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This work presents StreamWorks, a multi-core embedded architecture for energy-efficient stream computing. The basic processing element in the StreamWorks architecture is the StreamEngine (SE) which is responsible for iteratively executing a stream kernel. SE introduces an instruction locking mechanism that exploits the iterative nature of the kernels and enables fine-grain instruction reuse. Each instruction in a SE is locked to a Reservation Station (RS) and revitalizes itself after execution; thus never retiring from the RS. The entire kernel is hosted in RS Banks (RSBs) close to functional units for energy-efficient instruction delivery. The dataflow semantics of stream kernels are captured by a context-aware dataflow execution mode that efficiently exploits the Instruction Level Parallelism (ILP) and Data-level parallelism (DLP) within stream kernels.
Multiple SEs are grouped together to form a StreamCluster (SC) that communicate via a local interconnect. A novel software FIFO virtualization technique with split-join functionality is proposed for efficient and scalable stream communication across SEs. The proposed communication mechanism exploits the Task-level parallelism (TLP) of the stream application. The performance and scalability of the communication mechanism is evaluated against the existing data movement schemes for scratchpad based multi-core architectures. Further, overlay schemes and architectural support are proposed that allow hosting any number of kernels on the StreamWorks architecture. The proposed oevrlay schemes for code management supports kernel(context) switching for the most common use cases and can be adapted for any multi-core architecture that use software managed local memories.
The performance and energy-efficiency of the StreamWorks architecture is evaluated for stream kernel and application benchmarks by implementing the architecture in 45nm TSMC and comparison with a low power RISC core and a contemporary accelerator.
Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income has come to a halt for musicians and the live entertainment industry. <br/>Under the current per-stream model, it is becoming exceedingly hard for artists to make a living off of streams. This forces artists to tour heavily as well as cut corners to create what is essentially “disposable art”. Rapidly releasing multiple projects a year has become the norm for many modern artists. This paper will examine the licensing framework, royalty payout issues, and propose a solution.
The esports scene has been constantly evolving ever since its inception in the early 1970s, growing from small arcade based tournaments to the multibillion dollar industry that can be observed today (Bountie Gaming, 2018). In fact, the term esports was not widely used until the early 2000s, decades after the first gaming tournaments had taken place. Decades prior, the earliest large-scale gaming tournament was hosted by Atari in 1980 for the game Space Invaders . While still primitive by today’s standards, games such as Space Invaders inspired fierce competition and effectively laid the foundation for what would grow into the booming industry that we see today (Edwards, 2013).
With the recent focus of attention towards remote work and mobile computing, the possibility of taking a powerful workstation wherever needed is enticing. However, even emerging laptops today struggle to compete with desktops in terms of cost, maintenance, and future upgrades. The price point of a powerful laptop is considerably higher compared to an equally powerful desktop computer, and most laptops are manufactured in a way that makes upgrading parts of the machine difficult or impossible, forcing a complete purchase in the event of failure or a component needing an upgrade. In the case where someone already owns a desktop computer and must be mobile, instead of needing to purchase a second device at full price, it may be possible to develop a low-cost computer that has just enough power to connect to the existing desktop and run all processing there, using the mobile device only as a user interface. This thesis will explore the development of a custom PCB that utilizes a Raspberry Pi Computer Module 4, as well as the development of a fork of the Open Source project Moonlight to stream a host machine's screen to a remote client. This implementation will be compared against other existing remote desktop solutions to analyze it's performance and quality.