Hardware Components

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A A Orlikovsky - One of the best experts on this subject based on the ideXlab platform.

  • Quantum noise and the quality control of Hardware Components of quantum computers based on superconducting phase qubits
    Russian Microelectronics, 2012
    Co-Authors: Yu I Bogdanov, S A Nuyanzin, V. F. Lukichev, A A Orlikovsky
    Abstract:

    A general approach to the provision of the quality and efficiency of quantum information technologies is proposed. The approach is based on the analysis of quantum noise generated on the implementation of quantum operations. The method of precision quantum measurements of logic quantum gates based on superconducting phase qubits is developed. The universal method of quantum state and process tomography is used to carry out a comprehensive analysis of the fidelity of the tomography of two-qubit SQiSW, CNOT, and CZ gates arising from the capacitive coupling between qubits. The method of optimization of quantum process tomography is proposed to provide a substantially higher degree of adequacy and fidelity compared to those attained by previously known methods. The examples of simulation of depolarizing quantum noise and amplitude- and phase-relaxation processes on the implementation of quantum operations in registers are considered.

  • mathematical modeling of quantum noise and the quality of Hardware Components of quantum computers
    arXiv: Quantum Physics, 2012
    Co-Authors: Yu I Bogdanov, Yu A Chernyavskiy, A S Holevo, V F Luckichev, S A Nuyanzin, A A Orlikovsky
    Abstract:

    In the present paper methods and algorithms of modeling quantum operations for quantum computer integrated circuits design are developed. We examine different ways of quantum operation descriptions, including operator-sums, unitary representations, Choi-Jamiolkowski state representations and the corresponding chi-matrices, as well as quantum system evolution operators. The results of modeling of practically important quantum gates: SQiSW (square root of i-SWAP gate), controlled-NOT (CNOT), and controlled Z-transform (CZ) subject to different decoherence mechanisms are presented. These mechanisms include analysis of depolarizing quantum noise and processes of amplitude and phase relaxation. Finally, we consider error correction of phase flip, and the tasks of creating and maintaining the entanglement, as well as its breaking for two- and multi-qubit realizations of quantum operations. Importance of the present analysis for the quality and efficiency of quantum information technologies in practical applications is discussed.

Wayne Piekarski - One of the best experts on this subject based on the ideXlab platform.

  • outdoor augmented reality gaming on five dollars a day
    Australasian User Interface Conference, 2005
    Co-Authors: Benjamin Avery, Bruce H Thomas, Joe Velikovsky, Wayne Piekarski
    Abstract:

    The latest Hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end Hardware exists that is much cheaper, but the performance of these Hardware Components seems to be inadequate for use in AR games in their current state. This paper discusses the Hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these Hardware Components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the Hardware's limitations, and allows for games to be created that do not require more expensive high-end Hardware platforms.

  • AUIC - Outdoor augmented reality gaming on five dollars a day
    2005
    Co-Authors: Benjamin Avery, Bruce H Thomas, Joe Velikovsky, Wayne Piekarski
    Abstract:

    The latest Hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end Hardware exists that is much cheaper, but the performance of these Hardware Components seems to be inadequate for use in AR games in their current state. This paper discusses the Hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these Hardware Components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the Hardware's limitations, and allows for games to be created that do not require more expensive high-end Hardware platforms.

Yu I Bogdanov - One of the best experts on this subject based on the ideXlab platform.

  • Quantum noise and the quality control of Hardware Components of quantum computers based on superconducting phase qubits
    Russian Microelectronics, 2012
    Co-Authors: Yu I Bogdanov, S A Nuyanzin, V. F. Lukichev, A A Orlikovsky
    Abstract:

    A general approach to the provision of the quality and efficiency of quantum information technologies is proposed. The approach is based on the analysis of quantum noise generated on the implementation of quantum operations. The method of precision quantum measurements of logic quantum gates based on superconducting phase qubits is developed. The universal method of quantum state and process tomography is used to carry out a comprehensive analysis of the fidelity of the tomography of two-qubit SQiSW, CNOT, and CZ gates arising from the capacitive coupling between qubits. The method of optimization of quantum process tomography is proposed to provide a substantially higher degree of adequacy and fidelity compared to those attained by previously known methods. The examples of simulation of depolarizing quantum noise and amplitude- and phase-relaxation processes on the implementation of quantum operations in registers are considered.

  • mathematical modeling of quantum noise and the quality of Hardware Components of quantum computers
    arXiv: Quantum Physics, 2012
    Co-Authors: Yu I Bogdanov, Yu A Chernyavskiy, A S Holevo, V F Luckichev, S A Nuyanzin, A A Orlikovsky
    Abstract:

    In the present paper methods and algorithms of modeling quantum operations for quantum computer integrated circuits design are developed. We examine different ways of quantum operation descriptions, including operator-sums, unitary representations, Choi-Jamiolkowski state representations and the corresponding chi-matrices, as well as quantum system evolution operators. The results of modeling of practically important quantum gates: SQiSW (square root of i-SWAP gate), controlled-NOT (CNOT), and controlled Z-transform (CZ) subject to different decoherence mechanisms are presented. These mechanisms include analysis of depolarizing quantum noise and processes of amplitude and phase relaxation. Finally, we consider error correction of phase flip, and the tasks of creating and maintaining the entanglement, as well as its breaking for two- and multi-qubit realizations of quantum operations. Importance of the present analysis for the quality and efficiency of quantum information technologies in practical applications is discussed.

Benjamin Avery - One of the best experts on this subject based on the ideXlab platform.

  • outdoor augmented reality gaming on five dollars a day
    Australasian User Interface Conference, 2005
    Co-Authors: Benjamin Avery, Bruce H Thomas, Joe Velikovsky, Wayne Piekarski
    Abstract:

    The latest Hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end Hardware exists that is much cheaper, but the performance of these Hardware Components seems to be inadequate for use in AR games in their current state. This paper discusses the Hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these Hardware Components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the Hardware's limitations, and allows for games to be created that do not require more expensive high-end Hardware platforms.

  • AUIC - Outdoor augmented reality gaming on five dollars a day
    2005
    Co-Authors: Benjamin Avery, Bruce H Thomas, Joe Velikovsky, Wayne Piekarski
    Abstract:

    The latest Hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end Hardware exists that is much cheaper, but the performance of these Hardware Components seems to be inadequate for use in AR games in their current state. This paper discusses the Hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these Hardware Components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the Hardware's limitations, and allows for games to be created that do not require more expensive high-end Hardware platforms.

R Lauwereins - One of the best experts on this subject based on the ideXlab platform.

  • networks on chip as Hardware Components of an os for reconfigurable systems
    Lecture Notes in Computer Science, 2003
    Co-Authors: Theodore Marescaux, Jeanyves Mignolet, Andrei Bartic, Will Moffat, D Verkest, Serge Vernalde, R Lauwereins
    Abstract:

    In complex reconfigurable SoCs, the dynamism of applications requires an efficient management of the platform. To allow run-time allocation of resources, operating systems and reconfigurable SoC platforms should be developed together. The operating system requires Hardware support from the platform to abstract the reconfigurable resources and to provide an efficient communication layer. This paper presents our work on interconnection networks which are used as Hardware support for the operating system. We show how multiple networks interface to the reconfigurable resources, allow dynamic task relocation and extend OS-control to the platform. An FPGA implementation of these networks supports the concepts we describe.