eHealth." Doctoral thesis, Universitat de Lleida, 2015. http://hdl.handle.net/10803/311417.
Full textAquesta tesi explora tèniques, models i algorismes per una gestió eficient en sistemes al Núvol i com aplicar-ho en el sector de la salut per tal de millorar els tractaments actuals. Presenta dues aplicacions de salut electrònica basades en el Núvol per telemonitoritzar i controlar pacients fumadors i hipertensos. S'ha obtingut diferents models basats en el Núvol i s'han utilitzat per a desenvolupar una infraestructura on desplegar aquestes aplicacions. Els resultats mostren que aquestes aplicacions milloren els tractaments actuals així com escalen a mesura que els requeriments computacionals augmenten. Múltiples arquitectures i models han estat analitzats i implementats utilitzant diferents tècniques i escenaris. L'aplicació Smoking Patient Control (S-PC) ha estat desplegada i provada en un entorn real, aconseguint un augment del 28,4% en l'absistinència a llarg termini de pacients fumadors. L'aplicació Hypertension Patient Control (H-PC) ha estat dissenyada i implementada amb èxit, i els seus límits computacionals han estat mesurats.
Esta tesis explora ténicas, modelos y algoritmos para una gestión eficiente de sistemas en la Nube y como aplicarlo en el sector de la salud con el fin de mejorar los tratamientos actuales. Presenta dos aplicaciones de salud electrónica basadas en la Nube para telemonitorizar y controlar pacientes fumadores e hipertensos. Se han obtenido diferentes modelos basados en la Nube y se han utilizado para desarrollar una infraestructura donde desplegar estas aplicaciones. Los resultados muestran que estas aplicaciones mejoran los tratamientos actuales así como escalan a medida que los requerimientos computacionales aumentan. Múltiples arquitecturas y modelos han sido analizados e implementados utilizando diferentes técnicas y escenarios. La aplicación Smoking Patient Control (S-PC) se ha desplegado y provado en un entorno real, consiguiendo un aumento del 28,4% en la abstinencia a largo plazo de pacientes fumadores. La aplicación Hypertension Patient Control (H-PC) ha sido diseñada e implementada con éxito, y sus límites computacionales han sido medidos.
Castellà, Martínez Damià. "Computación distribuida en entornos peer-to-peer con calidad de servicio." Doctoral thesis, Universitat de Lleida, 2011. http://hdl.handle.net/10803/51011.
Full textMartín, Rull Enric X. (Enric Xavier). "Contribució als mètodes d'obtenció i representació de vistes d'objectes reals per aplicacions interactives." Doctoral thesis, Universitat Politècnica de Catalunya, 2006. http://hdl.handle.net/10803/6195.
Full textDurant el desenvolupament dels mètodes trobats, de naturalesa diversa, han sorgit dificultats que han fet aprofundir aquest treball en l'àmbit de la geometria de la síntesi de vistes, la reconstrucció de l'estructura tridimensional dels objectes, l'acceleració de certs algoritmes amb l'ajut del maquinari existent o la portabilitat de les dades a través de la xarxa.
Concretament, s'han identificat tres mètodes que poden satisfer els requeriments plantejats. El primer, accés a vistes d'objectes comprimides en fitxers, es basa en l'organització de les dades presentada, la capacitat de compressió dels algoritmes i el suport del maquinari a la tasca de descompressió. El segon mètode, reconstrucció tridimensional i projecció emprant el coprocessador gràfic, aprofita les altes prestacions d'aquests últims, impulsats per les necessitats del mercat. El tercer, selecció d'un conjunt representatiu de vistes i interpolació entre elles, aprofita les propietats de la rectificació de tres vistes i l'exactitud de la interpolació de vistes si es disposa d'un mapa de disparitat prou dens. Aquesta necessitat ha connectat aquest mètode amb el segon, al que cal el model tridimensional reconstruït, ja que hi ha una equivalència entre les dues expressions de la informació.
Per la comparació dels resultats dels mètodes estudiats, s'han seguit tres criteris:
- El primer, òbviament, el de la qualitat de les vistes obtingudes de l'objecte. Ha calgut identificar les principals fonts d'error en els processos i cercar uns avaluadors d'aquest error. A més d'aquests numèrics se n'han cercat de subjectius ja que el destinatari de les vistes serà un ésser humà.
- El temps d'obtenció d'una vista (important per la interactivitat), projectat a les plataformes tecnològiques existents o previsibles.
- La mida de les dades necessàries per cadascun dels mètodes, que limitarà la portabilitat de la visualització dels objectes.
Durant la realització d'aquesta tesi, s'han realitzat algunes contribucions, la majoria d'elles ja publicades, que es poden resumir en:
- Disseny d'una metodologia per la representació d'objectes a partir de conjunts de vistes i mètodes de síntesi. En aquesta metodologia s'ha presentat un protocol per l'adquisició i ordenació de les dades, idees per la selecció del conjunt mínim de vistes, un criteri per gravar la mínima informació necessària, ajuts a l'obtenció de la informació tridimensional de l'escena necessària, i un algoritme ràpid i general de síntesi de vistes.
- Supressió de les restriccions geomètriques del mètode de síntesi per rectificació de tres vistes, permetent generalitzar la ubicació de la càmera virtual i optimitzar la distància del pla de reprojecció per maximitzar l'àrea de la vista interpolada.
- Especificació de l'algoritme de síntesi de vistes pel mètode de rectificació de tres vistes, de forma que es pugui implementar amb processadors tipus DSP o conjunts d'instruccions específiques dels processadors CISC, per assolir les necessitats de les aplicacions interactives.
- Presentació d'un mètode de refinament de models tridimensionals obtinguts per space carving mitjançant estereovisió. El mètode combina dues tècniques conegudes de visió per ordinador obtenint un millor resultat en la reconstrucció tridimensional.
- Acceleració del mètode de reconstrucció tridimensional per projecció de vòxels amb la utilització de mapes de distància, estructures en arbre i el coprocessador gràfic present en els computadors personals.
Els resultats obtinguts en la tesi s'han adaptat per aplicar-se a un projecte de simulació de situacions de conducció en carreteres amb realitat augmentada, desenvolupat per la UPC i la Universitat de Toronto i un segon de representació remota de vistes d'objectes arqueològics, desenvolupat per la UPC, la UB i un conjunt d'universitats estrangeres.
This work shows a set of experiments to identify, characterize and compare several methods for obtaining real object views in interactive applications such as augmented reality, telepresence or other future developments.
While developing those methods, the problems found have induced a deeper study of view synthesis geometry, object three-dimensional structure, hardware process acceleration and data portability through the internet.
Three methods have been found that meet the ends of this work. First, file-stored object-view access rests in data organization, compression- algorithm capabilities and hardware support to decompression. The second method, 3D object reconstruction and graphic coprocessor based projection, takes advantage of market driven GPU evolution. Finally, the representative view-set selection and interpolation method, uses the three-view-rectification properties and the precision of view interpolation when a dense-enough disparity map is available. This last requirement binds the second and third methods in the need of a good 3D object reconstruction, 3D models and disparity maps being two expressions for the same data.
To compare the method results three criteria have been used:
- Object view image quality. It has been necessary to identify the main source of errors on the processes and to find some evaluators for those errors. As the results of the process are images to be shown to humans, with those numerical evaluators a subjective evaluator has been used too.
- Process time, important for the interactivity aim, calculated with current technology but projected to next foreseeable platforms.
- Amount of data that must be recorded in each method, which will be a key point for portability.
While developing this work, some contributions have been achieved and they can be summarized as:
- Design of a methodology to represent any object view from a reduced set of views and synthesis methods. The methodology includes a protocol to acquire and organize data, ideas for a minimum view set selection, a criterion to record the minimum amount of data, improvements in obtaining the three-dimensional structure of the scene and a fast and general synthesis algorithm.
- Suppression of some geometric restrictions in the three-view-rectification method, allowing a more general positioning for the virtual camera and a maximization of the virtual image area through the distance to the reprojection plane.
- A complete specification for the modified three-view rectification and view interpolation method allowing its implementation with DSP or MMX instructions to achieve the requirements of interactive applications.
- Presentation of a method to refine three-dimensional models obtained by space carving through stereovision. This method combines two well-known computer vision techniques to achieve a better result in 3D reconstruction.
- Acceleration of the space carving 3D reconstruction method with the use of an octree voxel organization, projection to special distance maps and taking advantage of the GPU performance to speed-up the projection.
Some of the results of this work will be used in the construction of an augmented reality driving simulator (UPC- University of Toronto) and the implementation of a remote viewer of archaeological objects (UPC - UB - other universities).
Lera, Castro Isaac. "Ontology Matching based On Class Context: to solve interoperability problem at Semantic Web." Doctoral thesis, Universitat de les Illes Balears, 2012. http://hdl.handle.net/10803/84074.
Full textRecatalá, Ballester Gabriel. "Visual determination, tracking and execution of 2D grasps using a behavior-inspired approach." Doctoral thesis, Universitat Jaume I, 2003. http://hdl.handle.net/10803/10371.
Full textSome of the main contributions of this thesis include: (1) the use of a modular approach to the specification of a control task that provides a basic framework for supporting the concept of behavior; (2) the analysis of several strategies for obtaining a compact representation of the contour of an object; (3) the development of a method for the evaluation and search of a grasp on a planar object for a two-fingered gripper; (4) the specification of different representations of a grasp and the analysis of their use for tracking the grasp between different views of an object; (5) the specification of algorithms for the tracking of a grasp along the views of an object obtained from a sequence of single images and a sequence of stereo images; (6) the definition of parametrized models of the target position of the grasp points and of the feasibility of this target grasp, and of an off-line procedure for the computation of some of the reference values required by this model; and (7) the definition and analysis of a visual servoing control scheme to guide the gripper of a robot arm towards an unknown object using the grasp points computed for that object as control features.
Marín, Prades Raúl. "The UJI online robot: a distributed architecture for pattern recognition, autonomous grasping and augmented reality." Doctoral thesis, Universitat Jaume I, 2002. http://hdl.handle.net/10803/10372.
Full textBasically, the work has consisted of designing and implementing a whole vision based robotic system to control an educational robot via web, by using voice commands like "Grasp the object one" or "Grasp the cube". Our original objectives were upgraded to include the possibility of programming the robot using high level voice commands as well as very quick and significant mouse interactions ("adjustable interaction levels"). Besides this, the User interface has been designed to allow the operator to "predict" the robot movements before sending the programmed commands to the real robot ("Predictive system"). This kind of interface has the particularity of saving network bandwidth and even being used as a whole task specification off-line programming interface. By using a predictive virtual environment and giving more intelligence to the robot supposes a higher level of interaction, which avoids the "cognitive fatigue" associated with many teleoperated systems.
The most important novel contributions included in this work are the following:
1. Automatic Object Recognition: The system is able to recognize the objects in the robot scenario by using a camera as input (automatic object recognition). This feature allows the user to interact with the robot using high level commands like "Grasp allen".
2. Incremental Learning: Due to the fact that the object recognition procedure requires some kind of training before operating efficiently, the UJI Online Robot introduces the In-cremental Learning capability, that means the robot is always learning from the user in-teraction. It means the object recognition module performs better as time goes by.
3. Autonomous Grasping: Once an object has been recognized in a scene, the following question is, how can we grasp it? The autonomous grasping module calculates the set of possible grasping points that can be used in order to manipulate an object according to the stability requirements.
4. Non-Immersive Virtual Reality: In order to avoid the Internet latency and time-delay effects, the system offers a user interface based on non-immersive virtual reality. Hence, taken the camera data as input, a 3D virtual reality scenario is constructed, which allows specifying tasks that can be confirmed to the real robot in one step.
5. Augmented Reality: The 3D virtual scenario is complemented with computer generated information that helps enormously to improve the human performance (e.g. projections of the gripper over the scene is shown, superposition of data in order to avoid robot occlusions, etc.). In some situations the user has more information by controlling the robot from the user interface (web based) than seeing the robot scenario directly.
6. Task specification: The system permits specifying complete "Pick & Place" actions, which can be saved into a text file. This robot programming can be accomplished using both, the off-line and the on-line mode.
7. Speech recognition/synthesis: To our knowledge this is the first online robot that allows the user to give high-level commands by using simply a microphone. Moreover, the speech synthesizer is integrated into the predictive display, in such a way that the robot re-sponds to the user and asks him/her for confirmation before sending the command to the real scenario.
As explained at Chapter I, the novel contributions have been partially published in several sci-entific forums (journals, books, etc.). The most remarkable are for example the acceptance of two papers at the IEEE International Conference on Robotics and Automation 2002, and the publication of an extended article at the Special Issue on web telerobotics of the International Journal on Robotics and Automation (November 2002).
We have proved the worth of the system by means of an application in the Education and Training domain. Almost one hundred undergraduate students have been using the web-based interface in order to program "Pick and Place" operations. The results are really encouraging (refer to Chapter VII) for more details. Although we are referring to the project as "The UJI Online Robot", in the Educa-tion and Training domain "The UJI Telerobotic Training System" term has been used instead.
Further work is planned to focus on applying Remote Visual Servoing techniques in order to improve the actual system performance. This would avoid having to spend long nights calibrating the robot and the cameras, as well extending the system capabilities to work on less structured environments.
Gilly, de la Sierra-Llamazares Katja. "An adaptive admission control and load balancing algorithm for a QoS-aware Web system." Doctoral thesis, Universitat de les Illes Balears, 2009. http://hdl.handle.net/10803/9413.
Full textThe admission control and load balancing algorithm described in this thesis manages the distribution of traffic to a Web cluster based on QoS requirements.
The goal of the proposed scheduling algorithm is to avoid situations in which the system provides a lower performance than desired due to servers' congestion. This is achieved through the implementation of forecasting calculations.
Obviously, the increase of the computational cost of the algorithm results in some overhead. This is the reason for designing an adaptive time slot scheduling that sets the execution times of the algorithm depending on the burstiness that is arriving to the system.
Therefore, the predictive scheduling algorithm proposed includes an adaptive overhead control.
Once defined the scheduling of the algorithm, we design the admission control module based on throughput predictions. The results obtained by several throughput predictors are compared and one of them is selected to be included in our algorithm. The utilisation level that the Web servers will have in the near future is also forecasted and reserved for each service depending on the Service Level Agreement (SLA).
Our load balancing strategy is based on a classical policy. Hence, a comparison of several classical load balancing policies is also included in order to know which of them better fits our algorithm. A simulation model has been designed to obtain the results presented in this thesis.
Mejía, Ronald. "Ejercicios de arquitectura de computadoras." Universidad Peruana de Ciencias Aplicadas - UPC, 2007. http://hdl.handle.net/10757/272761.
Full textBooks on the topic "Arquitectura de computadors"
Dayhoff, Judith E. Neural network architectures: An introduction. New York, N.Y: Van Nostrand Reinhold, 1990.
Find full textHigh-performance computer architecture. 3rd ed. Reading, Mass: Addison-Wesley, 1993.
Find full textStone, Harold S. High-performance computer architecture. Reading, Mass: Addison-Wesley Pub. Co., 1987.
Find full textHigh-performance computer architecture. 2nd ed. Reading, Mass: Addison-Wesley Pub. Co., 1990.
Find full textStallings, William. Organizacion y Arquitectura de Computadores. Prentice Hall, 1999.
Find full textBook chapters on the topic "Arquitectura de computadors"
Pérez Muñoz, Ángel Grover, Juan Zamorano, David González Bárcena, and Juan A. de la Puente. "Software y computador embarcado basado en cots para el experimento TASEC-Lab." In XLII JORNADAS DE AUTOMÁTICA : LIBRO DE ACTAS, 714–30. Servizo de Publicacións da UDC, 2021. http://dx.doi.org/10.17979/spudc.9788497498043.724.
Full textConference papers on the topic "Arquitectura de computadors"
Estévez Damas, José Ignacio, Jonay Toledo Carrillo, and Leopoldo Acosta Sánchez. "Arquitectura para la integración de motores de videojuegos en aplicaciones basadas en interfaces cerebro-computador." In XL Jornadas de Automática. Universidade da Coruña. Servizo de Publicacións, 2020. http://dx.doi.org/10.17979/spudc.9788497497169.063.
Full textEsquicha Tejada, José, Karina Rosas Paredes, and Leticia Laura Ochoa. "Integración a los procesos de enseñanza aprendizaje de proyectos creativos para la asignatura de Arquitectura del Computador." In The 15th LACCEI International Multi-Conference for Engineering, Education, and Technology: “Global Partnership for Development and Engineering Education”. Latin American and Caribbean Consortium of Engineering Institutions, 2017. http://dx.doi.org/10.18687/laccei2017.1.1.67.
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