scholarly journals Overview about low-level and high-level decision diagrams for diagnostic modeling of digital systems

2011 ◽  
Vol 24 (3) ◽  
pp. 303-324 ◽  
Author(s):  
Raimund Ubar

BDDs have become the state-of-the-art data structure in VLSI CAD. In this paper, a special class of BDDs is presented called Structurally Synthesized BDDs (SSBDD). The idea of SSBDDs is to establish one-to-one mapping between the nodes of SSBDDs and signal paths in the related digital circuit. Such a mapping allowed to investigate and solve with SSBDDs a lot of test and diagnosis related problems of digital circuits, which are associated explicitly with the structure. Such problems are, for example, direct representation of faults, fault collapsing and fault masking, delay testing, hazard detection, etc. The main concept of using SSBDDs is laying on the topological view on the graphs, where each path on a SSBDD can be mapped directly to a subcircuit of the related circuit. Such a topological view allowed to generalize the knowledge and methods of test synthesis and fault analysis from the Boolean level to higher register-transfer and behavior levels of digital systems by introducing High-Level DDs (HLDD). The paper gives a short historical overview of the development of SSBDDs and HLDDs.

Author(s):  
Raimund Ubar ◽  
Jaan Raik ◽  
Artur Jutman ◽  
Maksim Jenihhin

In order to cope with the complexity of today’s digital systems in diagnostic modeling, hierarchical multi-level approaches should be used. In this chapter, the possibilities of using Decision Diagrams (DD) for uniform diagnostic modeling of digital systems at different levels of abstraction are discussed. DDs can be used for modeling the functions and faults of systems at logic, register transfer and behavior like instruction set architecture levels. The authors differentiate two general types of DDs – logic level binary DDs (BDD) and high level DDs (HLDD). Special classes of BDDs are described: structurally synthesized BDDs (SSBDD) and structurally synthesized BDDs with multiple inputs (SSMIBDD). A method of iterative synthesis of SSBDDs and SSMIBDDs is discussed. Three methods for synthesis of HLDDs for representing digital systems at higher levels are described: iterative superposition of HLDDs for high-level structural representations of systems, symbolic execution of procedural descriptions for functional representations of systems, and creation of vector HLDDs (VHLDD) on the basis of using shared HLDDs for compact representing of a given set of high level functions. The nodes in DDs can be modeled as generic locations of faults. For more precise general specification of faults different logic constraints are used. A functional fault model to map the low level faults to higher levels, particularly, to map physical defects from transistor level to logic level is discussed.


2013 ◽  
pp. 407-433
Author(s):  
Raimund Ubar ◽  
Jaan Raik ◽  
Artur Jutman ◽  
Maksim Jenihhin

In order to cope with the complexity of today’s digital systems in diagnostic modeling, hierarchical multi-level approaches should be used. In this chapter, the possibilities of using Decision Diagrams (DD) for uniform diagnostic modeling of digital systems at different levels of abstraction are discussed. DDs can be used for modeling the functions and faults of systems at logic, register transfer and behavior like instruction set architecture levels. The authors differentiate two general types of DDs – logic level binary DDs (BDD) and high level DDs (HLDD). Special classes of BDDs are described: structurally synthesized BDDs (SSBDD) and structurally synthesized BDDs with multiple inputs (SSMIBDD). A method of iterative synthesis of SSBDDs and SSMIBDDs is discussed. Three methods for synthesis of HLDDs for representing digital systems at higher levels are described: iterative superposition of HLDDs for high-level structural representations of systems, symbolic execution of procedural descriptions for functional representations of systems, and creation of vector HLDDs (VHLDD) on the basis of using shared HLDDs for compact representing of a given set of high level functions. The nodes in DDs can be modeled as generic locations of faults. For more precise general specification of faults different logic constraints are used. A functional fault model to map the low level faults to higher levels, particularly, to map physical defects from transistor level to logic level is discussed.


2019 ◽  
Vol 6 (2) ◽  
pp. 34-45
Author(s):  
Visnja Djordjic

Summary Although sport can promote moral values and prosocial behavior in youth, numerous research shows that sports engagement alone does not guarantee that outcome. Instead of striving for fair-play and sport excellence which not exclude justness, solidarity and moral integrity, contemporary sport frequently follows the Lombardian ethic, where „winning isn’t everything, it’s the only thing”. Moral pause or bracketed morality, as described in sport, refers to the phenomenon of tolerance and acceptance of aggressive behavior or cheating, that will be morally condemned outside sports arenas. Accordingly, lower levels of moral reasoning and behavior have been identified in athletes and non-athletes in the sports-related situation in comparison to other life situations; in athletes when compared to non-athletes, in more experienced athletes, high-level athletes, team-sport athletes, and male athletes. Moral reasoning and behavior of athletes are influenced by contextual and personal factors, with coaches having a particularly important role to play. The positive influence of sport on the moral development of athletes might be related to pre-service and in-service education of coaches how to develop adequate moral atmosphere, and how to plan for moral decision-making as an integral part of everyday practice.


2021 ◽  
Vol 17 (1) ◽  
pp. 323-330
Author(s):  
Gabriela-Florina NICOARĂ ◽  
Gergonia-Cristiana BOGĂȚEANU

Abstract: Regarding the society evolution dominated by a high-level technology, we consider this article a constructive approach. The aim of the paper is to highlight a few activities/places/spots in which competences of humans/soldiers interfere with different elements of the artificial intelligence. We deem that the technological progress in the past few years has been impressive. Nowadays, thousands of activities that were mostly or exclusively executed by people can be done faster and often with greater precision using digital systems. In this instance and considering the achievement of functional compatibility between Romanian Army and forces from NATO as being a priority, the development of the technology based on artificial intelligence is vital within the defense resource management.


2017 ◽  
Author(s):  
Falk Lieder ◽  
Amitai Shenhav ◽  
Sebastian Musslick ◽  
Tom Griffiths

The human brain has the impressive capacity to adapt how it processes information to high-level goals. While it is known that these cognitive control skills are malleable and can be improved through training, the underlying plasticity mechanisms are not well understood. Here, we develop and evaluate a model of how people learn when to exert cognitive control, which controlled process to use, and how much effort to exert. We derive this model from a general theory according to which the function of cognitive control is to select and configure neural pathways so as to make optimal use of finite time and limited computational resources. The central idea of our Learned Value of Control model is that people use reinforcement learning to predict the value of candidate control signals of different types and intensities based on stimulus features. This model correctly predicts the learning and transfer effects underlying the adaptive control-demanding behavior observed in an experiment on visual attention and four experiments on interference control in Stroop and Flanker paradigms. Moreover, our model explained these findings significantly better than an associative learning model and a Win-Stay Lose-Shift model. Our findings elucidate how learning and experience might shape people’s ability and propensity to adaptively control their minds and behavior. We conclude by predicting under which circumstances these learning mechanisms might lead to self-control failure.


Author(s):  
Olga Pyatetska

The article analyzes media instrument of modern communication, i.e. storytelling, which is widely used for commercial, advertising and corporate purposes to influence recipient's emotions, cognition and motivations. At the same time, storytelling based on real life facts is one of the most effective learning techniques that promotes linguistic competence and enables various communication tasks to be solved. Analysis of storytelling showed that it gained particular relevance due to the principles of submission the information in implicit form, unobtrusively influencing the audience, gaining its trust and loyalty, resulting in the recipients make their own decisions and draw appropriate conclusions. It is established that to reach a high level of influence on the target audience, a story must be true, emotional, relevant and new, contain an idea, a bright character or image, have a dynamic plot, often with a surprise effect, logical conclusion, intrigue till the end and (for electronic versions)be accompanied by quality content. Despite defined algorithms for story-building and typical content structures of its plot, there is a tendency to create storytelling outside the box. The main principle that determines the theme, ideas, specifics of language organization of stories is adaptation to the target audience. Separate analysis of direct-acting storytelling which has recently spread in social networks is given. Its purpose is to draw the reader's attention to current problems, influence the recipient's emotions and behavior with the help of verbal and non-verbal means. An example of such storytelling in Ukraine is the Ukraїner Media Project which helped to represent our country in a new way and realize the dreams of many ordinary citizens. The studying of different stories showed that storytelling uses such linguistic and stylistic means as emotionally coloured vocabulary which is typical for literary, mass media and colloquial functional styles, foreign words, jargon, slang expressions, phraseologisms, metaphors, personifications, rhetoric constructions etc. As for parts of speech, verbs are more frequently used because they intensify and dynamize the narrative.


2010 ◽  
pp. 194-208 ◽  
Author(s):  
Francesco Bellotti ◽  
Riccardo Berta ◽  
Alessandro De Gloria ◽  
Ludovica Primavera

Virtual reality environments are ever more going online. This trend, opened by videogames, will open new important opportunities to enhance cultural tourism, given the possibility of creating compelling virtual adventures set in the context of artistic and natural beauties. The authors are exploring these challenges in the context of the Travel in Europe (TiE) project, and developing tools to build enriched virtual environments where the player could explore faithfully reconstructed places and live there information-rich, contextualized experiences. The TiE architecture is based on a state-of-the-art commercial game engine, with massive multiplayer online games (MMOG) facilities that support access to multiple concurrent users, plus ad-hoc designed modules. The 3D model is completely geo-referenced. In each covered area, a few points-of-interest (POIs) are implemented. These buildings are rigorously reconstructed at a high level of detail. The textures for the rest of the palaces are built dynamically by the TiE system using a statistical template-based algorithm that exploits local characterizations of common architectonic elements. The TiE virtual world is enriched by geo-localized, contextualized MicroGames (mGs). mGs are simple, short games that focus the player’s attention on a particular item that is found during exploration of the 3D world. mGs are typically taken from well known simple game models, such as Puzzle, MemoryGame, and FindTheWrongDetails. The main concept that underpins mGs is that, they should be intuitive and easy to play, so that the player can focus on the contents rather than on learning how to play. Preliminary informal tests have suggested that the approach is valid and that the enriched 3D environment supports the contextualized promotion of artifacts, products and services, which is an important growing demand from institutions and enterprises that want to valorize the resources of a territory.


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