853,212 research outputs found
Experimentation with Accumulation
We study signal-dependent experimentation in the presence of accumulation and show that the passive-learner’s action surprisingly coincides with the experimentor’s when the unknown term is the one determining the decay rate of the stock, while they differ when the parameter being learned is the one measuring the accumulation rate. These results highlight the importance of the dynamic structure of the problem in signal-dependent experimentation. Moreover, they have important consequences for the pollutionaccumulation debate currently in progress.
Gaming on the edge: using seams in ubicomp games
Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games
Technology Assessment and Experimentation Plan
An assessment is given of the critical and enhancing technologies necessary to build the basic personal terminal (BPT), the supplier, and the Network Management Center (NMC). The experimentation plan for testing the Personal Access Satellite System (PASS) utilizing ACTS is detailed. The experiment plan gives a list of candidate experiments and describes the proposed experimental set-up. ACTS will be used in the Microwave Switch Matrix (MSM) mode. The Microwave Switch Matrix - Link Evaluation Terminal (MSM-LET) at the NASA Lewis Research Center will serve as the microwave front-end for the PASS supplier and the NMC. Link budgets are given for both the forward and return links between the supplier and the basic personal terminal. The equipment required for the experiments is identified
Experimentation in Two-Sided Markets
We study optimal experimentation by a monopolistic platform in a two-sided market framework. The platform provider faces uncertainty about the strength of the externality each side is exerting on the other. It maximizes the expected present value of its profit stream in a continuous-time infinite-horizon framework by setting participation fees or quantities on both sides. We show that a price-setting platform provider sets a fee lower than the myopically optimal level on at least one side of the market, and on both sides if the two externalities are of approximately equal strenght. If the externality that one side exerts is sufficiently weaker than the externality it experiences, the optimal fee on this side exceeds the myopically optimal level. We obtain analogous results for expected prives when the platform provider chooses quantities. While the optimal policy does not admin closed-form representations in general, we identify special cases in which the undiscounted limit of the model can be solved in closed form
Experimental Design: Design Experimentation
This paper was selected for publication in MIT’s Design Issues. The research takes an original approach by positioning experimentation as a comprehensive design methodology, rather than using the traditional industrial design approach of employing experimentation as a problem-solving tool within a standard design model. It is an evolution of design thinking on non-linear design methods first developed by Hall and presented to the ‘International Association of Societies of Design Research Conference’, Seoul, South Korea (2009), and in a paper entitled ‘Innovation design engineering: Non-linear progressive education for diverse intakes’ presented at the ‘International Conference on Engineering and Product Design Education’, University of Brighton, UK, which offered a non-linear pedagogy (Hall and Childs 2009) that uniquely supports a diverse interdisciplinary intake.
Experimental design is well known in the science domain but very little evidence has been recorded of experimentation in industrial design and its position in relation to work in other science and research domains. Connections are made with theories on research methods, an analysis of case studies and comparisons of literature on experimentation from science disciplines, especially that of Kuhn (1962), Galison (1987), Pasteur’s quadrant for scientific research in Stokes (1997) and Borgdorff (2007). Hall makes significant claims in exploring and articulating a model of design experimentation that highlights the differences between scientific and design experimentation. This work was original in describing an experimental design model for the increasing activity in early phases of design development by recording and enhancing knowledge in this important area for future design research and practice. The methods researched in the paper were later used in experimental design workshops in Daegu, South Korea (2011) and Busan, South Korea (2012)
Planetary impact experimentation
An understanding of impact processes in low- and microgravity environments would be advanced significantly by the construction and use of an impact facility on the Space Station. It is proposed that initial studies begin as soon as possible in ground-based impact laboratories, on the NASA KC-135 Reduced-Gravity Aircraft, and in existing drop towers. The resulting experience and information base could then be applied toward an experiment package designed for use on Shuttle orbiters to support pilot studies in orbital environments. These experiments, as well as the first efforts made on the IOC Space Station, should involve the impact of various free-floating targets; such studies would yield a substantial scientific return while providing valuable experience and engineering information for use in refining the design of the dedicated Space Station Impact Facility. The dedicated facility should be designed to support impact experimentation, including but not limited to cratering, asteroid and ring-particle dynamics, and accretional processes
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