Thursday, August 23, 2012

SMART DUST


Abstract:
Smart dust is tiny electronic devices designed to capture mountains of information about their surroundings while literally floating on air. Nowadays, sensors, computers and communicators are shrinking down to ridiculously small sizes. If all of these are packed into a single tiny device, it can open up new dimensions in the field of communications. The idea behind 'smart dust' is to pack sophisticated sensors, tiny computers and wireless communicators in to a cubic-millimeter mote to form the basis of integrated, massively distributed sensor networks. They will be light enough to remain suspended in air for hours. As the motes drift on wind, they can monitor the environment for light, sound, temperature, chemical composition and a wide range of other information, and beam that data back to the base station, miles away.

Refer


SMART DUST PPT

Smart Dust Technology Seminar Report


MAJOR COMPONENTS AND REQUIREMENTS
Smart Dust requires both evolutionary and revolutionary advances in miniaturization, integration, and energy management. Designers can use microelectromechanical systems to build small sensors, optical communication components, and power supplies, whereas microelectronics provides increasing functionality in smaller areas, with lower energy consumption. The power system consists of a thick-film battery, a solar cell with a charge-integrating capacitor for periods of darkness, or both. Depending on its objective, the design integrates various sensors, including light, temperature, vibration, magnetic field, acoustic, and wind shear, onto the mote. An integrated circuit provides sensor-signal processing, communication, control, data storage, and energy management. A photodiode allows optical data reception. There are presently two transmission schemes: passive transmission using a corner-cube retro reflector, and active transmission using a laser diode and steerable mirrors.
The mote's minuscule size makes energy management a key component. The integrated circuit will contain sensor signal conditioning circuits, a temperature sensor, and A/D converter, microprocessor, SRAM, communications circuits, and power control circuits. The IC, together with the sensors, will operate from a power source integrated with the platform. The MEMS industry has major markets in automotive pressure sensors and accelerometers, medical sensors, and process control sensors. Recent advances in technology have put many of these sensor processes on exponentially decreasing size, power, and cost curves. In addition, variations of MEMS sensor technology are used to build micro motors.
WORKING OF SMART DUST
The smart dust mote is run by a microcontroller that not only determines the task performed by the mote, but consists of the power to the various components of the system to conserve energy. Periodically the micro controller gets a reading from one of the sensors, which measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure, process the data, and store it in memory. It also turns on optical receiver to see if anyone is trying to communicate with it. This communication may include new programs or messages from other motes. In response to a message or upon its own initiative, the microcontroller will use the corner cube retro reflector or laser to transmit sensor data or a message to a base station or another mote.
The primary constraint in the design of the Smart Dust motes is volume, which in turn puts a severe constraint on energy since we do not have much room for batteries or large solar cells. Thus, the motes must operate efficiently and conserve energy whenever possible. Most of the time, the majority of the mote is powered off with only a clock and a few timers running. When a timer expires, it powers up a part of the mote to carry out a job, then powers off. A few of the timers control the sensors that measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure.
When one of these timers expires, it powers up the corresponding sensor, takes a sample, and converts it to a digital word. If the data is interesting, it may either be stored directly in the SRAM or the microcontroller is powered up to perform more complex operations with it. When this task is complete, everything is again powered down and the timer begins counting again.

Tuesday, August 21, 2012

Blade Servers


Abstract

Blade servers are self-contained computer servers, designed for high density. Slim, hot swappable blade servers fit in a single chassis like books in a bookshelf - and each is an independent server, with its own processors, memory, storage, network controllers, operating system and applications. The blade server simply slides into a bay in the chassis and plugs into a mid- or backplane, sharing power, fans, floppy drives, switches, and ports with other blade servers. Blade servers are self-contained computer servers, designed for high density. Whereas a standard rack-mount server can exist with (at least) a power cord and network cable, blade servers have many components removed for space, power and other considerations while still having all the functional components to be considered a computer .A blade enclosure provides services such as power, cooling, networking, various interconnects and management - though different blade providers have differing principles around what should and should not be included in the blade itself (and sometimes in the enclosure altogether). Together these form the blade system. In a standard server-rack configuration, 1U (one rack unit, 19" wide and 1.75" tall) is the minimum possible size of any equipment. The principal benefit of and the reason behind the push towards, blade computing is that components are no longer restricted to these minimum size requirements. The most common computer rack form-factor being 42U high, this limits the number of discrete computer devices directly mounted in a rack to 42 components. Blades do not have this limitation; densities of 100 computers per rack and more are achievable with the current generation of blade systems

Refer


Saturday, August 18, 2012

Revolutions Per Minute, RPM

Abstract
Revolutions per minute (abbreviated rpm, RPM, r/min, or r·min−1) is a measure of the frequency of a rotation. It annotates the number of full rotations completed in one minute around a fixed axis. It is used as a measure of rotational speed of a mechanical component.
Standards organizations generally recommend the symbol r/min, which is more consistent with the general use of unit symbols. This is not enforced as an international standard. In French for example, tr/mn (tours par minute) is commonly used, and the German equivalent reads U/min (Umdrehungen pro Minute).
According to the International System of Units (SI), rpm is not a unit. This is because the Revolution is a semantic annotation rather than a unit. The annotation is instead done in the subscript of the formula sign if needed. Because of the measured physical quantity, the formula sign has to be f for (rotational) frequency and ω or Ω for angular velocity. The corresponding basic SI unit is s−1 or Hz. When measuring angular speed, rad·s−1 can also be used as unit.
Even though angular velocity, angular frequency and hertz all have the dimensions of 1/s, angular velocity and angular frequency are not expressed in hertz, but rather in an appropriate angular unit such as radians per second. Thus a disc rotating at 60 revolutions per minute (rpm) is said to be rotating at either 2Ï€ rad/s or 1 Hz, where the former measures the angular velocity and latter reflects the number of complete revolutions per second. The conversion between a frequency f measured in hertz and an angular velocity ω measured in radians per second are:
\omega = 2 \pi f\,\,\text{and}\,\,f = \frac {\omega} {2 \pi}\text{.}\,\!


A typical desktop hard disk rotate at 7,200 revolutions per minute (RPM). A typical server hard disk spin at 10,000 or 15,000 rpm to achieve sequential media transfer speeds. You can use hard disk model number to obtain disk RPM. For example, a typical Seagat disk Model # ST373455SS can provide following information:
  • ST - Brand identity
  • 3 - Form Factor (3 = 3.5")
  • 73 - Disk size / Capacity in GB i.e. 73GB
  • 4 - Reserved for future use
  • 5 - RPM ( 5 = 15k and 0 = 10K)
  • 5 - Generation
  • SS - Indicates interface i.e Serial Attached SCSI


    1 arcminute = 4.62962963 × 10-5 revolutions

    Typical harddisks have a rotation speed from 4,500 to 7,200 rpm, a 10,000 rpm drive just hit the market. The faster the rotation, the higher the transfer rate, but also the louder and hotter the HD. You may need to cool a 7200 rpm disk with an extra fan, or its life would be much shorter. Modern HD's read all sectors of a track in one turn (Interleave 1:1). The rotation speed is constant.
    Number Of Sectors Per Track
    Modern harddisks use different track sizes. The outer parts of a disk have more space for sectors than the inner parts. Usually, HD's begin to write from the outside to the inside of a disk. Hence, data written or read at the beginning of a HD is accessed and transferred faster rate.
    Seek Time / Head Switch Time / Cylinder Switch Time
    The fastest seek time occurs when moving from one track directly to the next. The slowest seek time is the so called full-stroke between the outer and inner tracks. Some harddisks (especially SCSI drives) don't execute the seek command correctly. These drives position the head somewhere close to the desired track or leave the head where it was. The seek time everyone is interested in is the average seek time, defined as the time it takes to position the drive's heads for a randomly located request. Yes, you are correct: seek time should be smaller if the disk is smaller (5.25", 3.5" etc.).
    All heads of a harddisk are carried on one actuator arm, so all heads are on the same cylinder. Head switch time measures the average time the drive takes to switch between two of the heads when reading or writing data.
    Cylinder switch time is the average time it takes to move the heads to the next track when reading or writing data.
    All these times are measured in milliseconds (ms).
    Rotational Latency
    After the head is positioned over the desired track, it has to wait for the right sector. This time is called rotational latency and is measured in ms. The faster the drives spins, the shorter the rotational latency time. The average time is the time the disk needs to turn half way around, usually about 4ms (7200rpm) to 6ms (5400rpm).
    Data Access Time
    Data access time is the combination of seek time, head switch time and rotational latency and is measured in ms.
    As you now know, the seek time only tells you about how fast the head is positioned over a wanted cylinder. Until data is read or written you will have to add the head switch time for finding the track and also the rotational latency time for finding the wanted sector.
    Cache
    I guess you already know about cache. All modern HD's have their own cache varying in size and organization. The cache is normally used for writing and reading. On SCSI HD's you may have to enable write caching, because often it is disabled by default. This varies from drive to drive. You will have to check the cache status with a program like ASPIID from Seagate.
    You may be surprized that it is not the cache size that is important, but the organization of the cache itself (write / read cache or look ahead cache).
    With most EIDE drives, the cache memory of the harddisk is also used for storing the HD's firmware (e.g. software or "BIOS"). When the drive powers up, it reads the firmware from special sectors. By doing this, manufacturers save money by eliminating the need for ROM chips, but also give you the ability to easily update your drives "BIOS" if it is necessary (Like for the WD drives which had problems with some motherboard BIOS' resulting in head crashes!).
    Organization Of The Data On The Disks
    You now know, a harddisk has cylinders, heads and sectors. If you look in your BIOS you will find these 3 values listed for each harddisk in your computer. You learned that a harddisk don't have a fixed sector size as they had in earlier days.
    Today, these values are only used for compatibility with DOS, as they have nothing to do with the physical geometry of the drive. The harddisk calculates these values into a logical block address (LBA) and then this LBA value is converted into the real cylinder, head and sector values. Modern BIOS' are able to use LBA, so limitations like the 504 MB barrier are now gone.
    Cylinder, heads and sectors are still used in DOS environments. SCSI drives have always used LBA to access data on the harddisk. Modern operating systems access data via LBA directly without using the BIOS.
    Transfer Rates / Mappings
    In the pictures you can see the several ways how data can be stored physically on the harddisk. With a benchmark program that calculates the transfer rate or seek time of the whole harddisk you can see if your drive is using a 'vertical' or a 'horizontal' mapping. Depending on what kind of read/write heads and servo-motors (for positioning the actuator arm) are used it is faster to switch heads or to change tracks.




3D Internet

Abstract

3D Internet is a powerful new way for you to reach consumers, business customers, co-workers, partners, and students. It combines the immediacy of television, the versatile content of the Web, and the relationship-building strengths of social networking sites like Face book . Yet unlike the passive experience of television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases exceed) real life.People who take part in virtual worlds stay online longer with a heightened level of interest. To take advantage of that interest, diverse businesses and organizations have claimed an early stake in this fast-growing market.

3D Internet ppt 1

3D Internet



Introduction of 3D Internet
The success of 3D communities and mapping applications, combined with the falling costs of producing 3D environments, are leading some analysts to predict that a dramatic shift is taking place in the way people see and navigate the Internet.
The appeal of 3D worlds to consumers and vendors lies in the level of immersion that the programs offer.

The experience of interacting with another character in a 3D environment, as opposed to a screen name or a flat image, adds new appeal to the act of socializing on the Internet.
Advertisements in Microsoft's Virtual Earth 3D mapping application are placed as billboards and signs on top of buildings, blending in with the application's urban landscapes.

3D worlds also hold benefits beyond simple social interactions. Companies that specialize in interior design or furniture showrooms, where users want to view entire rooms from a variety of angles and perspectives, will be able to offer customized models through users' homePCs .

Google representatives report that the company Google is preparing a new revolutionary product called Google Goggles, an interactive visor that will present Internet content in three dimensions. Apparently the recent rumors of a Google phone refers to a product that is much more innovative than the recent Apple iPhone.

Google's new three dimensional virtual reality :


Anyone putting on “the Googgles” — as the insiders call them — will be immersed in a three dimensional “stereo-vision” virtual reality called 3dLife. 3dLife is a pun referring to the three dimensional nature of the interface, but also a reference to the increasingly popular Second Life virtual reality.
The “home page” of 3dLife is called “the Library”, a virtual room with virtual books categorized according to the Dewey system. Each book presents a knowledge resource within 3dLife or on the regular World Wide Web. If you pick the book for Pandia, Google will open the Pandia Web site within the frame of a virtual painting hanging on the wall in the virtual library. However, Google admits that many users may find this too complicated.


Apparently Google is preparing a new revolutionary product called Google Goggles, an interactive visor which will display Internet content in three dimensions.
A 3D mouse lets you move effortlessly in all dimensions. Move the 3D mouse controller cap to zoom, pan and rotate simultaneously. The 3D mouse is a virtual extension of your body - and the ideal way to navigate virtual worlds like Second Life.
The Space Navigator is designed for precise control over 3D objects in virtual worlds. Move, fly and build effortlessly without having to think about keyboard commands, which makes the experience more lifelike.

Controlling your avatar with this 3D mouse is fluid and effortless. Walk or fly spontaneously, with ease. In fly cam mode you just move the cap in all directions to fly over the landscape and through the virtual world
Hands on: Exit Reality:
The idea behind ExitReality is that when browsing the web in the old-n-busted 2D version you're undoubtedly using now, you can hit a button to magically transform the site into a 3D environment that you can walk around in and virtually socialize with other users visiting the same site. This shares many of the same goals as Google's Lively (which, so far, doesn't seem so lively), though ExitReality is admittedly attempting a few other tricks.
Installation is performed via an executable file which places ExitReality shortcuts in Quick Launch and on the desktop, but somehow forgets to add the necessary ExitReality button to Firefox's toolbar . After adding the button manually and repeatedly being told our current version was out of date, we were ready to 3D-ify some websites and see just how much of reality we could leave in two-dimensional dust.

Exit Reality is designed to offer different kinds of 3D environments that center around spacious rooms that users can explore and customize, but it can also turn some sites like Flickr into virtual museums, hanging photos on virtual walls and halls. Strangely, it's treating Ars Technical as an image gallery and presenting it as a malformed 3D gallery .

3D Shopping is the most effective way to shop online. 3DInternet dedicated years of research and development and has developed the worlds' first fully functional, interactive and collaborative shopping mall where online users can use our 3DInternet's Hyper-Reality technology to navigate and immerse themselves in a Virtual Shopping Environment. Unlike real life, you won't get tired running around a mall looking for that perfect gift; you won't have to worry about your kids getting lost in the crowd; and you can finally say goodbye to waiting in long lines to check out.





USB 3.0

Abstract


USB 3.0 is the second major revision of the Universal Serial Bus (USB) standard for computer connectivity. The standard from 2008 implements a 5 Gbit/s transfer rate. In the late 1990s, the first major revision was made to the USB 1.1 specification. The revision was called USB 2.0 which added a new transfer speed called High Speed (HS – 480 Mbit/s) to the earlier speeds (Low Speed (LS) – 1.5 Mbit/s and Full Speed (FS) – 12 Mbit/s).he USB 3.0 specification uses the same concepts of USB 2.0 but with many improvements and totally different implementation. Earlier USB concepts like endpoints and four transfer types (bulk, control, isochronous and interrupt) are preserved but the protocol and electrical interface are significantly different. It is so different that the specification defines a physically separate channel to carry USB 3.0 traffic. The changes in this specification make improvements in the following areas:

'''transfer speed''' – added a new transfer type called Super Speed or SS – 5 Gbit/s (electrically it is more similar to PCIe Gen2 than USB 2.0);

'''more bandwidth''' – instead of one-way communication, USB 3.0 uses two unidirectional data paths: one to receive data and the other to transmit;

'''power management''' – U0 through U3 link power management states are defined;

'''improved bus utilization''' – a new feature is added (using packets NRDY and ERDY) to let a device asynchronously notify the host of its readiness (no need of polling);

'''support to rotating media''' – Bulk protocol is updated with a new feature called Stream Protocol that allows a large number of logical streams within an Endpoint.

USB 3.0 has transmission speeds of up to 5 Gbit/s, which is 10 times faster than USB 2.0 (480 Mbit/s). USB 3.0 significantly reduces the time required for data transmission, reduces power consumption, and is backwards compatible with USB 2.0.

=== Architecture and features ===
In USB 3.0 dual-bus architecture is used to allow both USB 0 (HIGH Speed/LOW Speed/FULL Speed) and USB 3.0 (Super Speed) operations to take place simultaneously, thus providing backward compatibility. Connections are such that they also permit forward compatibility, that is, run USB 3 devices on USB 2.0 ports. The structural topology is the same, consisting of a tiered star topology with a root hub at level 0 and hubs at lower levels to provide bus connectivity to devices.

=== Data transfer and synchronization ===
The SuperSpeed transaction is initiated by the host making a request followed by a response from the device. The device  either accepts the request or rejects it. If accepted then device sends data or accepts data from the host. If the endpoint is halted, the device shall respond with a STALL handshake. If there is lack of buffer space or data, it responds with a Not Ready (NRDY) signal to tell the host that it is not able to process the request. When the device is ready then, it will send an Endpoint Ready (ERDY) to the host which will then reschedule the transaction.

The use of unicasting and the limited multicasting of packets, combined with asynchronous notifications, enables links that are not actively passing packets to be put into reduced power states, allowing for better power management.

=== Data encoding ===
The ''"SuperSpeed"'' bus provides a transfer mode at 5.0 Gbit/s additionally to the three existing transfer modes. The raw throughput is 4 Gbit/s, and the specification considers it reasonable to achieve 3.2 Gbit/s (0.4 GB/s or 400 MB/s) or more.

All data is sent as a stream of eight bits which are scrambled and then converted into 10-bit format. This helps to reduce [[electromagnetic interference]] (EMI). The inverse process is carried out at the receiving end. Scrambling is implemented using a free running [[LFSR|Linear Feedback Shift Register]] (LFSR). The LFSR is reset whenever a COM symbol is sent or received.

It is still going to be tethered to 16 feet (maximum) cables with active repeaters for extended lengths. So far, USB 3.0 still runs on copper cabling with most likely the same inherent limitations.

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USB-3.0