Entity

Time filter

Source Type

Kanazawa-shi, Japan

Inoue K.,Kanazawa Technical College | Kaneko M.,Japan Advanced Institute of Science and Technology
IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences | Year: 2012

The impact of clock-skew on circuit timing increases rapidly as technology scales. As a result, it becomes important to deal with clock-skew at the early stages of circuit designs. This paper presents a novel datapath design that aims at mitigating the impact of clock-skew in high-level synthesis, by integrating margin (evaluated as the maximum number of clock-cycles to absorb clock-skew) and ordered clocking into high-level synthesis tasks. As a first attempt to the proposed datapath design, this paper presents a 0-1 integer linear programming formulation that focuses on register binding to achieve the minimum cost (the minimum number of registers) under given scheduling result. Experimental results show the optimal results can be obtained without increasing the latency, and with a few extra registers compared to traditional high-level synthesis design. Copyright © 2012 The Institute of Electronics, Information and Communication Engineers. Source


Akiyama A.,Kanazawa Technical College | Mutoh E.,Kawasaki Heavy Industries | Kumagai H.,Tamagawa Seiki Company Ltd
Proceedings of SPIE - The International Society for Optical Engineering | Year: 2014

We have developed the stereo matching image processing by synthesized color and the corresponding area by the synthesized color for ranging the object and image recognition. The typical images from a pair of the stereo imagers may have some image disagreement each other due to the size change, missed place, appearance change and deformation of characteristic area. We constructed the synthesized color and corresponding color area with the same synthesized color to make the distinct stereo matching. We constructed the synthesized color and corresponding color area with the same synthesized color by the 3 steps. The first step is making binary edge image by differentiating the focused image from each imager and verifying that differentiated image has normal density of frequency distribution to find the threshold level of binary procedure. We used Daubechies wavelet transformation for the procedures of differentiating in this study. The second step is deriving the synthesized color by averaging color brightness between binary edge points with respect to horizontal direction and vertical direction alternatively. The averaging color procedure was done many times until the fluctuation of averaged color become negligible with respect to 256 levels in brightness. The third step is extracting area with same synthesized color by collecting the pixel of same synthesized color and grouping these pixel points by 4 directional connectivity relations. The matching areas for the stereo matching are determined by using synthesized color areas. The matching point is the center of gravity of each synthesized color area. The parallax between a pair of images is derived by the center of gravity of synthesized color area easily. The experiment of this stereo matching was done for the object of the soccer ball toy. From this experiment we showed that stereo matching by the synthesized color technique are simple and effective. © 2014 SPIE. Source


Takemata K.,Kanazawa Institute of Technology | Nakamura S.,Kanazawa Institute of Technology | Minamide A.,Kanazawa Technical College | Kawata Y.,Kanazawa Institute of Technology
International Journal of Advancements in Computing Technology | Year: 2011

This study is related to the development of teaching materials for energy environmental education.It is focused on the thermal environment issues of the earth. In order to understand the thermal environment of the earth, it is necessary to learn regional thermal environments in local area first. We have developed an educational program for grasping the current situation of land coverage in each region while considering a community bus, which is one of public transportation means. In addition, we have produced teaching contents for stirring students' interests in the thermal environment, based on the air temperature observation data. Source


Inoue K.,Kanazawa Technical College | Kaneko M.,Japan Advanced Institute of Science and Technology
Midwest Symposium on Circuits and Systems | Year: 2015

With the growing scale of integration, it is demand for next-generation VLSI design to consider not only the number of resources, but also the bitwidths of them. Removing wasted bits of resources, the area and power costs are optimized rather than conventional design. This paper shows that intentional clock skew (useful clock skew) is effective to improve the performance of bitwidth-aware circuits, and formulates a novel problem of clock skew scheduling to minimize the clock period during register allocation and binding under the total bitwidth constraint. A mixed integer linear programming-based approach is presented to formally draw up the problem. Experimental results show that the proposed approach can reduce 9.4% clock period on average over the conventional design. © 2015 IEEE. Source


Songer R.W.,Kanazawa Technical College | Miyata K.,Japan Advanced Institute of Science and Technology
International Journal of Engineering Education | Year: 2016

Typical applications of gamification in education use either game mechanics to encourage positive engagement behaviors or full games to deliver educational content; however, both approaches raise some concerns. Game mechanics can distract from the intrinsic enjoyment of activities while full games construct learning contexts that may be significantly different from the real-world contexts of the targeted subject matter. This paper aims to highlight issues of behavioral conditioning and knowledge transfer in instructional design that uses gamification by examining foundational theories and recent studies. We propose a design approach called "gameful learning" that focuses on integrating intrinsically rewarding, playful aspects of game-like experiences into authentic learning activities. Authentic learning activities relate real-world contexts to classroom learning while the desired motivational outcomes of playful experiences are shown to be more fulfilling than extrinsic rewards.Wethen investigate playful experiences in a game-based learning activity integrated into a business English class at a Japanese technical college. In the activity, mixed teams of Japanese and Singaporean students (N = 47) competed at negotiating for resources required to establish businesses within the specified time limits. The results of our analysis show the experiences of arousal, contest, and discovery were the most prevalent in the game. Levels of arousal and thrill showed the strongest positive correlations to enjoyment, implying the students had approached the activity with a playful attitude rather than a serious one. The Japanese students' reported levels of engagement in the contest and experiences of achievement correlated strongly with their sense of challenge. These results and their implications for the development of a playful affordances model as a tool for the design of gamification and gamebased learning activities are the focus of this paper. © 2016 TEMPUS Publications. Source

Discover hidden collaborations