10 research outputs found

    Revenue recognition, January 1, 2019; Audit and Accounting Guide

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    https://egrove.olemiss.edu/aicpa_indev/2422/thumbnail.jp

    Technology 2001: The Second National Technology Transfer Conference and Exposition, volume 2

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    Proceedings of the workshop are presented. The mission of the conference was to transfer advanced technologies developed by the Federal government, its contractors, and other high-tech organizations to U.S. industries for their use in developing new or improved products and processes. Volume two presents papers on the following topics: materials science, robotics, test and measurement, advanced manufacturing, artificial intelligence, biotechnology, electronics, and software engineering

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Appropriation en abyme: the postmodern art of Imants Tillers

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    SIGLEAvailable from British Library Document Supply Centre- DSC:DXN055171 / BLDSC - British Library Document Supply CentreGBUnited Kingdo

    Products and Services

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    Today’s global economy offers more opportunities, but is also more complex and competitive than ever before. This fact leads to a wide range of research activity in different fields of interest, especially in the so-called high-tech sectors. This book is a result of widespread research and development activity from many researchers worldwide, covering the aspects of development activities in general, as well as various aspects of the practical application of knowledge

    Level Up: Supporting In-Game Skill Development

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    Video games are challenging and complex. They require players to master a diverse set of skills to succeed. Through play, players acquire and eventually master these skills, transitioning from novice to expert through skill development. Making progress and performing well in a game is directly tied to a player's ability to master in-game skills, so players are strongly motivated to get better at the games they play. Games can do a good job of supporting a new player's learning, but too often they leave a player to work out for themselves how to improve and get better at the game. The problem is that game designers do not always know how to support skill development in their games. To solve this problem, we need to better understand how skill learning occurs in games, as well as explore specific new approaches for supporting skill learning in games. Games are not the only context in which skill development and high performance is important --- the field of human performance already explores this in detail and provides many theories to apply to this new domain. Inspired by these theories I explore different ways of supporting players’ learning at two different stages of skill development. First, I explore how early learning can be supported through the use of guidance and explore how later learning can be supported by modifying practice. Testing out the effects of guidance by providing new players with different levels of navigation guidance and evaluating how well they were able to learn the environment, I found that guidance improved a player's immediate performance and allowed them to complete tasks within the game more effectively. I evaluated the idea of modifying practice by applying spaced practice (having players take breaks when playing) in two different games, as well as by adding checkpoints to a side-scrolling platform game. I found that having players take breaks improved players' immediate performance and allowed them to make more progress within the game and that a variety of break lengths were effective. I found that checkpoints allowed players to make progress in the game and learn the game just as effectively as when checkpoints were not present. Overall, this research adds to our understanding of how skill development occurs in games and provides some concrete examples of how support methods used in other contexts (such as in sports) can be applied to digital gaming

    The efficient use of data from different sources for production and application of digital elevation models

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    The emphasis of the investigation reported in this thesis is on the use of digital elevation data of two resolutions originating from two different sources. The high resolution DEM was captured from aerial photographs (first source) at a scale of 1:30,000 and the low resolution DEM was captured from SPOT images (second source). It is well known that the resolution of DEM data depends a great deal on the scale of the images used. The technique for capturing DEMs is static measurement of the spot heights in a regular grid. The grid spacing of the high resolution DEM was 30 m, and of the low resolution DEM was 100 m. The aims of this thesis are as follows: 1. To assess the feasibility of using SPOT stereodata as a source of height information and merged with data from aerial photography. This is carried out by comparison of the elevation data derived from SPOT with the digital elevation data derived from aerial photography. From the comparison of these two sources of height information, some results are derived which show the possible heighting accuracy levels which can realistically be achieved. A systematic error in the estimated average of the elevation differences was found and many tests have been carried out to find the reasons for the presence of this systematic error. 2. To develop methods to manipulate the captured data. 2.1. Gross error (blunder) detection. Blunders made during the data capturing procedure affect the accuracy of the final product. Therefore it is necessary to trap and to remove them. A pointwise local self-checking blunder detection algorithm was developed in order to check the grid elevation data, particularly those which are derived from the second source. 2.2. Data coordinates transformation. The data must be transformed into a common projection in order to be directly comparable. The projection and coordinate systems employed are studied in this project, and the errors caused by the transformations are estimated. 2.3. Data merging. Data of different reliability have to be merged into a single set of data. In this project data from two different sources are merged in order to create a final product of known and uniform accuracy. The effect of the lower resolution source on the high resolution source was studied, in dense and in sparse form. 2.4. Data structure. To structure the data by changing the format in order to be in an acceptable form for DEM creation and display, through the commercially available Laser-Scan package DTMCREATE. 3. DEM production and contouring. To produce DEMs from the initial data and that derived from the two merged sources, and to find the accuracy of the interpolation procedure by comparing the derived interpolated data with the high resolution DEM which has been derived from aerial photography. Finally to interpolate contours directly from the "raw" SPOT data and to compare them with those derived from the aerial photography in order to find out the feasibility and capability of using SPOT data in contouring for topographic maps

    Cumulative index to NASA Tech Briefs, 1963-1967

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    Cumulative index to NASA survey on technology utilization of aerospace research outpu
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