1,541 research outputs found
Quality Planning for Distributed Collaborative Multimedia Applications
The tremendous power and low price of today s computer systems have created the opportunity for exciting applications rich with graphics audio and video Despite this potential planning computer systems to support the intensity of these multimedia applications is an extremely difficult task We have developed a flexible model and method that allows us to predict multimedia application performance from the user s perspective Our model takes into account the components fundamental to multimedia application quality latency jitter and data loss In applying our method to three specific applications we have identified some general traits 1) processors are the bottleneck in performance for many multimedia applications 2) networks with more bandwidth often do not increase the quality of multimedia applications and 3) performance for many multimedia applications can be improved greatly by shifting capacity demand from computer system components that are heavily loaded to those that are more lightly loade
Кибербезопасность в образовательных сетях
The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем
Applied virtual reality at the Research Triangle Institute
Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard
Aerospace medicine and biology: A continuing bibliography with indexes (supplement 408)
This bibliography lists 84 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during Dec. 1995. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance
Mission Information and Test Systems Summary of Accomplishments, 2011
This annual report covers the activities of the NASA DRFC Mission Information and Test Systems, which includes the Western Aeronautical Test Range, the Simulation Engineering Branch, the Information Services and the Dryden Technical Laboratory (Flight Loads Lab). This report contains highlights, current projects and various awards achieved during in 201
Estudo de viabilidade de desenvolvimento de um demonstrador de Realidade Virtual para as operações de servicing sobre a aeronave A-29B Super Tucano
Since the birth of aviation, the industry has experienced changes on how an airline operator must perform
maintenance operations and how new technicians are trained to perform them to ensure the airworthiness of
the aircraft, where the reduction of human errors resulting from non-compliance to the stipulated regulations
are one of the main concerns.
With the surge of new Virtual Reality technologies, EASA Part-147 approved organizations are enabled to
incorporate and direct this new knowledge to the training of new EASA Part-66 approved technicians. However,
Virtual Reality technologies must only be used and thought of as a complementary training tool, as it does not
provide competencies to perform manual actions as welding, drilling, screwing, among others.
Virtual Reality allows the trainee to test his theoretical knowledge at any given time without being limited by
the availability of real equipment/components necessary to continue his training, without creating the risk of
causing any material damage. All the training performed while resorting to the use of Virtual Reality technologies
aims to improve knowledge retention, resulting in better approval rates.
In this dissertation, a feasibility study and development of a Virtual Reality demonstrator directed to
maintenance training for fuel servicing operations over an A-29B Super Tucano aeroplane must be performed,
with the reduction of incidents/accidents reports resulting from wrongly performed procedures set as the main
goal.
The Virtual Reality application was built on a game engine called Unity, where the user can choose from VR
hardware currently available or a mouse and keyboard to perform a fueling procedure. For each procedure,
there are three modes available, guided, unguided and VR versions.
The guided procedure will provide the user with an oriented experience, where no deviation from the
maintenance manual for the fuel servicing action chosen can be performed. Each task will be highlighted in the
correct order, providing a visual indication of the task to be executed. An exact copy of the Embraer maintenance
manual for the designated procedure will also be provided to be used as a checklist.
The unguided procedure allows deviation from the maintenance manual and wrong actions are allowed to be
performed. However, a score will be given at the end of the procedure to evaluate how accurately the manual
was followed. Embraer maintenance manual will be also provided, but with no checklist.
Lastly, the VR version will follow the same fundamentals as the guided version. However, the input and output
devices used on the previous 2 versions are replaced by an HMD and two handheld controllers.Desde o seu nascimento, a indústria aeronáutica tem vindo a vivenciar mudanças relativamente a como
um operador aéreo realiza as suas atividades de manutenção e como treina os seus técnicos de modo a manter
a aeronavegabilidade da sua frota, sendo que a ocorrência de incidentes/acidentes que resultem do
incumprimento das regulações/procedimentos impostos pela operadora aérea sejam um foco de melhoria.
Com a evolução e surgimento de tecnologias de Realidade Virtual, foi possível a entidades formadoras
aprovadas segundo a regulação EASA Part-147, incorporar e direcionar este conhecimento para o treino de
técnicos de manutenção. No entanto as mesmas apenas devem ser usadas como uma ferramenta complementar
ao treino prático, pois não permitem que se adquira aptidões práticas para realizar tarefas manuais como
soldadura, furação, aparafusamento, entre outros.
Estas tecnologias permitem que o instruendo tenha a possibilidade de testar os seus conhecimentos
teóricos a qualquer momento sem estar limitado pela disponibilidade de componentes reais para dar
continuidade à sua formação. Todo este processo de treino com auxílio a aplicações de Realidade Virtual
pretende melhorar a retenção de conhecimento, que necessariamente levará a um aumento nas taxas de
aprovação dos instruendos.
Neste trabalho pretende-se realizar o estudo de viabilidade e desenvolvimento de um demonstrador
de Realidade Virtual direcionado ao treino de manutenção, para operações de fuel servicing para a aeronave A29B Super Tucano, com o objetivo de reduzir o número de relatos de incidentes/acidentes resultantes de um
procedimento mal-executado.
A aplicação de Realidade Virtual desenvolvida no decorrer de este trabalho de investigação, teve por
base o motor de jogo Unity, em que o utilizador pode recorrer ao hardware VR atualmente disponível, ou a rato
e teclado para realizar o procedimento de fuel servicing. A utilização em simultâneo das opções anteriormente
referidas não é possível. Para cada procedimento, três modos de realização da tarefa são possíveis, a versão
guiada, não-guiada e RV.
A versão guiada fornece ao utilizador uma experiência orientada, onde qualquer desvio do manual de
manutenção para o procedimento de reabastecimento escolhido não é permitido. Cada tarefa, segundo a ordem
tal como surgem no manual estará destacada, de modo a fornecer uma indicação visual da tarefa a ser
executada. Uma cópia exata do manual da Embraer para o procedimento escolhido é também fornecida para
ser usado como um checklist.
A versão não-guiada permite desvios aos procedimentos do manual de manutenção, assim como a
realização de ações erradas do procedimento. No entanto, no final do treino são fornecidos elementos para
quantificar os eventuais desvios do manual que tenham ocorrido durante o procedimento. Neste caso, o manual
é igualmente fornecido, mas sem checklist.
Por fim, na versão de Realidade Virtual, tal como acontece na versão guiada, os fundamentos são iguais,
no entanto, a diferença que merece maior destaque é o facto de os aparelhos de input e output deixem de ser
o rato, teclado e monitor e passamos a usar um HMD e handheld controllers
Aerospace medicine and biology: A continuing bibliography with indexes (supplement 376)
This bibliography lists 265 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during Jun. 1993. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance
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