72 research outputs found

    The role of the host in a cooperating mainframe and workstation environment, volumes 1 and 2

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    In recent years, advancements made in computer systems have prompted a move from centralized computing based on timesharing a large mainframe computer to distributed computing based on a connected set of engineering workstations. A major factor in this advancement is the increased performance and lower cost of engineering workstations. The shift to distributed computing from centralized computing has led to challenges associated with the residency of application programs within the system. In a combined system of multiple engineering workstations attached to a mainframe host, the question arises as to how does a system designer assign applications between the larger mainframe host and the smaller, yet powerful, workstation. The concepts related to real time data processing are analyzed and systems are displayed which use a host mainframe and a number of engineering workstations interconnected by a local area network. In most cases, distributed systems can be classified as having a single function or multiple functions and as executing programs in real time or nonreal time. In a system of multiple computers, the degree of autonomy of the computers is important; a system with one master control computer generally differs in reliability, performance, and complexity from a system in which all computers share the control. This research is concerned with generating general criteria principles for software residency decisions (host or workstation) for a diverse yet coupled group of users (the clustered workstations) which may need the use of a shared resource (the mainframe) to perform their functions

    Space Transportation System and associated payloads: Glossary, acronyms, and abbreviations

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    A collection of acronyms in everyday use concerning shuttle activities is presented. A glossary of terms pertaining to the Space Transportation System is included

    Space transportation system and associated payloads: Glossary, acronyms, and abbreviations

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    A collection of some of the acronyms and abbreviations now in everyday use in the shuttle world is presented. It is a combination of lists that were prepared at Marshall Space Flight Center and Kennedy and Johnson Space Centers, places where intensive shuttle activities are being carried out. This list is intended as a guide or reference and should not be considered to have the status and sanction of a dictionary

    MRC Centre Neuromuscular Biobank (Newcastle and London): Supporting and facilitating rare and neuromuscular disease research worldwide

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    Neuromuscular diseases are both genetic and acquired conditions resulting in progressive muscle weakness and wasting which lead to disability and reduced survival. The availability of high-quality human biomaterial is crucial to support biomedical research with potential applications at all stages of development, from molecular pathophysiology to drug discovery, clinical trials and evaluation of biomarkers. Although significant progress has been made over the last few years in the diagnosis of these rare conditions, the genetic defect and underlying pathological abnormality remain unknown in approximately 1/3 of cases. Moreover, to date no definitive cure is available for most neuromuscular disorders, nor are there sufficiently reliable and specific biomarkers to monitor disease progression and response to treatment. This is in part due to the rarity and genetic heterogeneity of neuromuscular diseases and the lack of access to patient samples. The availability of the national MRC Centre Biobank for Neuromuscular Diseases in Newcastle and London has addressed this bottleneck and supported neuromuscular research. Nine years after the establishment of the MRC Centre Biobank, many high profile research publications have highlighted the positive impact of neuromuscular biobanking for translational research and proven this facility to be a unique repository source for diagnostics, basic science research, industry, drug development, and therapy

    Voyager support study - Implementation definition Final report

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    Voyager project implementation definitio

    Fourth NASA Goddard Conference on Mass Storage Systems and Technologies

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    This report contains copies of all those technical papers received in time for publication just prior to the Fourth Goddard Conference on Mass Storage and Technologies, held March 28-30, 1995, at the University of Maryland, University College Conference Center, in College Park, Maryland. This series of conferences continues to serve as a unique medium for the exchange of information on topics relating to the ingestion and management of substantial amounts of data and the attendant problems involved. This year's discussion topics include new storage technology, stability of recorded media, performance studies, storage system solutions, the National Information infrastructure (Infobahn), the future for storage technology, and lessons learned from various projects. There also will be an update on the IEEE Mass Storage System Reference Model Version 5, on which the final vote was taken in July 1994

    Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access

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    My journey as a disabled arts practitioner has been one of invention, hacking, and re-imagining what input systems could be. I have created my own modalities for creating work, rather than relying on commercially available options. This is a common practice within the disabled community, as individuals often modify and hack their surroundings to make them more usable. For example, ADAPT activists took sledgehammers to smash curb cuts and poured curb ramps with cement bags, ultimately leading to the widespread adoption of curb cuts as a standard architectural feature. As Yergeau notes, this type of "criptastic hacking" represents a creative resistance.(Yergeau, 2012) My interfaces and art projects are a combination of science fiction world-building, technology prototyping, and experimentation with novel ways of experiencing the world that work for my ability. I have been building interactive objects for over 20 years, and my bespoke controller games are both pieces I find comfortable to play and conceptual proposals that I share with the games community to spark consideration for alternative ways of interacting with games culture. This interdisciplinary design research herein crosses a range of disciplines, drawing inspiration from radical forms of cognitive science, games studies, feminist studies, HCI, crip technoscience, radical science fiction, disability studies, and making practices. What has emerged through studying my own practice and the practices of others during this research is a criptastic design framework for creating playful experiences. My research aims to gain a deeper understanding of the ways that hacking and remaking the world manifests as modifications to the design process itself. I created four versions of a physical alt ctrl game and conducted a design study with disabled artists and alt ctrl game creators. The game, Bot Party, was developed through a series of public exhibitions and explored my relationship between criptastic bespoke interface design and embodied experiences of group play. Bot Party involves physical interaction among players in groups to understand my own ways of designing, while the study looks three other disabled designers to understand the ways in which their process is similar or different to my own. By conducting this work, I aim to contribute to the larger conversation within the games studies community about the importance of accessibility and inclusivity in game design. The results highlight the need for continued exploration and development in this area, specifically in design methods. The study’s findings as they relate to my own practice revealed the importance of considering a set of values and design processes in relation to disability when creating games and playful experiences. With this perspective, I propose an initial framework that outlines possible key themes for disabled game designers. Using values as a starting point for creating deeply accessible games, this framework serves as a starting point for future research into accessible game design. This framework seeks to subvert the notion that accessibility is a list of UX best practices, audio descriptions, captions, and haptic additions and moves towards embedding within game design the values and practices used by disabled designers from the outset of the creative process. Access can be a creative framework. An important point to make is that my efforts to do a PhD resist the academic ableism limiting the participation of people who are not from a normative background. The act of creating this PhD has eaten at the edge of my ability, and the research here was often conducted in pain under extremely trying circumstances. This perspective is relevant because it often informed my design choices and thinking. Additionally, it was conducted at a university where I experienced active discrimination from members of staff who simply refused to believe in disabilities they could not see, and in one case writing down my disability was, “self-ascribed.” To work, I had to move outside the academy and seek out workshops which gave me accessible, ergonomic equipment as is discussed in the Bot Party section. This bears mentioning because it reflects on how threatening disabilities can be within academic settings and how even providing basic levels of accessibility remains a challenge for academic institutions. The above framework could benefit academia if used to redesign postgraduate academic research practices within the academy from a place of Crip-informed pedagogy. This is future work that this academic researcher hopes to explore in depth within their academic journey. It is important to note, much of the most relevant research to this thesis around disability studies and technology has emerged in recent years and as a result, was included iteratively in the literature review. It has informed the third study and my iterative design practice as part of the journey; however, I began this work before much of the writing in the literature review existed, including the creation of Bot Party’s first iterations. Finding this scholarship and these authors has been a kinning. Kinship, according to Gavin Van Horn, “can be considered a noun…shared and storied relations and memories that inhere in people and places; or more metaphorical imaginings that unite us to faith traditions, cultures, countries, or the planet…Perhaps this kinship-in-action should be called kinning.” (Horn et al., 2021) Kinning happened throughout this work and this thesis served me as a place for discovery, contemplation, and empowerment. It is my hope sections of it will serve this function for others within my community. I found kinship with other authors working in the field of disability studies and technology, particularly with Alison Kafer, who offers a critique of Donna Haraway's cyborg in her book "Feminist Queer Crip." (Kafer, 2013) Kafer's work highlights the limitations of Haraway's cyborg as a figure of empowerment for marginalized bodies and identities, and instead advocates for a crip-queer-feminist perspective on technology and embodiment. Additionally, the author has also found resonance in the work of Aimi Hamraie and Kelly Fritsh, whose work in disability studies and HCI has been instrumental in shaping this research. Specifically, their concept of "crip technoscience" has been a key framework for understanding technology creation by disabled technologists. (Hamraie and Fritsch, 2019) Overall, it is my hope that this thesis will serve as a generative resource for others within the community on this journey, particularly for those who are working towards a more inclusive and intersectional understanding of technology and embodiment

    Corrosion and Degradation of Materials

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    Studies on the corrosion and degradation of materials play a decisive role in the novel design and development of corrosion-resistant materials, the selection of materials used in harsh environments in designed lifespans, the invention of corrosion control methods and procedures (e.g., coatings, inhibitors), and the safety assessment and prediction of materials (i.e., modelling). These studies cover a wide range of research fields, including the calculation of thermodynamics, the characterization of microstructures, the investigation of mechanical and corrosion properties, the creation of corrosion coatings or inhibitors, and the establishment of corrosion modelling. This Special Issue is devoted to these types of studies, which facilitate the understanding of the corrosion fundamentals of materials in service, the development of corrosion coatings or methods, improving their durability, and eventually decreasing corrosion loss

    Management: A bibliography for NASA managers

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    This bibliography lists 731 reports, articles and other documents introduced into the NASA Scientific and Technical Information System in 1990. Items are selected and grouped according to their usefulness to the manager as manager. Citations are grouped into ten subject categories: human factors and personnel issues; management theory and techniques; industrial management and manufacturing; robotics and expert systems; computers and information management; research and development; economics, costs and markets; logistics and operations management; reliability and quality control; and legality, legislation, and policy
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