Academic literature on the topic 'Unified Virtual Memory'

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Journal articles on the topic "Unified Virtual Memory"

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Elvir, Miguel, Avelino J. Gonzalez, Christopher Walls, and Bryan Wilder. "Remembering a Conversation – A Conversational Memory Architecture for Embodied Conversational Agents." Journal of Intelligent Systems 26, no. 1 (January 1, 2017): 1–21. http://dx.doi.org/10.1515/jisys-2015-0094.

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AbstractThis paper addresses the role of conversational memory in Embodied Conversational Agents (ECAs). It describes an investigation into developing such a memory architecture and integrating it into an ECA. ECAs are virtual agents whose purpose is to engage in conversations with human users, typically through natural language speech. While several works in the literature seek to produce viable ECA dialog architectures, only a few authors have addressed the episodic memory architectures in conversational agents and their role in enhancing their intelligence. In this work, we propose, implement, and test a unified episodic memory architecture for ECAs. We describe a process that determines the prevalent contexts in the conversations obtained from the interactions. The process presented demonstrates the use of multiple techniques to extract and store relevant snippets from long conversations, most of whose contents are unremarkable and need not be remembered. The mechanisms used to store, retrieve, and recall episodes from previous conversations are presented and discussed. Finally, we test our episodic memory architecture to assess its effectiveness. The results indicate moderate success in some aspects of the memory-enhanced ECAs, as well as some work still to be done in other aspects.
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Zaidi, Taskeen, and Rampratap Rampratap. "Virtual Machine Allocation Policy in Cloud Computing Environment using CloudSim." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 1 (February 1, 2018): 344. http://dx.doi.org/10.11591/ijece.v8i1.pp344-354.

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Cloud computing has been widely accepted by the researchers for the web applications. During the past years, distributed computing replaced the centralized computing and finally turned towards the cloud computing. One can see lots of applications of cloud computing like online sale and purchase, social networking web pages, country wide virtual classes, digital libraries, sharing of pathological research labs, supercomputing and many more. Creating and allocating VMs to applications use virtualization concept. Resource allocates policies and load balancing polices play an important role in managing and allocating resources as per application request in a cloud computing environment. Cloud analyst is a GUI tool that simulates the cloud-computing environment. In the present work, the cloud servers are arranged through step network and a UML model for a minimization of energy consumption by processor, dynamic random access memory, hard disk, electrical components and mother board is developed. A well Unified Modeling Language is used for design of a class diagram. Response time and internet characteristics have been demonstrated and computed results are depicted in the form of tables and graphs using the cloud analyst simulation tool.
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González, Marc, and Enric Morancho. "Multi-GPU systems and Unified Virtual Memory for scientific applications: The case of the NAS multi-zone parallel benchmarks." Journal of Parallel and Distributed Computing 158 (December 2021): 138–50. http://dx.doi.org/10.1016/j.jpdc.2021.08.001.

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Abraham, Nathan Luke, Alexander T. Archibald, Paul Cresswell, Sam Cusworth, Mohit Dalvi, David Matthews, Steven Wardle, and Stuart Whitehouse. "Using a virtual machine environment for developing, testing, and training for the UM-UKCA composition-climate model, using Unified Model version 10.9 and above." Geoscientific Model Development 11, no. 9 (September 6, 2018): 3647–57. http://dx.doi.org/10.5194/gmd-11-3647-2018.

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Abstract. The Met Office Unified Model (UM) is a state-of-the-art weather and climate model that is used operationally worldwide. UKCA is the chemistry and aerosol sub model of the UM that enables interactive composition and physical atmosphere interactions, but which adds an additional 120 000 lines of code to the model. Ensuring that the UM code and UM-UKCA (the UM running with interactive chemistry and aerosols) is well tested is thus essential. While a comprehensive test harness is in place at the Met Office and partner sites to aid in development, this is not available to many UM users. Recently, the Met Office have made available a virtual machine environment that can be used to run the UM on a desktop or laptop PC. Here we describe the development of a UM-UKCA configuration that is able to run within this virtual machine while only needing 6 GB of memory, before discussing the applications of this system for model development, testing, and training.
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Macchiarella, Nickolas D., Dahai Liu, Sathya N. Gangadharan, Dennis A. Vincenzi, and Anthony E. Majoros. "Augmented Reality as a Training Medium for Aviation/Aerospace Application." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 25 (September 2005): 2174–78. http://dx.doi.org/10.1177/154193120504902512.

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Augmented Reality (AR) has the potential to transform aviation/aerospace training by creating new mixed reality worlds that serve as a medium for gaining work related skills. AR is a mixed reality environment generated through machine vision and computer graphics technology that merges real and virtual objects in unified, spatially integrated scenes. Using AR to develop augmented scenes in a highly memorable framework can complement human information processing, and such a complement can reveal itself in training efficiency applicable to a wide variety of work related tasks. This research determined that AR-based learning affects long term memory by reducing the amount of information forgotten after a seven day intervening time between immediate recall testing and long term retention recall testing. Continuing research in the field of AR applications for training is necessary because of human variabilities, the potential for increased learning performance and significant decreases in training time.
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Kim, Sungwook. "Cooperative Game-Based Virtual Machine Resource Allocation Algorithms in Cloud Data Centers." Mobile Information Systems 2020 (March 16, 2020): 1–11. http://dx.doi.org/10.1155/2020/9840198.

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With the growing demand of cloud services, cloud data centers (CDCs) can provide flexible resource provisioning in order to accommodate the workload demand. In CDCs, the virtual machine (VM) resource allocation problem is an important and challenging issue to provide efficient infrastructure services. In this paper, we propose a unified resource allocation scheme for VMs in the CDC system. To provide a fair-efficient solution, we concentrate on the basic concept of Shapley value and adopt its variations to effectively allocate CDC resources. Based on the characteristics of value solutions, we develop novel CPU, memory, storage, and bandwidth resource allocation algorithms. To practically implement our algorithms, application types are assumed as cooperative game players, and different value solutions are applied to optimize the resource utilization. Therefore, our four resource allocation algorithms are jointly combined as a novel fourfold game model and take various benefits in a rational way through the cascade interactions while solving comprehensively some control issues. To ensure the growing demand of cloud services, this feature can leverage the full synergy of different value solutions. To check the effectiveness and superiority of our proposed scheme, we conduct extensive simulations. The simulation results show that our algorithms have significant performance improvement compared to the existing state-of-the-art protocols. Finally, we summarize our cooperative game-based approach and discuss possible major research issues for the future challenges about the cloud-assisted DC resource allocation paradigm.
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Vella, Daniel, and Magdalena Cielecka. "“You Won’t Even Know Who You Are Anymore”: Bakthinian Polyphony and the Challenge to the Ludic Subject in Disco Elysium." Baltic Screen Media Review 9, no. 1 (December 1, 2021): 90–104. http://dx.doi.org/10.2478/bsmr-2021-0009.

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Abstract When approaches to the notion of the ‘self’ as it exists in the game have been discussed in game studies – for instance, through work in existential ludology or through discussions of agency – the ‘self’ in question, explicitly or implicitly, has tended to be the rational, stable, unified and coherent self of the humanist tradition. By fracturing the ludic subject into a set of contrasting and conflicting voices, each with their own apparent motivations and goals, Disco Elysium presents a challenge to this singular and unified understanding of selfhood. That this challenge is situated within the representation of a figure who, at face value, seems to represent the very locus of the authoritative, self-possessed subjectivity of humanism – not only a straight, middle-aged white man, but also a figure of police and colonial authority – strengthens the game’s critical slant. Drawing on theories of ludic and virtual subjectivity, this paper will approach Disco Elysium with a focus on this undermining of stable and unitary understanding of subjectivity. First, the game will be considered in relation to the tradition of film noir, and the way the genre both established and subverted the figure of the detective as the avatar of stable, rational, authoritative masculine selfhood. Next, its treatment of the theme of amnesia will be considered, drawing a parallel to Jayemanne’s (2017) reading of Planescape: Torment to examine how the loss of memory creates structures of discontinuity and rupture in the represented ludic self. Finally, Bakhtinian notions of polyphony will be invoked to address the game’s plurality of different voices not (as it is usually present) in a dialogue between individual subjects but within a single, fragmented subjectivity.
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Varnienė-Janssen, Regina, and Albertas Šermokas. "Ontologies and Technologies for Integrating and Accessing Digital Cultural Heritage: Lithuanian Approach." Informacijos mokslai 88 (April 29, 2020): 66–82. http://dx.doi.org/10.15388/im.2020.88.32.

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Web technologies are the key for the implementing and ensuring the full range of user needs in the digital age. On the other hand, the issue of unified representation of digital content from diverse memory institutions in order to ensure semantic integrity still remains a matter of urgency. Semantic interoperability of information and data is essential in an integrated system. In this paper, we analyze and describe an ontology-based metadata interoperability approach and how this approach could be applied for memory institution data from diverse sources which do not support ontologies. In particular, we describe the use of the CIDOC CRM ontology as a mediating schema within Lithuania’s Information System of the Virtual Electronic Heritage (hereinafter ”VEPIS”) The paper introduces the role of the CIDOC CRM based Thesaurus of Personal Names, Geographical Names and Historical Chronology (hereinafter “BAVIC”), which operates as a core ontology within VEPIS by allowing to understand things and relationships between things as well as identify the time and space of things. The paper also focuses on trust of the cultural information on the Web. Users make trust judgments based on provenance that may or may not be explicitly offered to them. In particular, we describe how provenance is managed within digital preservation and access processes within VEPIS and define whether this management meets the W3C Provenance Incubator Group’s Requirements for Provenance on the Web. The paper is based on the results of the research initiated in 2018–2019 at the Faculty of Communication and the Faculty of Mathematics and Informatics of Vilnius University by authors of this paper.
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Bosse, Stefan. "PSciLab: An Unified Distributed and Parallel Software Framework for Data Analysis, Simulation and Machine Learning—Design Practice, Software Architecture, and User Experience." Applied Sciences 12, no. 6 (March 11, 2022): 2887. http://dx.doi.org/10.3390/app12062887.

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In this paper, a hybrid distributed-parallel cluster software framework for heterogeneous computer networks is introduced that supports simulation, data analysis, and machine learning (ML), using widely available JavaScript virtual machines (VM) and web browsers to accommodate the working load. This work addresses parallelism, primarily on a control-path level and partially on a data-path level, targeting different classes of numerical problems that can be either data-partitioned or replicated. These are composed of a set of interacting worker processes that can be easily parallelized or distributed, e.g., for large-scale multi-element simulation or ML. Their suitability and scalability for static and dynamic problems are experimentally investigated regarding the proposed multi-process and communication architecture, as well as data management using customized SQL databases with network access. The framework consists of a set of tools and libraries, mainly the WorkBook (processed by a web browser) and the WorkShell (processed by node.js). It can be seen that the proposed distributed-parallel multi-process approach, with a dedicated set of inter-process communication methods (message- and shared-memory-based), scales up efficiently according to problem size and the number of processes. Finally, it is demonstrated that this JavaScript-based approach for exploiting parallelism can be used easily by any typical numerical programmer or data analyst and does not require any special knowledge about parallel and distributed systems and their interaction. The study is also focused on VM processing.
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Keel, Paul E. "Ewall: A Visual Analytics Environment for Collaborative Sense-Making." Information Visualization 6, no. 1 (January 11, 2007): 48–63. http://dx.doi.org/10.1057/palgrave.ivs.9500142.

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We introduce EWall, an experimental visual analytics environment for the support of remote-collaborative sense-making activities. EWall is designed to foster and support ‘ object focused thinking’, where users represent and understand information as objects, construct and recognize contextual relationships among objects, as well as communicate through objects. EWall also offers a unified infrastructure for the implementation and testing of computational agents that consolidate user contributions and manage the flow of information among users through the creation and management of a ‘ virtual transactive memory’. EWall users operate their individual graphical interfaces to collect, abstract, organize and comprehend task-relevant information relative to their areas of expertise. A first type of computational agents infers possible relationships among information items through the analysis of the spatial and temporal organization and collaborative use of information. All information items and relationships converge in a shared database. A second type of computational agents evaluates the contents of the shared database and provides individual users with a customized selection of potentially relevant information. A learning mechanism allows the computational agents to adapt to particular users and circumstances. EWall is designed to enable individual users to navigate vast amounts of shared information effectively and help remotely dispersed team members combine their contributions, work independently without diverting from common objectives, and minimize the necessary amount of verbal communication.
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Dissertations / Theses on the topic "Unified Virtual Memory"

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Nayak, Ajay Ashok. "Design, Implementation, and Analysis of a TLB-based Covert Channel on GPUs." Thesis, 2021. https://etd.iisc.ac.in/handle/2005/6181.

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GPUs are now commonly available in most modern computing platforms. They are increasingly being adopted in cloud platforms and data centers due to their immense computing capability. In response to this growth in usage, manufacturers are continuously trying to improve GPU hardware by adding new features. However, this increase in usage and the addition of utility-improving features can create new, unexpected attack channels. In this thesis, we show that two such features—unified virtual memory (UVM) and multi-process service (MPS)—primarily introduced to improve the programmability and efficiency of GPU kernels have an unexpected consequence—that of creating a novel covert timing channel via the GPU’s translation lookaside buffer (TLB) hierarchy. To enable this covert channel, we first perform experiments to understand the characteristics of TLBs present on a GPU. The use of UVM allows fine-grained management of translations, and helps us discover several idiosyncrasies of the TLB hierarchy, such as three-levels of TLB, coalesced entries. We use this newly-acquired understanding to demonstrate a novel covert channel via the shared TLB. We then leverage MPS to increase the bandwidth of this channel by 40×. Finally, we demonstrate the channel’s utility by leaking data from a GPU-accelerated database application
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Books on the topic "Unified Virtual Memory"

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Bhattacharyya, Arup. Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Bhattacharyya, Arup. Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Bhattacharyya, Arup. Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Bhattacharyya, Arup. Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Bhattacharyya, Arup. Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Silicon Based Unified Memory Devices and Technology. Taylor & Francis Group, 2017.

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Book chapters on the topic "Unified Virtual Memory"

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Xiao, Tao, Yuran Qiao, Junzhong Shen, Qianming Yang, and Mei Wen. "Unified Virtual Memory Support for Deep CNN Accelerator on SoC FPGA." In Algorithms and Architectures for Parallel Processing, 64–76. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27119-4_5.

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Adhikari, Mainak, and Sukhendu Kar. "Advanced Topics GPU Programming and CUDA Architecture." In Advances in Systems Analysis, Software Engineering, and High Performance Computing, 175–203. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8853-7.ch008.

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Graphics processing unit (GPU), which typically handles computation only for computer graphics. Any GPU providing a functionally complete set of operations performed on arbitrary bits can compute any computable value. Additionally, the use of multiple graphics cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing. CUDA (Compute Unified Device Architecture) is a parallel computing platform and programming model created by NVIDIA and implemented by the graphics processing units (GPUs). CUDA gives program developers direct access to the virtual instruction set and memory of the parallel computational elements in CUDA GPUs. This chapter first discuss some features and challenges of GPU programming and the effort to address some of the challenges with building and running GPU programming in high performance computing (HPC) environment. Finally this chapter point out the importance and standards of CUDA architecture.
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Conference papers on the topic "Unified Virtual Memory"

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Shao, Chuanming, Jinyang Guo, Pengyu Wang, Jing Wang, Chao Li, and Minyi Guo. "Oversubscribing GPU Unified Virtual Memory." In ICPE '22: ACM/SPEC International Conference on Performance Engineering. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3489525.3511691.

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Allen, Tyler, and Rong Ge. "In-depth analyses of unified virtual memory system for GPU accelerated computing." In SC '21: The International Conference for High Performance Computing, Networking, Storage and Analysis. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3458817.3480855.

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Ganguly, Debashis, Ziyu Zhang, Jun Yang, and Rami Melhem. "Interplay between hardware prefetcher and page eviction policy in CPU-GPU unified virtual memory." In ISCA '19: The 46th Annual International Symposium on Computer Architecture. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3307650.3322224.

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Freire, Yuri Nicolau, and Hermes Senger. "Integrating CUDA memory management mechanisms for domain decomposition of an acoustic wave kernel implemented in OpenMP." In Escola Regional de Alto Desempenho de São Paulo. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/eradsp.2023.231895.

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OpenMP is a well-known tool for parallelizing code in a directive-based programming model. While it has been extended to include support for offloading for devices such as GPUs, multi-gpu programming using data map directives requires redundant data allocation and non-intuitive data synchronization. This paper studies an alternative implementation of a CUDA-OpenMP hybrid kernel using native Unified Virtual Addressing memory pointers in an OpenMP target kernel.
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Fedeli, Raul Enzo, and Stefano Magaudda. "Il progetto rewetland: riqualificazione ambientale dell’Agro Pontino attraverso la valorizzazione ricostruzione del paesaggio storico." In International Conference Virtual City and Territory. Roma: Centre de Política de Sòl i Valoracions, 2014. http://dx.doi.org/10.5821/ctv.8011.

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Il progetto “Rewetland” (programma LIFE+ 2008 – environment and governance. www.rewetland.eu) prevede la predisposizione di un Programma di Riqualificazione Ambientale (PRA) della Pianura Pontina attraverso la sperimentazione di tecniche di fitodepurazione diffusa. Il PRA si basa sull’analisi approfondita del paesaggio a partire da quello delle bonifiche dei Papi (XV–XVII sec.), fino ad arrivare ai giorni nostri. La finalità dell’analisi del paesaggio è stata quella di ricomporre gli elementi costituenti i diversi ambiti paesaggistici del territorio in quadri unitari, quanto più possibile coerenti al loro interno e confrontabili tra loro per valutarne le qualità paesaggistiche, le trasformazioni avvenute nel tempo o in atto, le necessità di processi di riqualificazione, le potenzialità di assorbire nuovi interventi progettuali. L’utilizzo di strumenti gis è stato indispensabile, sia per individuare le permanenze del paesaggio storico e rurale, sia per definire e valutare i possibili scenari di intervento. Le azioni, i progetti e gli interventi del PRA riguardano la rinaturalizzazione dei corsi d’acqua e la realizzazione di aree umide ed ecosistemi filtro e favoriscono l’attivazione di buone pratiche non solo per la gestione dei canali della bonifica ma anche per quella delle aziende agricole. La metodologia utilizzata ha permesso di interpretare le trasformazioni del paesaggio dell’Agro Pontino e nel contempo progettare interventi e azioni di riqualificazione ambientale che rispondano a molteplici esigenze/obiettivi: il miglioramento della qualità delle acque, il potenziamento della rete ecologica e della biodiversità, la rigenerazione dei paesaggi tipici delle zone umide (re-wetland) che rappresentano la memoria del territorio. "Rewetland" project (LIFE+ 2008 - environment and governance. www.rewetland.eu) requires the preparation of an Programma di Riqualificazione Ambientale (PRA) of the Pontine Plain through experimentation with techniques of widespread phytoremediation. The PRA is based on a thorough analysis of the landscape from those of the reclamation of the Popes (XV -XVII cent.), up to the present day. The aim of the landscape analysis has been to reconstruct the elements making up the different areas of the local landscape into unified framework, as much as possible internally coherent and comparable to each other in order to assess the quality of the landscape, the changes through time or now being implemented, the necessity of regeneration processes, the potentialities to absorb new project interventions. GIS software tools have been essential, both to identify the permanence of the historic and rural landscape, and to define and evaluate the possible intervention scenarios. PRA actions, projects and interventions regard the renaturalization of waterways and the creation of wetlands and ecosystem filters and promote the activation of good practices not only for the management of the drainage channels but also for the farms. The methodology used allowed us to read the changes in the landscape of the Pontine Plain and at the same time to design interventions and actions that respond to multiple environmental restoration needs and objectives: improvement of water quality, enhancement of biodiversity and the ecological network, regeneration of the typical landscapes of wetlands (re-wetland) that represent the memory of territory.
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