526,142 research outputs found

    A New ‘Idea of Nature’ for Chemical Education

    Get PDF
    This paper recommends that chemistry educators shift to a different ‘idea of nature’, an alternative ‘worldview.’ Much of contemporary science and technology deals in one way or another with dynamic coherences that display novel and important properties. The notion of how the world works that such studies and practices generate (and require) is quite different from the earlier concepts that are now integrated into science education. Eventual success in meeting contemporary technological and social challenges requires general diffusion of an overall outlook that focuses on creative generation of novel and useful coherences, replacing a worldview that concentrates on analysis of pre-existing items to minimum constituents. Such a shift in emphasis would amount to general adoption of a new basic model of how nature functions. Chemistry educators can and should provide leadership for this urgently-needed development

    Rotorcraft In-Flight Simulation Research at NASA Ames Research Center: A Review of the 1980's and plans for the 1990's

    Get PDF
    A new flight research vehicle, the Rotorcraft-Aircrew System Concepts Airborne Laboratory (RASCAL), is being developed by the U.S. Army and NASA at ARC. The requirements for this new facility stem from a perception of rotorcraft system technology requirements for the next decade together with operational experience with the Boeing Vertol CH-47B research helicopter that was operated as an in-flight simulator at ARC during the past 10 years. Accordingly, both the principal design features of the CH-47B variable-stability system and the flight-control and cockpit-display programs that were conducted using this aircraft at ARC are reviewed. Another U.S Army helicopter, a Sikorsky UH-60A Black Hawk, was selected as the baseline vehicle for the RASCAL. The research programs that influence the design of the RASCAL are summarized, and the resultant requirements for the RASCAL research system are described. These research programs include investigations of advanced, integrated control concepts for achieving high levels of agility and maneuverability, and guidance technologies, employing computer/sensor-aiding, designed to assist the pilot during low-altitude flight in conditions of limited visibility. The approach to the development of the new facility is presented and selected plans for the preliminary design of the RASCAL are described

    Printing without Paper?

    Get PDF
    More and more information is being read from cathode ray tube (CRT) screens. Despite improvements in many areas--display technology, readability of character sets, usable amount of information on a frame, software for handling pages--a glaring fact remains: Reading and browsing through information is still more pleasant using a stack of sheets of paper than using a display screen and electronically stored information. Yet, the preparation of hard-copy pages for once-only (or never) reading seems expensive and wasteful. It is our contention that this need not be the case if new concepts, such as printing on demand, and a concept we shall call multi-time paper (M-paper, for short) are used

    Traffic and Navigation Support through an Automobile Heads Up Display (A-HUD)

    Get PDF
    The automobile industry has produced many cars with new features over the past decade. Taking advantage of advances in technology, cars today have fuel-efficient hybrid engines, proximately sensors, windshield wipers that can detect rain, built-in multimedia entertainment, and all-wheel drive systems that adjust power in real-time. However, the interaction between the driver and the car has not changed significantly. The information being delivered – both in quantity and method – from the car to the driver has not seen the same improvements as there has been “under the hood.” This is a position paper that proposes immersing the driver inside an additional layer of traffic and navigation data, and presenting that data to the driver by embedding display systems into the automobile windows and mirrors. We have developed the initial concepts and ideas for this type of virtual display. Through gaze tracking the digital information is superimposed and registered with real world entities such as street signs and traffic intersections

    Continuation of research into software for space operations support, volume 1

    Get PDF
    A prototype workstation executive called the Hardware Independent Software Development Environment (HISDE) was developed. Software technologies relevant to workstation executives were researched and evaluated and HISDE was used as a test bed for prototyping efforts. New X Windows software concepts and technology were introduced into workstation executives and related applications. The four research efforts performed included: (1) Research into the usability and efficiency of Motif (an X Windows based graphic user interface) which consisted of converting the existing Athena widget based HISDE user interface to Motif demonstrating the usability of Motif and providing insight into the level of effort required to translate an application from widget to another; (2) Prototype a real time data display widget which consisted of research methods for and prototyping the selected method of displaying textual values in an efficient manner; (3) X Windows performance evaluation which consisted of a series of performance measurements which demonstrated the ability of low level X Windows to display textural information; (4) Convert the Display Manager to X Window/Motif which is the application used by NASA for data display during operational mode

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Object Lessons: 3D Printing and Inter-professional Collaboration Between the Library and the Literature Classroom

    Get PDF
    While the digital revolution has been readily embraced by the hard sciences, adoption by the humanities has been somewhat more delayed. A number of factors have prevented wide-scale inclusion of technology into humanities coursework including, but not limited to, a lack of training, resources or support for professional development. The new Makerspace at the Drake Memorial Library provided the chance to unite 3D printing technology, pedagogy, literary criticism, information literacy, and historical context into a children’s literature course at the College at Brockport. Students were charged to locate a single object from a work of children’s literature and to analyze its importance to the plot of the novel or the development of a character. Selected objects were then 3D printed by the library Makerspace. Students then met with a librarian to reinforce threshold concepts set forth by ACRL’s Framework for Information Literacy for Higher Education through a unique gamified Harry Potter - themed lesson. Students were able to successfully synthesize the relationship between object and text, culminating in the display of their objects in the library along with their written assignments

    Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android

    Get PDF
    Chemistry is a relatively new material for Xth grade high school students, but many high school students still do not understand the basic concepts of chemistry and the lack of use of technology. The purpose of this research is to design and build learning media to make it easier for students to get to know chemistry using the Android platform. The method used in building this application is the SDLC (System Development Life Cycle) method, which starts by collecting data for system testing. Data collection was carried out around the Kalam Kudus Christian High School school environment in Pekanbaru with 40 students as research subjects. The system design is designed so that every high school student can use the application independently using a personal account. The tests used are black box testing and mean opinion score (MOS) testing. The result of black box testing is that the display or menu can run smoothly. while for MOS results, around 95% state that the application that was built gets very decent results from high school students. So that this application is used in accordance with the needs of high school students in helping to recognize basic chemical concepts
    • 

    corecore