Search results for: Micael Boulet
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 7

Search results for: Micael Boulet

7 Influence of the Coarse-Graining Method on a DEM-CFD Simulation of a Pilot-Scale Gas Fluidized Bed

Authors: Theo Ndereyimana, Yann Dufresne, Micael Boulet, Stephane Moreau

Abstract:

The DEM (Discrete Element Method) is used a lot in the industry to simulate large-scale flows of particles; for instance, in a fluidized bed, it allows to predict of the trajectory of every particle. One of the main limits of the DEM is the computational time. The CGM (Coarse-Graining Method) has been developed to tackle this issue. The goal is to increase the size of the particle and, by this means, decrease the number of particles. The method leads to a reduction of the collision frequency due to the reduction of the number of particles. Multiple characteristics of the particle movement and the fluid flow - when there is a coupling between DEM and CFD (Computational Fluid Dynamics). The main characteristic that is impacted is the energy dissipation of the system, to regain the dissipation, an ADM (Additional Dissipative Mechanism) can be added to the model. The objective of this current work is to observe the influence of the choice of the ADM and the factor of coarse-graining on the numerical results. These results will be compared with experimental results of a fluidized bed and with a numerical model of the same fluidized bed without using the CGM. The numerical model is one of a 3D cylindrical fluidized bed with 9.6M Geldart B-type particles in a bubbling regime.

Keywords: additive dissipative mechanism, coarse-graining, discrete element method, fluidized bed

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6 Adaptive Routing in NoC-Based Heterogeneous MPSoCs

Authors: M. K. Benhaoua, A. E. H. Benyamina, T. Djeradi, P. Boulet

Abstract:

In this paper, we propose adaptive routing that considers the routing of communications in order to optimize the overall performance. The routing technique uses a newly proposed Algorithm to route communications between the tasks. The routing we propose of the communications leads to a better optimization of several performance metrics (time and energy consumption). Experimental results show that the proposed routing approach provides significant performance improvements when compared to those using static routing.

Keywords: multi-processor systems-on-chip (mpsocs), network-on-chip (noc), heterogeneous architectures, adaptive routin

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5 Heuristic for Accelerating Run-Time Task Mapping in NoC-Based Heterogeneous MPSoCs

Authors: M. K. Benhaoua, A. K. Singh, A. E. H. Benyamina, A. Kumar, P. Boulet

Abstract:

In this paper, we propose a new packing strategy to find free resources for run-time mapping of application tasks on NoC-based Heterogeneous MPSoCs. The proposed strategy minimizes the task mapping time in addition to placing the communicating tasks close to each other. To evaluate our approach, a comparative study is carried out. Experiments show that our strategy provides better results when compared to latest dynamic mapping strategies reported in the literature.

Keywords: heterogeneous MPSoCs, NoC, dynamic mapping, routing

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4 Uncovering Underwater Communication for Multi-Robot Applications via CORSICA

Authors: Niels Grataloup, Micael S. Couceiro, Manousos Valyrakis, Javier Escudero, Patricia A. Vargas

Abstract:

This paper benchmarks the possible underwater communication technologies that can be integrated into a swarm of underwater robots by proposing an underwater robot simulator named CORSICA (Cross platfORm wireleSs communICation simulator). Underwater exploration relies increasingly on the use of mobile robots, called Autonomous Underwater Vehicles (AUVs). These robots are able to reach goals in harsh underwater environments without resorting to human divers. The introduction of swarm robotics in these scenarios would facilitate the accomplishment of complex tasks with lower costs. However, swarm robotics requires implementation of communication systems to be operational and have a non-deterministic behaviour. Inter-robot communication is one of the key challenges in swarm robotics, especially in underwater scenarios, as communication must cope with severe restrictions and perturbations. This paper starts by presenting a list of the underwater propagation models of acoustic and electromagnetic waves, it also reviews existing transmitters embedded in current robots and simulators. It then proposes CORSICA, which allows validating the choices in terms of protocol and communication strategies, whether they are robot-robot or human-robot interactions. This paper finishes with a presentation of possible integration according to the literature review, and the potential to get CORSICA at an industrial level.

Keywords: underwater simulator, robot-robot underwater communication, swarm robotics, transceiver and communication models

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3 Algorithms for Run-Time Task Mapping in NoC-Based Heterogeneous MPSoCs

Authors: M. K. Benhaoua, A. K. Singh, A. E. Benyamina, P. Boulet

Abstract:

Mapping parallelized tasks of applications onto these MPSoCs can be done either at design time (static) or at run-time (dynamic). Static mapping strategies find the best placement of tasks at design-time, and hence, these are not suitable for dynamic workload and seem incapable of runtime resource management. The number of tasks or applications executing in MPSoC platform can exceed the available resources, requiring efficient run-time mapping strategies to meet these constraints. This paper describes a new Spiral Dynamic Task Mapping heuristic for mapping applications onto NoC-based Heterogeneous MPSoC. This heuristic is based on packing strategy and routing Algorithm proposed also in this paper. Heuristic try to map the tasks of an application in a clustering region to reduce the communication overhead between the communicating tasks. The heuristic proposed in this paper attempts to map the tasks of an application that are most related to each other in a spiral manner and to find the best possible path load that minimizes the communication overhead. In this context, we have realized a simulation environment for experimental evaluations to map applications with varying number of tasks onto an 8x8 NoC-based Heterogeneous MPSoCs platform, we demonstrate that the new mapping heuristics with the new modified dijkstra routing algorithm proposed are capable of reducing the total execution time and energy consumption of applications when compared to state-of-the-art run-time mapping heuristics reported in the literature.

Keywords: multiprocessor system on chip, MPSoC, network on chip, NoC, heterogeneous architectures, run-time mapping heuristics, routing algorithm

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2 Modeling of Conjugate Heat Transfer including Radiation in a Kerosene/Air Certification Burner

Authors: Lancelot Boulet, Pierre Benard, Ghislain Lartigue, Vincent Moureau, Nicolas Chauvet, Sheddia Didorally

Abstract:

International aeronautic standards demand a fire certification for engines that demonstrate their resistance. This demonstration relies on tests performed with prototype engines in the late stages of the development. Hardest tests require to place a kerosene standardized flame in front of the engine casing during a given time with imposed temperature and heat flux. The purpose of this work is to provide a better characterization of a kerosene/air certification burner in order to minimize the risks of test failure. A first Large-Eddy Simulation (LES) study of the certification burner permitted to model and simulate this burner, including both adiabatic and Conjugate Heat Transfer (CHT) computations. Carried out on unstructured grids with 40 million tetrahedral cells, using the finite-volume YALES2 code, spray combustion, forced convection on walls and conduction in the solid parts of the burner were coupled to achieve a detailed description of heat transfer. It highlighted the fact that conduction inside the solid has a real impact on the flame topology and the combustion regime. However, in the absence of radiative heat transfer, unrealistic temperature of the equipment was obtained. The aim of the present study is to include the radiative heat transfer in order to reach the same temperature given by experimental measurements. First, various test-cases are conducted to validate the coupling between the different heat solvers. Then, adiabatic case, CHT case, as well as CHT including radiative transfer are studied and compared. The LES model is finally applied to investigate the heat transfer in a flame impaction configuration. The aim is to progress on fire test modeling so as to reach a good confidence level as far as success of the certification test is concerned.

Keywords: conjugate heat transfer, fire resistance test, large-eddy simulation, radiative transfer, turbulent combustion

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1 From Design, Experience and Play Framework to Common Design Thinking Tools: Using Serious Modern Board Games

Authors: Micael Sousa

Abstract:

Board games (BGs) are thriving as new designs emerge from the hobby community to greater audiences all around the world. Although digital games are gathering most of the attention in game studies and serious games research fields, the post-digital movement helps to explain why in the world dominated by digital technologies, the analog experiences are still unique and irreplaceable to users, allowing innovation in new hybrid environments. The BG’s new designs are part of these post-digital and hybrid movements because they result from the use of powerful digital tools that enable the production and knowledge sharing about the BGs and their face-to-face unique social experiences. These new BGs, defined as modern by many authors, are providing innovative designs and unique game mechanics that are still not yet fully explored by the main serious games (SG) approaches. Even the most established frameworks settled to address SG, as fun games implemented to achieve predefined goals need more development, especially when considering modern BGs. Despite the many anecdotic perceptions, researchers are only now starting to rediscover BGs and demonstrating their potentials. They are proving that BGs are easy to adapt and to grasp by non-expert players in experimental approaches, with the possibility of easy-going adaptation to players’ profiles and serious objectives even during gameplay. Although there are many design thinking (DT) models and practices, their relations with SG frameworks are also underdeveloped, mostly because this is a new research field, lacking theoretical development and the systematization of the experimental practices. Using BG as case studies promise to help develop these frameworks. Departing from the Design, Experience, and Play (DPE) framework and considering the Common Design Think Tools (CDST), this paper proposes a new experimental framework for the adaptation and development of modern BG design for DT: the Design, Experience, and Play for Think (DPET) experimental framework. This is done through the systematization of the DPE and CDST approaches applied in two case studies, where two different sequences of adapted BG were employed to establish a DT collaborative process. These two sessions occurred with different participants and in different contexts, also using different sequences of games for the same DT approach. The first session took place at the Faculty of Economics at the University of Coimbra in a training session of serious games for project development. The second session took place in the Casa do Impacto through The Great Village Design Jam light. Both sessions had the same duration and were designed to progressively achieve DT goals, using BGs as SGs in a collaborative process. The results from the sessions show that a sequence of BGs, when properly adapted to address the DPET framework, can generate a viable and innovative process of collaborative DT that is productive, fun, and engaging. The DPET proposed framework intents to help establish how new SG solutions could be defined for new goals through flexible DT. Applications in other areas of research and development can also benefit from these findings.

Keywords: board games, design thinking, methodology, serious games

Procedia PDF Downloads 85