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Yuta SUZUKI Kota SATA Jun'ichi KAKO Kohei YAMAGUCHI Fumio ARAKAWA Masato EDAHIRO
This paper presents a parallelization method utilizing dead time to implement higher precision feedback control systems in multicore processors. The feedback control system is known to be difficult to parallelize, and it is difficult to deal with the dead time in control systems. In our method, the dead time is explicitly represented as delay elements. Then, these delay elements are distributed to the overall systems with equivalent transformation so that the system can be simulated or executed in parallel pipeline operation. In addition, we introduce a method of delay-element addition for parallelization. For a spring-mass-damper model with a dead time, parallel execution of the model using our technique achieves 3.4 times performance acceleration compared with its sequential execution on an ideal four-core simulation and 1.8 times on a cycle-accurate simulator of a four-core embedded processor as a threaded application on a real-time operating system.
Kohei YAMAGUCHI Yusuke HAYASHI Tsukasa HIRASHIMA
This study focuses on creating arithmetical stories as a sub-task of problem posing and proposes a game named “Tri-prop scrabble” as a learning environment based on a fusion method of learning and game. The problem-posing ability has a positive relationship with mathematics achievement and understanding the mathematical structure of problems. In the proposed game, learners are expected to experience creating and concatenating various arithmetical stories by integrating simple sentences. The result of a preliminary feasibility study shows that the participants were able to pose and concatenate a variety of types of arithmetic stories and accept this game is helpful for learning arithmetic word problems.