Academic literature on the topic 'Embedded interger processor'

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Journal articles on the topic "Embedded interger processor"

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Sun, Xiaomeng. "Green and ecological interior design based on network processor and embedded system." Microprocessors and Microsystems 82 (April 2021): 103911. http://dx.doi.org/10.1016/j.micpro.2021.103911.

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Sun, Xiaomeng. "Green and Ecological Interior Design Based on Network Processor and Embedded System." Microprocessors and Microsystems, January 2021, 103911. http://dx.doi.org/10.1016/j.micpro.2021.103911.

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Cesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (July 1, 2004). http://dx.doi.org/10.5204/mcj.2371.

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not would largely be framed by this “beige box” model: computers are stationary, slab-like, and heavy, and their natural habitats must be in rooms specifically designated for that purpose. In 1992, when Apple introduced the first PowerBook, our perception began to change. Certainly there had been other portable computers prior to that, such as the Osborne 1, but these were more luggable than portable, weighing just slightly less than a typical sewing machine. The PowerBook and subsequent waves of laptops, personal digital assistants (PDAs), and so-called smart phones from numerous other companies have steadily forced us to rethink and redefine what a computer is and is not, how we interact with them, and the manner in which these tools might be used in the classroom. However, this reconceptualization of computers is far from over, and is in fact steadily evolving as new devices are introduced, adopted, and subsequently adapted for uses beyond of their original purpose. Pat Crowe’s Book Reader project, for example, has morphed Nintendo’s GameBoy and GameBoy Advance into a viable electronic book platform, complete with images, sound, and multi-language support. (Crowe, 2003) His goal was to take this existing technology previously framed only within the context of proprietary adolescent entertainment, and repurpose it for open, flexible uses typically associated with learning and literacy. Similar efforts are underway to repurpose Microsoft’s Xbox, perhaps the ultimate symbol of “closed” technology given Microsoft’s propensity for proprietary code, in order to make it a viable platform for Open Source Software (OSS). However, these efforts are not forgone conclusions, and are in fact typical of the ongoing battle over who controls the technology we own in our homes, and how open source solutions are often at odds with a largely proprietary world. In late 2001, Microsoft launched the Xbox with a multimillion dollar publicity drive featuring events, commercials, live models, and statements claiming this new console gaming platform would “change video games the way MTV changed music”. (Chan, 2001) The Xbox launched with the following technical specifications: 733mhz Pentium III 64mb RAM, 8 or 10gb internal hard disk drive CD/DVD ROM drive (speed unknown) Nvidia graphics processor, with HDTV support 4 USB 1.1 ports (adapter required), AC3 audio 10/100 ethernet port, Optional 56k modem (TechTV, 2001) While current computers dwarf these specifications in virtually all areas now, for 2001 these were roughly on par with many desktop systems. The retail price at the time was $299, but steadily dropped to nearly half that with additional price cuts anticipated. Based on these features, the preponderance of “off the shelf” parts and components used, and the relatively reasonable price, numerous programmers quickly became interested in seeing it if was possible to run Linux and additional OSS on the Xbox. In each case, the goal has been similar: exceed the original purpose of the Xbox, to determine if and how well it might be used for basic computing tasks. If these attempts prove to be successful, the Xbox could allow institutions to dramatically increase the student-to-computer ratio in select environments, or allow individuals who could not otherwise afford a computer to instead buy and Xbox, download and install Linux, and use this new device to write, create, and innovate . This drive to literally and metaphorically “open” the Xbox comes from many directions. Such efforts include Andrew Huang’s self-published “Hacking the Xbox” book in which, under the auspices of reverse engineering, Huang analyzes the architecture of the Xbox, detailing step-by-step instructions for flashing the ROM, upgrading the hard drive and/or RAM, and generally prepping the device for use as an information appliance. Additional initiatives include Lindows CEO Michael Robertson’s $200,000 prize to encourage Linux development on the Xbox, and the Xbox Linux Project at SourceForge. What is Linux? Linux is an alternative operating system initially developed in 1991 by Linus Benedict Torvalds. Linux was based off a derivative of the MINIX operating system, which in turn was a derivative of UNIX. (Hasan 2003) Linux is currently available for Intel-based systems that would normally run versions of Windows, PowerPC-based systems that would normally run Apple’s Mac OS, and a host of other handheld, cell phone, or so-called “embedded” systems. Linux distributions are based almost exclusively on open source software, graphic user interfaces, and middleware components. While there are commercial Linux distributions available, these mainly just package the freely available operating system with bundled technical support, manuals, some exclusive or proprietary commercial applications, and related services. Anyone can still download and install numerous Linux distributions at no cost, provided they do not need technical support beyond the community / enthusiast level. Typical Linux distributions come with open source web browsers, word processors and related productivity applications (such as those found in OpenOffice.org), and related tools for accessing email, organizing schedules and contacts, etc. Certain Linux distributions are more or less designed for network administrators, system engineers, and similar “power users” somewhat distanced from that of our students. However, several distributions including Lycoris, Mandrake, LindowsOS, and other are specifically tailored as regular, desktop operating systems, with regular, everyday computer users in mind. As Linux has no draconian “product activation key” method of authentication, or digital rights management-laden features associated with installation and implementation on typical desktop and laptop systems, Linux is becoming an ideal choice both individually and institutionally. It still faces an uphill battle in terms of achieving widespread acceptance as a desktop operating system. As Finnie points out in Desktop Linux Edges Into The Mainstream: “to attract users, you need ease of installation, ease of device configuration, and intuitive, full-featured desktop user controls. It’s all coming, but slowly. With each new version, desktop Linux comes closer to entering the mainstream. It’s anyone’s guess as to when critical mass will be reached, but you can feel the inevitability: There’s pent-up demand for something different.” (Finnie 2003) Linux is already spreading rapidly in numerous capacities, in numerous countries. Linux has “taken hold wherever computer users desire freedom, and wherever there is demand for inexpensive software.” Reports from technology research company IDG indicate that roughly a third of computers in Central and South America run Linux. Several countries, including Mexico, Brazil, and Argentina, have all but mandated that state-owned institutions adopt open source software whenever possible to “give their people the tools and education to compete with the rest of the world.” (Hills 2001) The Goal Less than a year after Microsoft introduced the The Xbox, the Xbox Linux project formed. The Xbox Linux Project has a goal of developing and distributing Linux for the Xbox gaming console, “so that it can be used for many tasks that Microsoft don’t want you to be able to do. ...as a desktop computer, for email and browsing the web from your TV, as a (web) server” (Xbox Linux Project 2002). Since the Linux operating system is open source, meaning it can freely be tinkered with and distributed, those who opt to download and install Linux on their Xbox can do so with relatively little overhead in terms of cost or time. Additionally, Linux itself looks very “windows-like”, making for fairly low learning curve. To help increase overall awareness of this project and assist in diffusing it, the Xbox Linux Project offers step-by-step installation instructions, with the end result being a system capable of using common peripherals such as a keyboard and mouse, scanner, printer, a “webcam and a DVD burner, connected to a VGA monitor; 100% compatible with a standard Linux PC, all PC (USB) hardware and PC software that works with Linux.” (Xbox Linux Project 2002) Such a system could have tremendous potential for technology literacy. Pairing an Xbox with Linux and OpenOffice.org, for example, would provide our students essentially the same capability any of them would expect from a regular desktop computer. They could send and receive email, communicate using instant messaging IRC, or newsgroup clients, and browse Internet sites just as they normally would. In fact, the overall browsing experience for Linux users is substantially better than that for most Windows users. Internet Explorer, the default browser on all systems running Windows-base operating systems, lacks basic features standard in virtually all competing browsers. Native blocking of “pop-up” advertisements is still not yet possible in Internet Explorer without the aid of a third-party utility. Tabbed browsing, which involves the ability to easily open and sort through multiple Web pages in the same window, often with a single mouse click, is also missing from Internet Explorer. The same can be said for a robust download manager, “find as you type”, and a variety of additional features. Mozilla, Netscape, Firefox, Konqueror, and essentially all other OSS browsers for Linux have these features. Of course, most of these browsers are also available for Windows, but Internet Explorer is still considered the standard browser for the platform. If the Xbox Linux Project becomes widely diffused, our students could edit and save Microsoft Word files in OpenOffice.org’s Writer program, and do the same with PowerPoint and Excel files in similar OpenOffice.org components. They could access instructor comments originally created in Microsoft Word documents, and in turn could add their own comments and send the documents back to their instructors. They could even perform many functions not yet capable in Microsoft Office, including saving files in PDF or Flash format without needing Adobe’s Acrobat product or Macromedia’s Flash Studio MX. Additionally, by way of this project, the Xbox can also serve as “a Linux server for HTTP/FTP/SMB/NFS, serving data such as MP3/MPEG4/DivX, or a router, or both; without a monitor or keyboard or mouse connected.” (Xbox Linux Project 2003) In a very real sense, our students could use these inexpensive systems previously framed only within the context of entertainment, for educational purposes typically associated with computer-mediated learning. Problems: Control and Access The existing rhetoric of technological control surrounding current and emerging technologies appears to be stifling many of these efforts before they can even be brought to the public. This rhetoric of control is largely typified by overly-restrictive digital rights management (DRM) schemes antithetical to education, and the Digital Millennium Copyright Act (DMCA). Combined,both are currently being used as technical and legal clubs against these efforts. Microsoft, for example, has taken a dim view of any efforts to adapt the Xbox to Linux. Microsoft CEO Steve Ballmer, who has repeatedly referred to Linux as a cancer and has equated OSS as being un-American, stated, “Given the way the economic model works - and that is a subsidy followed, essentially, by fees for every piece of software sold - our license framework has to do that.” (Becker 2003) Since the Xbox is based on a subsidy model, meaning that Microsoft actually sells the hardware at a loss and instead generates revenue off software sales, Ballmer launched a series of concerted legal attacks against the Xbox Linux Project and similar efforts. In 2002, Nintendo, Sony, and Microsoft simultaneously sued Lik Sang, Inc., a Hong Kong-based company that produces programmable cartridges and “mod chips” for the PlayStation II, Xbox, and Game Cube. Nintendo states that its company alone loses over $650 million each year due to piracy of their console gaming titles, which typically originate in China, Paraguay, and Mexico. (GameIndustry.biz) Currently, many attempts to “mod” the Xbox required the use of such chips. As Lik Sang is one of the only suppliers, initial efforts to adapt the Xbox to Linux slowed considerably. Despite that fact that such chips can still be ordered and shipped here by less conventional means, it does not change that fact that the chips themselves would be illegal in the U.S. due to the anticircumvention clause in the DMCA itself, which is designed specifically to protect any DRM-wrapped content, regardless of context. The Xbox Linux Project then attempted to get Microsoft to officially sanction their efforts. They were not only rebuffed, but Microsoft then opted to hire programmers specifically to create technological countermeasures for the Xbox, to defeat additional attempts at installing OSS on it. Undeterred, the Xbox Linux Project eventually arrived at a method of installing and booting Linux without the use of mod chips, and have taken a more defiant tone now with Microsoft regarding their circumvention efforts. (Lettice 2002) They state that “Microsoft does not want you to use the Xbox as a Linux computer, therefore it has some anti-Linux-protection built in, but it can be circumvented easily, so that an Xbox can be used as what it is: an IBM PC.” (Xbox Linux Project 2003) Problems: Learning Curves and Usability In spite of the difficulties imposed by the combined technological and legal attacks on this project, it has succeeded at infiltrating this closed system with OSS. It has done so beyond the mere prototype level, too, as evidenced by the Xbox Linux Project now having both complete, step-by-step instructions available for users to modify their own Xbox systems, and an alternate plan catering to those who have the interest in modifying their systems, but not the time or technical inclinations. Specifically, this option involves users mailing their Xbox systems to community volunteers within the Xbox Linux Project, and basically having these volunteers perform the necessary software preparation or actually do the full Linux installation for them, free of charge (presumably not including shipping). This particular aspect of the project, dubbed “Users Help Users”, appears to be fairly new. Yet, it already lists over sixty volunteers capable and willing to perform this service, since “Many users don’t have the possibility, expertise or hardware” to perform these modifications. Amazingly enough, in some cases these volunteers are barely out of junior high school. One such volunteer stipulates that those seeking his assistance keep in mind that he is “just 14” and that when performing these modifications he “...will not always be finished by the next day”. (Steil 2003) In addition to this interesting if somewhat unusual level of community-driven support, there are currently several Linux-based options available for the Xbox. The two that are perhaps the most developed are GentooX, which is based of the popular Gentoo Linux distribution, and Ed’s Debian, based off the Debian GNU / Linux distribution. Both Gentoo and Debian are “seasoned” distributions that have been available for some time now, though Daniel Robbins, Chief Architect of Gentoo, refers to the product as actually being a “metadistribution” of Linux, due to its high degree of adaptability and configurability. (Gentoo 2004) Specifically, the Robbins asserts that Gentoo is capable of being “customized for just about any application or need. ...an ideal secure server, development workstation, professional desktop, gaming system, embedded solution or something else—whatever you need it to be.” (Robbins 2004) He further states that the whole point of Gentoo is to provide a better, more usable Linux experience than that found in many other distributions. Robbins states that: “The goal of Gentoo is to design tools and systems that allow a user to do their work pleasantly and efficiently as possible, as they see fit. Our tools should be a joy to use, and should help the user to appreciate the richness of the Linux and free software community, and the flexibility of free software. ...Put another way, the Gentoo philosophy is to create better tools. When a tool is doing its job perfectly, you might not even be very aware of its presence, because it does not interfere and make its presence known, nor does it force you to interact with it when you don’t want it to. The tool serves the user rather than the user serving the tool.” (Robbins 2004) There is also a so-called “live CD” Linux distribution suitable for the Xbox, called dyne:bolic, and an in-progress release of Slackware Linux, as well. According to the Xbox Linux Project, the only difference between the standard releases of these distributions and their Xbox counterparts is that “...the install process – and naturally the bootloader, the kernel and the kernel modules – are all customized for the Xbox.” (Xbox Linux Project, 2003) Of course, even if Gentoo is as user-friendly as Robbins purports, even if the Linux kernel itself has become significantly more robust and efficient, and even if Microsoft again drops the retail price of the Xbox, is this really a feasible solution in the classroom? Does the Xbox Linux Project have an army of 14 year olds willing to modify dozens, perhaps hundreds of these systems for use in secondary schools and higher education? Of course not. If such an institutional rollout were to be undertaken, it would require significant support from not only faculty, but Department Chairs, Deans, IT staff, and quite possible Chief Information Officers. Disk images would need to be customized for each institution to reflect their respective needs, ranging from setting specific home pages on web browsers, to bookmarks, to custom back-up and / or disk re-imaging scripts, to network authentication. This would be no small task. Yet, the steps mentioned above are essentially no different than what would be required of any IT staff when creating a new disk image for a computer lab, be it one for a Windows-based system or a Mac OS X-based one. The primary difference would be Linux itself—nothing more, nothing less. The institutional difficulties in undertaking such an effort would likely be encountered prior to even purchasing a single Xbox, in that they would involve the same difficulties associated with any new hardware or software initiative: staffing, budget, and support. If the institutional in question is either unwilling or unable to address these three factors, it would not matter if the Xbox itself was as free as Linux. An Open Future, or a Closed one? It is unclear how far the Xbox Linux Project will be allowed to go in their efforts to invade an essentially a proprietary system with OSS. Unlike Sony, which has made deliberate steps to commercialize similar efforts for their PlayStation 2 console, Microsoft appears resolute in fighting OSS on the Xbox by any means necessary. They will continue to crack down on any companies selling so-called mod chips, and will continue to employ technological protections to keep the Xbox “closed”. Despite clear evidence to the contrary, in all likelihood Microsoft continue to equate any OSS efforts directed at the Xbox with piracy-related motivations. Additionally, Microsoft’s successor to the Xbox would likely include additional anticircumvention technologies incorporated into it that could set the Xbox Linux Project back by months, years, or could stop it cold. Of course, it is difficult to say with any degree of certainty how this “Xbox 2” (perhaps a more appropriate name might be “Nextbox”) will impact this project. Regardless of how this device evolves, there can be little doubt of the value of Linux, OpenOffice.org, and other OSS to teaching and learning with technology. This value exists not only in terms of price, but in increased freedom from policies and technologies of control. New Linux distributions from Gentoo, Mandrake, Lycoris, Lindows, and other companies are just now starting to focus their efforts on Linux as user-friendly, easy to use desktop operating systems, rather than just server or “techno-geek” environments suitable for advanced programmers and computer operators. While metaphorically opening the Xbox may not be for everyone, and may not be a suitable computing solution for all, I believe we as educators must promote and encourage such efforts whenever possible. I suggest this because I believe we need to exercise our professional influence and ultimately shape the future of technology literacy, either individually as faculty and collectively as departments, colleges, or institutions. Moran and Fitzsimmons-Hunter argue this very point in Writing Teachers, Schools, Access, and Change. One of their fundamental provisions they use to define “access” asserts that there must be a willingness for teachers and students to “fight for the technologies that they need to pursue their goals for their own teaching and learning.” (Taylor / Ward 160) Regardless of whether or not this debate is grounded in the “beige boxes” of the past, or the Xboxes of the present, much is at stake. Private corporations should not be in a position to control the manner in which we use legally-purchased technologies, regardless of whether or not these technologies are then repurposed for literacy uses. I believe the exigency associated with this control, and the ongoing evolution of what is and is not a computer, dictates that we assert ourselves more actively into this discussion. We must take steps to provide our students with the best possible computer-mediated learning experience, however seemingly unorthodox the technological means might be, so that they may think critically, communicate effectively, and participate actively in society and in their future careers. About the Author Paul Cesarini is an Assistant Professor in the Department of Visual Communication & Technology Education, Bowling Green State University, Ohio Email: pcesari@bgnet.bgsu.edu Works Cited http://xbox-linux.sourceforge.net/docs/debian.php>.Baron, Denis. “From Pencils to Pixels: The Stages of Literacy Technologies.” Passions Pedagogies and 21st Century Technologies. Hawisher, Gail E., and Cynthia L. Selfe, Eds. Utah: Utah State University Press, 1999. 15 – 33. Becker, David. “Ballmer: Mod Chips Threaten Xbox”. News.com. 21 Oct 2002. http://news.com.com/2100-1040-962797.php>. http://news.com.com/2100-1040-978957.html?tag=nl>. http://archive.infoworld.com/articles/hn/xml/02/08/13/020813hnchina.xml>. http://www.neoseeker.com/news/story/1062/>. http://www.bookreader.co.uk>.Finni, Scott. “Desktop Linux Edges Into The Mainstream”. TechWeb. 8 Apr 2003. http://www.techweb.com/tech/software/20030408_software. http://www.theregister.co.uk/content/archive/29439.html http://gentoox.shallax.com/. http://ragib.hypermart.net/linux/. http://www.itworld.com/Comp/2362/LWD010424latinlinux/pfindex.html. http://www.xbox-linux.sourceforge.net. http://www.theregister.co.uk/content/archive/27487.html. http://www.theregister.co.uk/content/archive/26078.html. http://www.us.playstation.com/peripherals.aspx?id=SCPH-97047. http://www.techtv.com/extendedplay/reviews/story/0,24330,3356862,00.html. http://www.wired.com/news/business/0,1367,61984,00.html. http://www.gentoo.org/main/en/about.xml http://www.gentoo.org/main/en/philosophy.xml http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2869075,00.html. http://xbox-linux.sourceforge.net/docs/usershelpusers.html http://www.cnn.com/2002/TECH/fun.games/12/16/gamers.liksang/. Citation reference for this article MLA Style Cesarini, Paul. "“Opening” the Xbox" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/08_Cesarini.php>. APA Style Cesarini, P. (2004, Jul1). “Opening” the Xbox. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/08_Cesarini.php>
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Dissertations / Theses on the topic "Embedded interger processor"

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Revy, Guillaume. "Implementation of binary floating-point arithmetic on embedded integer processors - Polynomial evaluation-based algorithms and certified code generation." Phd thesis, Ecole normale supérieure de lyon - ENS LYON, 2009. http://tel.archives-ouvertes.fr/tel-00469661.

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Aujourd'hui encore, certains systèmes embarqués n'intègrent pas leur propre unité flottante, pour des contraintes de surface, de coût et de consommation d'énergie. Cependant, ce type d'architecture est largement utilisé dans des domaines d'application extrêmement exigeants en calculs flottants (le multimédia, l'audio et la vidéo ou les télécommunications). Pour compenser le fait que l'arithmétique flottante ne soit pas implantée en matériel, elle doit être émulée efficacement à travers une implantation logicielle. Cette thèse traite de la conception et de l'implantation d'un support logiciel efficace pour l'arithmétique virgule flottante IEEE 754 aux processeurs entiers embarqués. Plus spécialement, elle propose de nouveaux algorithmes et outils pour la génération efficace de programmes à la fois rapides et certifiés, permettant notamment d'obtenir des codes C de très faibles latences pour l'évaluation polynomiale en arithmétique virgule fixe. Comparés aux implantations complètement écrites à la main, ces outils permettent de réduire de manière significative le temps de développement d'opérateurs flottants. La première partie de la thèse traite de la conception d'algorithmes optimisés pour certains opérateurs flottants en base 2, et donne des détails sur leur implantation logicielle pour le format virgule flottante binary32 et pour certains processeurs VLIW entiers embarqués comme ceux de la famille ST200 de STMicroelectronics. En particulier, nous proposons ici une approche uniforme pour l'implantation correctement arrondie des racines et de leur inverse, ainsi qu'une extension à la division. Notre approche, qui repose sur l'évaluation d'un seul polynôme bivarié, permet d'exprimer un plus haut degré de parallélisme d'instruction (ILP) que les méthodes précédentes, et s'avère particulièrement efficace en pratique. Ces travaux nous ont permis de fournir une version complètement remaniée de la bibliothèque FLIP, entraînant des gains significatifs par rapport à la version précédente. La deuxième partie de la thèse présente une méthodologie pour générer automatiquement et efficacement des codes C rapides et certifiés pour l'évaluation de polynômes bivariés en arithmétique virgule fixe. En particulier, elle consiste en un ensemble d'heuristiques pour calculer des schémas d'évaluation très parallèles et de faible latence, ainsi qu'un ensemble de techniques pour vérifier si ces schémas restent efficaces sur une architecture cible réelle et suffisamment précis pour garantir l'arrondi correct de l'implantation des opérateurs sous-jacente. Cette approche a été implantée dans l'environnement logiciel CGPE (Code Generation for Polynomial Evaluation). Nous avons ainsi utilisé notre outil pour générer et certifier rapidement des parties significatives des codes de la bibliothèque FLIP.
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Argelagós, Castañ Esther. "Information-problem solving in Secondary Education: analyses of cognitive processes using Web information and their improvement through embedded instruction." Doctoral thesis, Universitat de Lleida, 2012. http://hdl.handle.net/10803/80749.

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Internet constitueix una de les més importants fonts d'informació en la nostra societat i els processos cognitius involucrades en el maneig de la seva informació (Information-problem solving, IPS) no s'adquireixen d'una manera espontània. Els principals objectius d'aquesta tesi són: descriure els problemes que tenen els estudiants de secundària, analitzar l'impacte d'una instrucció IPS integrada en el curriculum i aportar implicacions educacionals per ajudar-los a millorar les seves competències digitals. Després d'una sèrie d'anàlisis qualitatives, quantitatives i d'estudis de casos, les principals conclusions són: el simple accés i exposició a Internet no garanteix les competències IPS necessàries i els alumnes necessiten ser alfabetitzats digitalment; les institucions educatives tenen la missió d'alfabetitzar digitalment als seus alumnes; la instrucció IPS integrada, estructurada i recolzada, dissenyada pel grup COnTIC (UdL) ha mostrat eficàcia en la millora dels processos IPS en els estudiants secundària; i les diferents ajudes en el procés d'instrucció IPS han de dissenyar-se i coordinar-se acuradament.
Internet constituye una de las más importantes fuentes de información en nuestra sociedad y los procesos cognitivos involucradas en el manejo de su información (Information-problem solving, IPS) no se adquieren de una manera espontánea. Los principales objetivos de esta tesis son: describir los problemas que tienen los estudiantes de secundaria, analizar el impacto de una instrucción IPS integrada en el curriculum y aportar implicaciones educacionales para ayudarles a mejorar sus competencias digitales. Tras una serie de análisis cualitativos, cuantitativos y de estudios de casos, las principales conclusiones son: el simple acceso y exposición a Internet no garantiza las competencias IPS necesarias y los alumnos necesitan ser alfabetizados digitalmente; las instituciones educativas tienen la misión de alfabetizar digitalmente a sus alumnos; la instrucción IPS integrada, estructurada y apoyada, diseñada por el grupo COnTIC (UdL) ha mostrado eficacia en la mejora de los procesos IPS en los estudiantes secundaria; las diferentes ayudas en el proceso de instrucción IPS deben diseñarse y coordinarse cuidadosamente.
The Internet is one of the most important sources of information in our society and the cognitive processes involved in the handling of their information (Information-problem solving, IPS) is not acquired without instruction. The main objectives of this dissertation are: to describe the problems that secondary students have, to analyze the effect of an IPS instruction embedded in the curriculum, and to provide educational implications to help them to improve their digital skills. After a series of qualitative, quantitative, and case studies analyses, the main findings are: simple access and exposure to Internet does not guarantee the necessary IPS competence and students need to be digitally literate; educational institutions have the mission to digitally literate their students; IPS instruction embedded, structured and supported designed by the COnTIC Group (UdL) has shown efficacy in the improvement of secondary students’ IPS processes; and different aids in the process of IPS instruction should be carefully designed and coordinated
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Book chapters on the topic "Embedded interger processor"

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Lauber, Andreas, and Eric Sax. "Testing Security of Embedded Software Through Virtual Processor Instrumentation." In Online Engineering & Internet of Things, 85–94. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64352-6_9.

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Alam, Irina, Lara Dolecek, and Puneet Gupta. "Lightweight Software-Defined Error Correction for Memories." In Dependable Embedded Systems, 207–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52017-5_9.

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AbstractReliability of the memory subsystem is a growing concern in computer architecture and system design. From on-chip embedded memories in Internet-of-Things (IoT) devices and on-chip caches to off-chip main memories, the memory subsystems have become the limiting factor in the overall reliability of computing systems. This is because they are primarily designed to maximize bit storage density; this makes memories particularly sensitive to manufacturing process variation, environmental operating conditions, and aging-induced wearout. This chapter of the book focuses on software managed techniques and novel error correction codes to opportunistically cope with memory errors whenever they occur for improved reliability at minimal cost.
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Vieri, Marco, Daniele Sarri, Stefania Lombardo, Marco Rimediotti, Riccardo Lisci, Valentina De Pascale, Eleonora Salvini, Carolina Perna, and Andrea Pagliai. "Internet of Things in agriculture." In Manuali – Scienze Tecnologiche, 32. Florence: Firenze University Press, 2020. http://dx.doi.org/10.36253/978-88-5518-044-3.32.

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Agriculture 4.0 & High Tech Farming are strictly related to connectivity between management system and tools (devices and equipment). That is called IoT approach. The definition of Internet of things is evolving due to the convergence of multiple technologies, real-time analytics, machine learning, commodity sensors, and embedded systems. In farming system like vineyard and tillage crops, the main applications are related to monitor soil, environment and crops but also to provide prescription maps essential to control automatic operation of devices and equipment. The systemic system of IoT permits to have augmented knowledge on the overall process that is essential to manage sustainability and product quality. IoT enhances traceability by block chain.
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Schütze, Konstanze. "Bodies of Images: Art Education After the Internet." In Post-Digital, Post-Internet Art and Education, 81–97. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73770-2_5.

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AbstractThis chapter explores a series of thought experiments for an investigation of what one casually calls the image. In this endeavor, images will be rendered as bodies compiled from versions of themselves (bodies of images), explored embedded in dissemination processes (memeplexes), and hence contoured as highly effective structures with sophisticated potential for transformation (image objects). Basing on three major theoretical concepts (meme theory, object-oriented ontology, and network effects), this re-interrogation of the image is the suggestion of a reading of images as entities that actively, or inactively, form structural assemblages and maintain energetic human and non-human constellations which shape the present. At the close of the exploration, a professional habitus is sketched in which art educators are experts for image relations.
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Oraon, Trailokya. "Embedded System Security Risk in a Green-House Environment." In Threats, Countermeasures, and Advances in Applied Information Security, 394–410. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0978-5.ch020.

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Embedded systems are extensively used in the field of pervasive computing. These systems are used to such an extent that embedded systems are now controlled and monitored from remote locations by using Web services. Internet authorities are able to assign every device a unique Internet protocol address with the introduction of IPv6 on the Web. Peer-to-peer communication between Internet-enabled devices helped Web services to make performance improvement. On the worse side, it created new attacks on the components used in the embedded systems. The chapter discusses the details of security issues on a Web-enabled embedded system used in greenhouse environment. The devices used in greenhouse environment are monitored and controlled by different software components used in the entire system. Various vulnerabilities are introduced during entire development process of the greenhouse environment. The problem is to search the real threats, then define security policies and implement them during development process. The chapter discusses most of the vulnerabilities of a generalized greenhouse project and tries to find out possible security techniques to deal with the vulnerabilities. Instead of showing the design to build a greenhouse embedded system, it shows to introduce security policies at various levels of life-cycle, be it before development, during development, or after development.
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Ochs, Thomas, and Ute Anna Riemann. "The Internet of Things." In The Internet of Things in the Modern Business Environment, 126–46. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2104-4.ch007.

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Objects become embedded and gain the ability to communicate. The resulting information networks promise to create new business models, improve business processes, and reduce costs and risks. The massive numbers of connected things and the explosion of data generated by these things will change the way we do business forever. Connected devices are proliferating in a communicating and actuating network named “Internet of Things” (IoT) wherein sensors and actuators blend seamlessly with the environment around us, and the information is shared across platforms in order to develop a common operating picture (Gubi et al., 2013). The IoT digitizes the physical world and is a basis for new business models whose main objective is to integrate or connect things. This chapter outlines the key enabling technologies, drivers and business value as well as benefits and challenges.
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Gupta, Brij B., Somya Rajan Sahoo, Prashant Chugh, Vijay Iota, and Anupam Shukla. "Defending Multimedia Content Embedded in Online Social Networks (OSNs) Using Digital Watermarking." In Handbook of Research on Multimedia Cyber Security, 90–113. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2701-6.ch005.

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In global internet usage, increasing multimedia message, which includes video, audio, images, and text documents, on the web raised a lot of consequences related to copyright. For copyright protection, authentication purpose and forgery detection digital watermarking is the robust way in social network content protection. In this technique, the privacy information is embedded inside the multimedia content like image and video. The protected content embedded inside multimedia content is called watermark-enabled information. To make more effective the process of watermarking, the content encrypted before embedding to the image. Basically, the digital watermarking embedded process implemented in two different domains called spatial and frequency domain. In spatial domain digital watermarking, the watermark information is embedded in the least significant bit of the original image on the basis of bit plane selected and on the basis of the pixels of image, embedding, and detection is performed.
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Dere, Gulcicek. "Biomedical Applications with Using Embedded Systems." In Data Acquisition - Recent Advances and Applications in Biomedical Engineering. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.96070.

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Besides the use of embedded systems in the field of electrical and electronics engineering, industrial, telecommunication, military, and many other commercial applications, and the other applications in the field of medical and biomedical are becoming increasingly common. Embedded system applications are increasing not only with designs on devices or with clothing, factories, medical and military equipments, portable devices, but also with applications such as ‘mobile worlds’ and ‘e-worlds’, Artificial Intelligence and IoT (Internet of things) with the possibility to make all kinds of software on them. In recent years, with the rise of infectious diseases such as the Covid 19 virus, there is a growing need for telemedicine applications such as diagnosis, prognosis and patient management. Embedded system technologies have occupied an important area in biomedical technology. Especially, to develop tools for the purposes of increasing the safety of healthcare workers in the event of epidemic infectious diseases in processes such as pandemics. For this purpose, monitoring of patients discharged from hospitals at home or non-intensive care beds during quarantine, or isolated in their homes, outpatient, and mildly ill, remotely, instantly, safely and quickly, are becoming increasingly important. In this section, we will give an overview of the embedded system structure and applications.
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Ramakrishnan, Ravi, and Loveleen Gaur. "Innovation in Product Design." In Securing the Internet of Things, 1239–59. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9866-4.ch056.

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The IoT and 3D printing can become a potent combination when it comes to launching new business initiatives driven by hard-core data and analytics and not really based on human perceptions or limited survey data. Previous empirical research has shown that drivers of new product performance are a mix of strategic, development process, organizational, and market environmental factors. This chapter attempts (1) to understand how introduction of IoT sensors embedded in customer appliances or wearable's sending real time customer information coupled with rapid prototyping using remotely located 3D printers can help address design considerations for new products, and (2) to provide an overview of how using IoT data and 3D printers for new product development and prototyping as an early stage activity can be done without using human imagination of restricted market survey data.
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Mohan Khilar, Pabitra. "Genetic Algorithms." In Advances in Secure Computing, Internet Services, and Applications, 239–55. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4940-8.ch012.

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Genetic Algorithms are important techniques to solve many NP-Complete problems related to distributed computing and its application domains. Genetic algorithm-based fault diagnoses in distributed computing systems have been a feasible methodology to solve diagnosis problems recently. Distributed embedded systems consisting of sensors, actuators, processors/microcontrollers, and interconnection networks are one class of distributed computing systems that have long been used, staring from small-scale home appliances to large-scale satellite systems. Some of their applications are in safety-critical systems where occurrence of faults can result in catastrophic situations for which fault diagnosis in such systems are very important. In this chapter, different types of faults, which are likely to occur in distributed embedded systems and a GA-based methodology to solve these problems along with the performance analysis of fault diagnosis algorithm have been presented. Nevertheless, the diagnosis algorithm presented here is well suitable for general purpose distributed computing systems with appropriate modification over system and fault model. In fact, this book chapter will enable the reader not only to study various aspects of fault diagnosis techniques but will also provide insight to build robust systems to allow for continued normal service despite the occurrence of failures.
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Conference papers on the topic "Embedded interger processor"

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Fezai, Radhia, Majdi Mansouri, Nasreddine Bouguila, Hazem Nounou, and Mohamed Nounou. "Reduced Gaussian process regression for fault detection of chemical processes." In 2019 International Conference on Internet of Things, Embedded Systems and Communications (IINTEC). IEEE, 2019. http://dx.doi.org/10.1109/iintec48298.2019.9112136.

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Ling, Yin-Chun, Hsu-Hsun Chin, Hsin-I. Wu, and Ren-Song Tsay. "Designing A Compact Convolutional Neural Network Processor on Embedded FPGAs." In 2020 IEEE Global Conference on Artificial Intelligence and Internet of Things (GCAIoT). IEEE, 2020. http://dx.doi.org/10.1109/gcaiot51063.2020.9345903.

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Nagatomi, Yasutsugu, Michihiro Koibuchi, Hideyuki Kawashima, Koichi Inoue, and Hiroaki Nishi. "A Regular Expression Processor Embedded in Service-Friendly Router for Future Internet." In 2010 International Conference on Parallel Processing Workshops (ICPPW). IEEE, 2010. http://dx.doi.org/10.1109/icppw.2010.23.

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Jaźwiński, Michał, and Rafał Grądzki. "Research on energy efficiency of embedded systems dedicated to internet of things solutions." In 2ND INTERNATIONAL CONFERENCE ON CHEMISTRY, CHEMICAL PROCESS AND ENGINEERING (IC3PE). Author(s), 2018. http://dx.doi.org/10.1063/1.5066487.

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Dinesh, M., and K. Sudhaman. "Real time intelligent image processing system with high speed secured Internet of Things: Image processor with IOT." In 2016 International Conference on Information Communication and Embedded Systems (ICICES). IEEE, 2016. http://dx.doi.org/10.1109/icices.2016.7518840.

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Rebaya, Asma, Kaouther Gasmi, Imen Amari, and Salem Hasnaoui. "Performance analysis of an efficient technique for ordering programs into multiple processors architectures." In 2017 International Conference on Internet of Things, Embedded Systems and Communications (IINTEC). IEEE, 2017. http://dx.doi.org/10.1109/iintec.2017.8325925.

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Subhashini, M., and A. Venkateswara Rao. "Paper title : Internet based sensor networking & home automation using cortex processor on Linux platform (Rassberry Pi2)." In 2016 International conference on Signal Processing, Communication, Power and Embedded System (SCOPES). IEEE, 2016. http://dx.doi.org/10.1109/scopes.2016.7955872.

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Sun, Xuelei, and Qin Shi. "Remote Monitoring and Control System for Bio-fermentation Process Based on Embedded Internet." In 2018 IEEE 4th Information Technology and Mechatronics Engineering Conference (ITOEC). IEEE, 2018. http://dx.doi.org/10.1109/itoec.2018.8740364.

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Dhibi, Khaled, Radhia Fezai, Majdi Mansouri, Abdelmalek Kouadri, and Kais Bouzrara. "Machine Learning based Reduced Kernel PCA for Nonlinear Process Monitoring." In 2019 International Conference on Internet of Things, Embedded Systems and Communications (IINTEC). IEEE, 2019. http://dx.doi.org/10.1109/iintec48298.2019.9112134.

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Fezai, Radhia, Majdi Mansouri, Nasreddine Bouguila, Hazem Nounou, and Mohamed Nounou. "Machine learning based Gaussian process regression for fault detection of Biological Systems." In 2019 International Conference on Internet of Things, Embedded Systems and Communications (IINTEC). IEEE, 2019. http://dx.doi.org/10.1109/iintec48298.2019.9112139.

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