Keyboard Controller

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Patrick Lam - One of the best experts on this subject based on the ideXlab platform.

  • Time-Aware Instrumentation of Embedded Software
    IEEE Transactions on Industrial Informatics, 2010
    Co-Authors: Sebastian Fischmeister, Patrick Lam
    Abstract:

    Software instrumentation is a key technique in many stages of the development process. It is particularly important for debugging embedded systems. Instrumented programs produce data traces which enable the developer to locate the origins of misbehaviors in the system under test. However, producing data traces incurs runtime overhead in the form of additional computation resources for capturing and copying the data. The instrumentation may therefore interfere with the system's timing and perturb its behavior. In this work, we propose an instrumentation technique for applications with temporal constraints, specifically targeting background/foreground or cyclic executive systems. Our framework permits reasoning about space and time and enables the composition of software instrumentations. In particular, we propose a definition for trace reliability, which enables us to instrument real-time applications which aggressively push their time budgets. Using the framework, we present a method with low perturbation by optimizing the number of insertion points and trace buffer size with respect to code size and time budgets. Finally, we apply the theory to two concrete case studies: we instrument the OpenEC firmware for the Keyboard Controller of the One Laptop Per Child project, as well as an implementation of a flash file system.

  • IEEE Real-Time and Embedded Technology and Applications Symposium - On Time-Aware Instrumentation of Programs
    2009 15th IEEE Real-Time and Embedded Technology and Applications Symposium, 2009
    Co-Authors: Sebastian Fischmeister, Patrick Lam
    Abstract:

    Software instrumentation is a key technique in many stages of the development process. It is of particular importance for debugging embedded systems. Instrumented programs produce data traces which enable the developer to locate the origins of misbehaviours in the system under test. However, producing data traces incurs runtime overhead in the form of additional computation resources for capturing and copying the data. The instrumentation may therefore interfere with the system's timing and perturb its behavior. In the worst case, this perturbation leads to new system behaviours that prevent the developer from locating the original misbehaviours.In this work, we propose an instrumentation technique for applications with temporal constraints, specifically targetting background/foreground systems. Our framework permits reasoning about space and time for software instrumentations. In particular, we propose a definition for trace reliability, which enables us to instrument real-time applications which aggressively push their time budgets. Using the framework, we present a method with low perturbation by optimizing the number of insertion points and trace buffer size for code size and time budgets. Finally, we apply the theory to a concrete case study and instrument the OpenEC firmware for the Keyboard Controller of the One Laptop Per Child project.

Sebastian Fischmeister - One of the best experts on this subject based on the ideXlab platform.

  • Time-Aware Instrumentation of Embedded Software
    IEEE Transactions on Industrial Informatics, 2010
    Co-Authors: Sebastian Fischmeister, Patrick Lam
    Abstract:

    Software instrumentation is a key technique in many stages of the development process. It is particularly important for debugging embedded systems. Instrumented programs produce data traces which enable the developer to locate the origins of misbehaviors in the system under test. However, producing data traces incurs runtime overhead in the form of additional computation resources for capturing and copying the data. The instrumentation may therefore interfere with the system's timing and perturb its behavior. In this work, we propose an instrumentation technique for applications with temporal constraints, specifically targeting background/foreground or cyclic executive systems. Our framework permits reasoning about space and time and enables the composition of software instrumentations. In particular, we propose a definition for trace reliability, which enables us to instrument real-time applications which aggressively push their time budgets. Using the framework, we present a method with low perturbation by optimizing the number of insertion points and trace buffer size with respect to code size and time budgets. Finally, we apply the theory to two concrete case studies: we instrument the OpenEC firmware for the Keyboard Controller of the One Laptop Per Child project, as well as an implementation of a flash file system.

  • IEEE Real-Time and Embedded Technology and Applications Symposium - On Time-Aware Instrumentation of Programs
    2009 15th IEEE Real-Time and Embedded Technology and Applications Symposium, 2009
    Co-Authors: Sebastian Fischmeister, Patrick Lam
    Abstract:

    Software instrumentation is a key technique in many stages of the development process. It is of particular importance for debugging embedded systems. Instrumented programs produce data traces which enable the developer to locate the origins of misbehaviours in the system under test. However, producing data traces incurs runtime overhead in the form of additional computation resources for capturing and copying the data. The instrumentation may therefore interfere with the system's timing and perturb its behavior. In the worst case, this perturbation leads to new system behaviours that prevent the developer from locating the original misbehaviours.In this work, we propose an instrumentation technique for applications with temporal constraints, specifically targetting background/foreground systems. Our framework permits reasoning about space and time for software instrumentations. In particular, we propose a definition for trace reliability, which enables us to instrument real-time applications which aggressively push their time budgets. Using the framework, we present a method with low perturbation by optimizing the number of insertion points and trace buffer size for code size and time budgets. Finally, we apply the theory to a concrete case study and instrument the OpenEC firmware for the Keyboard Controller of the One Laptop Per Child project.

D.s Gangwar - One of the best experts on this subject based on the ideXlab platform.

  • Design and Implementation of FPGA Based VGA Monitor and PS2 Keyboard Interface Technique
    Imperial journal of interdisciplinary research, 2017
    Co-Authors: Shivam Sharma, D.s Gangwar
    Abstract:

    This project gives the detailed study about the designing of VGA (Video Graphic Array) Controller and PS-2 Keyboard Controller, by using combination of three bit input data to Control eight different colors to display text on the screen by using PS2 Keyboard as database online for the input. Three color signal collectively referred as R (red), G (green) and B (blue) signal. The VGA monitor screen uses a resolution of 640 by 480 by mode to display colors. The project is developed by using Xilinx ISE 14.7 software and Spartan-3E-500 FPGA board to develop the project into a complete module. The timing diagram must be appropriate, in order to get VGA monitor Controller displays properly. The design will be written by using Verilog coding style ensure the VGA Controller and PS-2 Controller work properly. The behavioral simulation was done by using Xilinx ISE Tool software to verify the working of the design. The Spartan 3E-500 starter Kit board was chosen to implement the design .

  • A Review on Design and Implementation of FPGA Based VGA Monitor and PS2 Keyboard Interface Technique
    Imperial journal of interdisciplinary research, 2017
    Co-Authors: Shivam Sharma, D.s Gangwar
    Abstract:

    This project gives the detailed study about the designing of VGA (Video Graphic Array) Controller and PS-2 Keyboard Controller, by using combination of three bit input data to Control eight different colors to display text on the screen by using PS2 Keyboard as database online for the input. Three color signal collectively referred as R (red), G (green) and B (blue) signal. The VGA monitor screen uses a resolution of 640 by 480 by mode to display colors. The project is developed by using Xilinx ISE 14.7 software and Spartan-3E-500 FPGA board to develop the project into a complete module. The timing diagram must be appropriate, in order to get VGA monitor Controller displays properly. The design will be written by using Verilog coding style ensure the VGA Controller and PS-2 Controller work properly. The behavioral simulation was done by using Xilinx ISE Tool software to verify the working of the design. The Spartan 3E-500 starter Kit board was chosen to implement the design.

Akhilesh Kumar Mishra - One of the best experts on this subject based on the ideXlab platform.

  • evaluation of an inverse kinematics depth sensing Controller for operation of a simulated robotic arm
    International Conference of Design User Experience and Usability, 2016
    Co-Authors: Akhilesh Kumar Mishra, Lourdes Penacastillo, Oscar Meruviapastor
    Abstract:

    Interaction using depth-sensing cameras has many applications in computer vision and spatial manipulation tasks. We present a user study that compares a short-range depth-sensing camera-based Controller with an inverse-kinematics Keyboard Controller and a forward-kinematics joystick Controller for two placement tasks. The study investigated ease of use, user performance and user preferences. Task completion times were recorded and insights on the measured and perceived advantages and disadvantages of these three alternative Controllers from the perspective of user efficiency and satisfaction were obtained. The results indicate that users performed equally well using the depth-sensing camera and the Keyboard Controllers. User performance was significantly better with these two approaches than with the joystick Controller, the reference method used in comparable commercial simulators. Most participants found that the depth-sensing camera Controller was easy to use and intuitive, but some expressed discomfort stemming from the pose required for interaction with the Controller.

  • HCI (18) - Evaluation of an Inverse-Kinematics Depth-Sensing Controller for Operation of a Simulated Robotic Arm
    Design User Experience and Usability: Technological Contexts, 2016
    Co-Authors: Akhilesh Kumar Mishra, Lourdes Peña-castillo, Oscar Meruvia-pastor
    Abstract:

    Interaction using depth-sensing cameras has many applications in computer vision and spatial manipulation tasks. We present a user study that compares a short-range depth-sensing camera-based Controller with an inverse-kinematics Keyboard Controller and a forward-kinematics joystick Controller for two placement tasks. The study investigated ease of use, user performance and user preferences. Task completion times were recorded and insights on the measured and perceived advantages and disadvantages of these three alternative Controllers from the perspective of user efficiency and satisfaction were obtained. The results indicate that users performed equally well using the depth-sensing camera and the Keyboard Controllers. User performance was significantly better with these two approaches than with the joystick Controller, the reference method used in comparable commercial simulators. Most participants found that the depth-sensing camera Controller was easy to use and intuitive, but some expressed discomfort stemming from the pose required for interaction with the Controller.

Shivam Sharma - One of the best experts on this subject based on the ideXlab platform.

  • Design and Implementation of FPGA Based VGA Monitor and PS2 Keyboard Interface Technique
    Imperial journal of interdisciplinary research, 2017
    Co-Authors: Shivam Sharma, D.s Gangwar
    Abstract:

    This project gives the detailed study about the designing of VGA (Video Graphic Array) Controller and PS-2 Keyboard Controller, by using combination of three bit input data to Control eight different colors to display text on the screen by using PS2 Keyboard as database online for the input. Three color signal collectively referred as R (red), G (green) and B (blue) signal. The VGA monitor screen uses a resolution of 640 by 480 by mode to display colors. The project is developed by using Xilinx ISE 14.7 software and Spartan-3E-500 FPGA board to develop the project into a complete module. The timing diagram must be appropriate, in order to get VGA monitor Controller displays properly. The design will be written by using Verilog coding style ensure the VGA Controller and PS-2 Controller work properly. The behavioral simulation was done by using Xilinx ISE Tool software to verify the working of the design. The Spartan 3E-500 starter Kit board was chosen to implement the design .

  • A Review on Design and Implementation of FPGA Based VGA Monitor and PS2 Keyboard Interface Technique
    Imperial journal of interdisciplinary research, 2017
    Co-Authors: Shivam Sharma, D.s Gangwar
    Abstract:

    This project gives the detailed study about the designing of VGA (Video Graphic Array) Controller and PS-2 Keyboard Controller, by using combination of three bit input data to Control eight different colors to display text on the screen by using PS2 Keyboard as database online for the input. Three color signal collectively referred as R (red), G (green) and B (blue) signal. The VGA monitor screen uses a resolution of 640 by 480 by mode to display colors. The project is developed by using Xilinx ISE 14.7 software and Spartan-3E-500 FPGA board to develop the project into a complete module. The timing diagram must be appropriate, in order to get VGA monitor Controller displays properly. The design will be written by using Verilog coding style ensure the VGA Controller and PS-2 Controller work properly. The behavioral simulation was done by using Xilinx ISE Tool software to verify the working of the design. The Spartan 3E-500 starter Kit board was chosen to implement the design.