1,133 research outputs found
Math and the Mouse: Explorations of Mathematics and Science in Walt Disney World
Math and the Mouse is an intensive, collaborative, project-driven, study away course that runs during the three-week May Experience term at Furman University and has many of the attributes of a course-based undergraduate research experience in mathematics. We take twelve students to Orlando, Florida to study the behind-the-scenes mathematics employed to make Walt Disney World operate efficiently. Students learn techniques of mathematical modeling (mostly resource allocation, logistics, and scheduling models), statistical analysis (mostly probability, clustering, data collection, and hypothesis testing), and ow management (queuing theory and some beginning ow dynamics) in an applied setting. Through planned course modules, collaborative activities, conversations with guest speakers, and three group projects, one of which is of the students\u27 choosing, this academic experience provides an engaged learning experience that shows how material from eleven academic courses comes together in connection with real-world applications
The Advocate, October 7, 1985
https://scholarship.law.gwu.edu/the_advocate_1985/1005/thumbnail.jp
Development and Deployment of a Dynamic Soaring Capable UAV using Reinforcement Learning
Dynamic soaring (DS) is a bio-inspired flight maneuver in which energy can be gained by flying through regions of vertical wind gradient such as the wind shear layer. With reinforcement learning (RL), a fixed wing unmanned aerial vehicle (UAV) can be trained to perform DS maneuvers optimally for a variety of wind shear conditions. To accomplish this task, a 6-degreesof- freedom (6DoF) flight simulation environment in MATLAB and Simulink has been developed which is based upon an off-the-shelf unmanned aerobatic glider. A combination of high-fidelity Reynolds-Averaged Navier-Stokes (RANS) computational fluid dynamics (CFD) in ANSYS Fluent and low-fidelity vortex lattice (VLM) method in Surfaces was employed to build a complete aerodynamic model of the UAV. Deep deterministic policy gradient (DDPG), an actor-critic RL algorithm, was used to train a closed-loop Path Following (PF) agent and an Unguided Energy- Seeking (UES) agent. Several generations of the PF agent were presented, with the final generation capable of controlling the climb and turn rate of the UAV to follow a closed-loop waypoint path with variable altitude. This must be paired with a waypoint optimizing agent to perform loitering DS. The UES agent was designed to perform traveling DS in a fixed wind shear condition. It was proven to extract energy from the wind shear to extend flight time during training but did not accomplish sustainable dynamic soaring. Further RL training is required for both agents. Recommendations on how to deploy an RL agent on a physical UAV are discussed
ОСОБЛИВОСТІ ЗАСТОСУВАННЯ ІКТ В ПЕРЕКЛАДІ СТАРТАП-ПРОЄКТІВ
The role of the translator in the startup project is analyzed. It has been proven that translation is an important and necessary element of a startup project for establishing relationships with potential clients around the world. The success of a project depends on the translation of many types of documentation: application, presentations, website, CVs, financial calculations, required audio and video materials, agreements and other types of legal and economic documentation. The translator as a member of the startup team needs to understand the key topic and main trends of the industry in order to efficiently translate the project. It was found that the translator works with the special patent, legal and economic documentation depending on the field and the main purpose of the project. The tasks of linguists will be solved more successfully with the help of modern information and computer technologies. The usage of information and computer technology in the translation process was explored. It is determined that it is important for a startup project translator to understand all the features of using the software, choose the appropriate programs or online tools and develop a strategy for the project translation process. The results of this work are very important and necessary for further study of the features of the ICT usage in the startup projects translation, in particular, the final projects of the Startup School of Poltava Polytechnic.Исследована роль переводчика в стартап-проекты. Доказано, что перевод- – это важный и необходимый элемент стартап проекта для налаживания отношений с потенциальными клиентами по всему миру. Успех представления проекту зависит от перевода многих видов документации: заявки, презентаций, веб-сайта, резюме, финансовых просчетов, необходимых аудио- и видеоматериалов, соглашений и других видов юридической и экономической документации. Переводчику как участнику стартап команде необходимо разбираться в тематике и главных тенденциях индустрии, чтобы качественно и эффективно сделать перевод проекта. Выяснено, что переводчик работает со специальной патентной, юридической и экономической документации в зависимости от отрасли и основной цели проекту. Задача лингвистов будут успешно решаться с помощью современных информационных и компьютерных технологий. Исследованию использования информационных и компьютерных технологий в процессе перевода. Определено, что переводчику стартап проекта важно понимать все особенности использования программного обеспечения, выбрать соответствующие программы или онлайн-инструменты и разработать стратегию переводческого процесса в проект. Результаты данной работы очень важны и необходимы для дальнейшего исследования особенностей использования ИКТ в переводе стартап-проектов, в частности, финальных проектов Стартап школы Полтавской политехники.Досліджена роль перекладача в стартап-проекті. Доведено, що переклад – це важливий та необхідний елемент стартап проекту для налагодження відносин з потенційними клієнтами по всьому світу. Успіх представлення проекту залежить від перекладу багатьох видів документації: заявки, презентацій, веб-сайту, резюме, фінансових прорахунків, необхідних аудіо– та відеоматеріалів, угод та інших видів юридичної та економічної документації. Перекладачу як учаснику стартап команді необхідно розумітися в тематиці та головних тенденціях індустрії, щоб якісно та ефективно зробити переклад проекту. З'ясовано, що перекладач працює зі спеціальною патентною, юридичною та економічною документацією залежно від галузі та основної мети проекту. Завдання лінгвістів будуть успішніше вирішуватися за допомогою сучасних інформаційних та комп’ютерних технологій. Дослідженню використання інформаційних та комп’ютерних технологій у процесі перекладу. Визначено, що перекладачу стартап проекту важливо розуміти всі особливості використання програмного забезпечення, вибрати належні програми чи онлайн-інструменти та розробити стратегію перекладацького процесу у проекті. Результати даної роботи є дуже важливими та необхідними для подальшого дослідження особливостей використання ІКТ у перекладі стартап-проектів, зокрема, фінальних проектів Стартап школи Полтавської політехніки
Suffolk Journal, Vol. 59, No. 20, 3/29/2000
https://dc.suffolk.edu/journal/1349/thumbnail.jp
The Kiosk Culture: Reconciling The Performance Support Paradox In The Postmodern Age Of Machines
Do you remember the first time you used an Automatic Teller Machine (ATM)? Or a pay-at-the-pump gas station? Or an airline e-ticket kiosk? How did you know what to do? Although you never received any formal instruction in how to interact with the self-service technology, you were likely able to accomplish your task (e.g., withdrawing or depositing money) as successfully as an experienced user. However, not so long ago, to accomplish that same task, you needed the direct mediation of a service professional who had been trained how to use the required complex technology. What has changed? In short, the technology is now able to compensate for the average consumer\u27s lack of experience with the transactional system. The technology itself bridges the performance gap, allowing a novice to accomplish the same task as an experienced professional. This shift to a self-service paradigm is completely changing the dynamics of the consumer relationship with the capitalist enterprise, resulting in what is rapidly becoming the default consumer interface of the postmodern era. The recognition that the entire performance support apparatus now revolves around the end user/consumer rather than the employee represents a tectonic shift in the workforce training industry. What emerges is a homogenized consumer culture enabled by self-service technologies--a kiosk culture. No longer is the ability to interact with complex technology confined to a privileged workforce minority who has access to expensive and time-consuming training. The growth of the kiosk culture is being driven equally by business financial pressures, consumer demand for more efficient transactions, and the improved sophistication of compensatory technology that allows a novice to perform a task with the same competence as an expert. The Kiosk Culture examines all aspects of self-service technology and its ascendancy. Beyond the milieu of business, the kiosk culture is also infiltrating all corners of society, including medicine, athletics, and the arts, forcing us to re-examine our definitions of knowledge, skills, performance, and even humanity. The current ubiquity of self-service technology has already impacted our society and will continue to do so as we ride the rising tide of the kiosk culture
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Design as interactions of problem framing and problem solving: a formal and empirical basis for problem framing in design
In this thesis, I present, illustrate and empirically validate a novel approach to modelling and explaining design process. The main outcome of this work is the formal definition of the problem framing, and the formulation of a recursive model of framing in design. The model (code-named RFD), represents a formalisation of a grey area in the science of design, and sees the design process as a recursive interaction of problem framing and problem solving.
The proposed approach is based upon a phenomenon introduced in cognitive science and known as (reflective) solution talkback. Previously, there were no formalisations of the knowledge interactions occurring within this complex reasoning operation. The recursive model is thus an attempt to express the existing knowledge in a formal and structured manner. In spite of rather abstract, knowledge level on which the model is defined, it is a firm step in the clarification of design process. The RFD model is applied to the knowledge-level description of the conducted experimental study that is annotated and analysed in the defined terminology. Eventually, several schemas implied by the model are identified, exemplified, and elaborated to reflect the empirical results.
The model features the mutual interaction of predicates ‘specifies’ and ‘satisfies’. The first asserts that a certain set of explicit statements is sufficient for expressing relevant desired states the design is aiming to achieve. The validity of predicate ‘specifies’ might not be provable directly in any problem solving theory. A particular specification can be upheld or rejected only by drawing upon the validity of a complementary predicate ‘satisfies’ and the (un-)acceptability of the considered candidate solution (e.g. technological artefact, product). It is the role of the predicate ‘satisfies’ to find and derive such a candidate solution. The predicates ‘specifies’ and ‘satisfies’ are contextually bound and can be evaluated only within a particular conceptual frame. Thus, a solution to the design problem is sound and admissible with respect to an explicit commitment to a particular specification and design frame. The role of the predicate ‘acceptable’ is to compare the admissible solutions and frames against the ‘real’ design problem. As if it answered the question: “Is this solution really what I wanted/intended?”
Furthermore, I propose a set of principled schemas on the conceptual (knowledge) level with an aim to make the interactive patterns of the design process explicit. These conceptual schemas are elicited from the rigorous experiments that utilised the structured and principled approach to recording the designer’s conceptual reasoning steps and decisions. They include the refinement of an explicit problem specification within a conceptual frame; the refinement of an explicit problem specification using a re-framed reference; and the conceptual re-framing (i.e. the identification and articulation of new conceptual terms)
Since the conceptual schemas reflect the sequence of the ‘typical’ decisions the designer may make during the design process, there is no single, symbol-level method for the implementation of these conceptual patterns. Thus, when one decides to follow the abstract patterns and schemas, this abstract model alone can foster a principled design on the knowledge level. It must be acknowledged that for the purpose of computer-based support, these abstract schemas need to be turned into operational models and consequently suitable methods. However, such operational perspective was beyond the time and resource constraints placed on this research
Surprising Results from Large Crowds Using Micro-Purchase Challenges - Using Contests on Freelancing Communities to Source Innovative, Impactful and Cost-Effective Solutions
Our world is more connected than ever before. The new digital economy is empowering platforms and crowds to become a progressively strategic way for organizations to innovate ahead of their competition. Existing research shows the effectiveness and quality of solutions crowdsourcing yields, yet few organizations genuinely understand it nor are leveraging those solutions to unlock the full range of benefits. Moreover, early adopters often face structural and financial barriers towards evangelizing digital platforms at scale within their organizations. NASA is an exception - being an advocate of the field since 2010, it has paved the path for large organizations to follow. An empirical analysis is conducted on NASA's Center of Excellence for Collaborative Innovation (CoECI) micro-purchase challenges on a crowd-based platform to assess the cost-savings, quality of work, time for work turnaround and brand effects of using this problem-solving mechanism. The results proved to provide a tangible impact on all four parameters. As such, micro-purchases could become a compelling entry-point for organizations who are willing to experiment and subsequently build a convincing business case to present to stakeholders. The paper concludes with NASA's learnings, supplemented by literature, on how to redesign business processes, change conventional thinking and create an organization that will transform its future with crowds
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