Chalmers Open Digital Repository
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Senast inlagda
Energy Efficient Open-Source RISC-V Processor for Automotive Workloads
(2025) Jansson,, Fredrik; Chang, Luyao
Modern vehicles integrate a growing number of electronic control units to perform
key tasks, such as driver assistance, smart braking, and steer by wire. This presents a
challenge for the transition towards battery electric vehicles as any power consumed
by embedded systems cannot be used for driving, directly reducing vehicle range.
As a result, energy efficiency is of central concern as automotive software grows
more complex. Another factor is ease of development, with closed systems requiring
expensive and specialized software for development, making them expensive and
difficult to maintain. Moreover, processors traditionally used in the automotive
space are proprietary which enables vendor lock in. Exploring alternative processor
architectures has great potential for meeting the evolving requirements. The open
and flexible nature of RISC-V makes it particularly well-suited to address the
performance, safety, and energy-efficiency challenges of modern automotive systems.
The instruction set being open allows anyone to design a compatible processor which
can enable competition and result in cheaper and more efficient designs. Additionally,
the design can be tailored to the specific performance and power requirements of the
application. Finally, software development can leverage open-source tools, reducing
the need for expensive licenses. This thesis investigates the suitability of the NOEL-V,
an open-source RISC-V processor, for use in automotive systems. It is compared
to a commercial automotive ECU based on Infineon TriCore TC399XP in terms of
performance and power consumption by porting a climate system to RISC-V and
evaluating it on an FPGA implementation of NOEL-V. The performance is assessed
through cycle count and schedulability of real-time tasks, while power consumption
on a 45 nm process is estimated using EDA tools. For the ECU, the performance
metrics of the TriCore are collected on the real hardware through Lauterbach debug
tools, and power consumption is estimated indirectly via the system-level power
increase during workload execution. The results show that although the NOEL-V
platform does not achieve the same raw performance as the TC399XP, it is sufficient
for the climate application and requires fewer clock cycles per instruction. The
project also identifies major power hotspots in the RISC-V processor under the
target workload, and proposes directions on optimizing power dissipation for future
RISC-V-based automotive processors.
From storage to circulation
(2026) Emilsson, Tea; Asker, Emma
Many products are retained by households without being used. Instead, these products are kept in storage spaces without serving any direct purpose. When a product has fulfilled its intended purpose at its first owner, it is of essence that it gets back into circulation and not stuck in storage. This is important to make sure resources are used more efficiently, and in turn to create a more resource efficient way of living.
As a complement to the research project “Mining garage gold”, this master thesis aims to investigate which factors trigger, motivate, and prevent households from engaging with, and recirculating, their unused, stored products as well as how these factors are manifested in the process of engagement and recirculation. In addition, the project aims to explore how design can aid and influence households to engage with and recirculate their unused, stored products.
The thesis resulted in an extensive mapping of different triggers, motivators and barriers that exist in the process of engaging with and recirculating unused, stored products. A process flowchart, showcasing how the different factors are manifested in the households’ process of engagement and recirculation of unused, stored products, was also created. This process flowchart includes the choices households make where triggers, motivators and barriers have great influence over the decision-making process. To give examples of how design can influence and aid households in the process of engaging with and recirculating their unused, stored products, a design portfolio was created. This design portfolio consists of eight different high levelled design concepts, targeting different parts of the process. This thesis provides a new, more holistic perspective of what triggers, motivates, and prevents households from engaging with and recirculating their unused, stored products.
A Self–Trained Engine for Atomic Chess
(2025) Andersson, Emil; Hammerlid, Simon; Karlsson, Gustav; Klang, Sebastian; Porota Ndimurukundo, Ken; Söderberg, Elias
This thesis concerns the development of a chess engine to play a variant of chess
called atomic chess, utilizing a neural network. The neural network is modeled after
DeepMind’s AlphaZero, which is a model that learned standard chess from only the
rules, and no real-world games (hence “zero”). We demonstrate an adapted model
that improves its playing strength in atomic chess, given enough training time. This
is done using a deep convolutional neural network, trained with data generated by a
modified Monte Carlo tree search in a process called self-play. These two components
feed each other data in a cycle: the neural network guides the tree search, and the
results of the tree search are then used to train the network, repeatedly. The result
is a trained network that is shown to have improved from the untrained model,
which corresponds to an unguided or randomly guided Monte Carlo tree search.
An extensive background aimed at computer engineering students is also included,
explaining the terms used in the thesis.
A Better Programming Teaching Tool - An Interactive Teaching Platform with Course Management, Real-Time Insights and AI-Generated Hints
(2025) Hedqvist, Victor; Werinos, Alexander; Hultgren, Filip; Persson, Tim; Dalemo, Gustav; Enes Rei, Oscar
Learning to program presents significant challenges for beginners, not only due to
technical hurdles, such as installing and configuring development environments, but
also from the cognitive demands of mastering unfamiliar concepts and problemsolving
strategies. These difficulties are often amplified in educational settings,
where teachers frequently need to assist students with repetitive setup issues or answer
similar conceptual questions. This thesis presents the design and implementation
of a web-based application that aims to lower the entry barrier to programming
by allowing students to write and execute code directly in the browser without any
installation. The platform features real-time task submission, automated progress
tracking, and AI-generated subgoals and hints that are tailored to each student’s
progress. Teachers can create and manage tasks, monitor student performance, and
adapt content to meet students needs. Through the integration of a user-friendly
interface, performance analytics, and controlled AI assistance, the platform aims
to reduce the repetitive workload for teachers, foster a healthy and pedagogically
sound relationship with AI among students, and ultimately provide a more efficient
and effective programming education environment.
Implementation and evaluation of game design patterns for a collaborative game
(2025) Wahlbeck, Leopold; Majberger, Anna; Lisborg, Alexander; Wirthgen, Adrian; Speziale, Marco; Cederberg, Jonatan
This report explores which game design patterns can impact the aspects of meaningful
collaboration between players. Using the methodology Research Through Design,
we have developed a collaborative game with the aim of identifying and testing
patterns that promote player interaction, engagement, and collaborative behaviour.
The process involved iterative prototyping, playtesting, and analysing player behaviour
through observations and interviews. Challenges addressed include reducing
player frustration and ensuring widespread and equal participation. By continuously
reflecting over design decisions, we have aimed to deepen the understanding of which
game design patterns that may enhance social interaction, collaboration and shared
problem-solving in video game environments.
