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Chalmers Open Digital Repository

Välkommen till Chalmers öppna digitala arkiv!

Här hittar du:

  • Studentarbeten utgivna på lärosätet, såväl kandidatarbeten som examensarbeten på grund- och masternivå
  • Digitala specialsamlingar, som t ex Chalmers modellkammare
  • Utvalda projektrapporter
 

Enheter i Chalmers ODR

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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.