4,483 research outputs found
Deep Space Network information system architecture study
The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control
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Reducing domestic energy consumption through inclusive interface design
This thesis was submitted for the degree of Engineering Doctorate and awarded by Brunel University.With housing in the UK responsible for over a quarter of all building related carbon dioxide (CO2) emissions, it is becoming increasingly difficult to ignore the impact
of occupant behaviour on such emissions. One area where occupant behaviour contributes largely towards emissions is space heating within domestic buildings. Despite technological improvements in the efficiency of heating systems, controls have become increasingly complex. Hence, there is a need to enable people to use their heating controls effectively in order to help reduce the associated CO2 emissions. This research found that significant numbers of people were excluded from using digital programmable thermostats, in particular people over 50 years old. The first study examined the scale of exclusion relating to digital programmable thermostats installed at a specific housing development. A second study explored in detail the reasons for exclusion from successfully programming
a range of digital programmable thermostats. This was an in-depth usability study of heating controls that focused on the usability issues experienced by older people and was published in the Journal of Engineering Design. Based upon the outcomes of the first two studies a more inclusive heating control interface prototype was developed. The prototype demonstrated a reduction in both cognitive demands and associated user exclusion. Task success rates increased by 56.3% amongst older participants, and detailed energy modelling indicated that energy savings of 14.5-15.6% annually could be achievable. This work suggests that a more inclusive heating control interface could enable energy savings in the region of 15% through reducing the cognitive demands. Furthermore, this research challenges the existing paradigm and shows that inclusive design research may contribute to sustainable development in an environmental, as well as social, capacity.This study is funded by the Engineering and Physical Sciences Research Council (EPSRC) and Buro Happold Ltd
A framework for the design, prototyping and evaluation of mobile interfaces for domestic environments
The idea of the smart home has been discussed for over three decades, but it has yet to achieve mass-market adoption. This thesis asks the question Why is my home not smart?
It highlights four main areas that are barriers to adoption, and concentrates on a single one of these issues: usability. It presents an investigation that focuses on design,
prototyping and evaluation of mobile interfaces for domestic environments resulting in the development of a novel framework.
A smart home is the physical realisation of a ubiquitous computing system for domestic living. The research area offers numerous benefits to end-users such as convenience,
assistive living, energy saving and improved security and safety. However, these benefits have yet to become accessible due to a lack of usable smart home control
interfaces. This issue is considered a key reason for lack of adoption and is the focus for this thesis.
Within this thesis, a framework is introduced as a novel approach for the design, prototyping and evaluation of mobile interfaces for domestic environments. Included
within this framework are three components. Firstly, the Reconfigurable Multimedia Environment (RME), a physical evaluation and observation space for conducting user
centred research. Secondly, Simulated Interactive Devices (SID), a video-based development and control tool for simulating interactive devices commonly found within
a smart home. Thirdly, iProto, a tool that facilitates the production and rapid deployment of high fidelity prototypes for mobile touch screen devices. This framework is evaluated as a round-tripping toolchain for prototyping smart home control and found to be an efficient process for facilitating the design and evaluation of such interfaces
Internet of Things-aided Smart Grid: Technologies, Architectures, Applications, Prototypes, and Future Research Directions
Traditional power grids are being transformed into Smart Grids (SGs) to
address the issues in existing power system due to uni-directional information
flow, energy wastage, growing energy demand, reliability and security. SGs
offer bi-directional energy flow between service providers and consumers,
involving power generation, transmission, distribution and utilization systems.
SGs employ various devices for the monitoring, analysis and control of the
grid, deployed at power plants, distribution centers and in consumers' premises
in a very large number. Hence, an SG requires connectivity, automation and the
tracking of such devices. This is achieved with the help of Internet of Things
(IoT). IoT helps SG systems to support various network functions throughout the
generation, transmission, distribution and consumption of energy by
incorporating IoT devices (such as sensors, actuators and smart meters), as
well as by providing the connectivity, automation and tracking for such
devices. In this paper, we provide a comprehensive survey on IoT-aided SG
systems, which includes the existing architectures, applications and prototypes
of IoT-aided SG systems. This survey also highlights the open issues,
challenges and future research directions for IoT-aided SG systems
Game-like interactive environment using BIM-Based Virtual Reality for the Timber Frame Self-Build Housing Sector
BIM, gamification, and Virtual Reality applications are more often used to serve the interests of Design for Manufacture and Assembly (DfMA). This paper presents a comprehensive study to exploit these technologies’ innovative approaches and capabilities. The study is specifically adopted to implement small and medium-size architectural and construction practices with a limited budget and time dedicated to visualisation creation. The collected evidence proved that a game-like platform combined with BIM could provide simplified data delivery to a client, leading to customer satisfaction, confidence and increased sales. The designed workflow and templates were tested in the case study of a small self-build construction company. The staff was trained to provide BIM data correctly and use supplied game templates. The case study demonstrated that automation of the VR House Configurator creation is achievable. The study’s outcome is an integrated solution to regenerate BIM models in the game environment and utilise the house configurator’s organised furniture library and costing interface. Furthermore, the usability tests confirmed the applicability, practicability, and validity of the developed framework and tools to deal with the revealed challenges in the self-build sector. Finally, the research provided a fresh approach for the companies in the sector, a step-by-step guide for implementing the innovative changes, and detailed descriptions of the methodologies and workflows
Wireless Location Based Services (Wi-LBS)
The needs and demands on location information have arisen rapidly. With the
advancement of mobile computing technologies, many researches and studies have been
conducted in providing reliable location information solution. Location based
information has become an important resource for mobile users especially in giving
direction or locating places. Wireless Location Based Services (Wi-LBS) highlight this
scenario by explaining the application and usage of the LBS in wireless environment.
Wi-LBS is introduced with respect to providing wireless method in locating places
within UTP campus instead of referring to static map. The objective of this research is to
integrate GIS with MMS technology as a system called Wireless Location Based
Services. It is mainly focused on applying GIS elements in providing location
information by utilizing the advancement of today's wireless handheld devices. Users
will request for location by sending short messages using their mobile phones to the WiLBS
system and the system will reply back sending the location information containing
pictures and direction. Rapid Application Development (RAD) is used as the
methodology in designing the system of Wi-LBS. This research also details the study on
Multimedia Messaging Service (MMS) that covers the sending of picture messages from
Wi-LBS to mobile phones and system's function in responding to the users' requests.
Various references and studies have been done regarding the successful LBS
applications implemented in foreign country that leads to the interest of doing the
research on LBS implementation in this country. The result from the research will be the
proposed framework for Wi-LBS, the discussion on the GIS and MMS as well as the
system of Wi-LBS. This study proved that Wireless Location Based Services has great
potential to be commercially implemented with the growth of wireless application
nowadays as today's community is eager of getting more services from wireless system
Contrasting Views of Complexity and Their Implications For Network-Centric Infrastructures
There exists a widely recognized need to better understand
and manage complex “systems of systems,” ranging from
biology, ecology, and medicine to network-centric technologies.
This is motivating the search for universal laws of highly evolved
systems and driving demand for new mathematics and methods
that are consistent, integrative, and predictive. However, the theoretical
frameworks available today are not merely fragmented
but sometimes contradictory and incompatible. We argue that
complexity arises in highly evolved biological and technological
systems primarily to provide mechanisms to create robustness.
However, this complexity itself can be a source of new fragility,
leading to “robust yet fragile” tradeoffs in system design. We
focus on the role of robustness and architecture in networked
infrastructures, and we highlight recent advances in the theory
of distributed control driven by network technologies. This view
of complexity in highly organized technological and biological systems
is fundamentally different from the dominant perspective in
the mainstream sciences, which downplays function, constraints,
and tradeoffs, and tends to minimize the role of organization and
design
Interaktion mit Medienfassaden : Design und Implementierung interaktiver Systeme für große urbane Displays
Media facades are a prominent example of the digital augmentation of urban spaces. They denote the concept of turning the surface of a building into a large-scale urban screen. Due to their enormous size, they require interaction at a distance and they have a high level of visibility. Additionally, they are situated in a highly dynamic urban environment with rapidly changing conditions, which results in settings that are neither comparable, nor reproducible. Altogether, this makes the development of interactive media facade installations a challenging task.
This thesis investigates the design of interactive installations for media facades holistically. A theoretical analysis of the design space for interactive installations for media facades is conducted to derive taxonomies to put media facade installations into context. Along with this, a set of observations and guidelines is provided to derive properties of the interaction from the technical characteristics of an interactive media facade installation. This thesis further provides three novel interaction techniques addressing the form factor and resolution of the facade, without the need for additionally instrumenting the space around the facades. The thesis contributes to the design of interactive media facade installations by providing a generalized media facade toolkit for rapid prototyping and simulating interactive media facade installations, independent of the media facade’s size, form factor, technology and underlying hardware.Die wachsende Zahl an Medienfassenden ist ein eindrucksvolles Beispiel für die digitale Erweiterung des öffentlichen Raums. Medienfassaden beschreiben die Möglichkeit, die Oberfläche eines Gebäudes in ein digitales Display zu wandeln. Ihre Größe erfordert Interaktion aus einer gewissen Distanz und führt zu einer großen Sichtbarkeit der dargestellten Inhalte. Medienfassaden-Installationen sind bedingt durch ihre dynamische Umgebung nur schwerlich vergleich- und reproduzierbar. All dies macht die Entwicklung von Installationen für Medienfassaden zu einer großen Herausforderung.
Diese Arbeit beschäftigt sich mit der Entwicklung interaktiver Installationen für Medienfassaden. Es wird eine theoretische Analyse des Design-Spaces interaktiver Medienfassaden-Installationen durchgeführt und es werden Taxonomien entwickelt, die Medienfassaden-Installationen in Bezug zueinander setzen. In diesem Zusammenhang werden ausgehend von den technischen Charakteristika Eigenschaften der Interaktion erarbeitet. Zur Interaktion mit Medienfassaden werden drei neue Interaktionstechniken vorgestellt, die Form und Auflösung der Fassade berücksichtigen, ohne notwendigerweise die Umgebung der Fassade zu instrumentieren. Die Ergebnisse dieser Arbeit verbessern darüber hinaus die Entwicklung von Installationen für Medienfassaden, indem ein einheitliches Medienfassaden-Toolkit zum Rapid-Prototyping und zur Simulation interaktiver Installationen vorgestellt wird, das unabhängig von Größe und Form der Medienfassade sowie unabhängig von der verwendeten Technologie und der zugrunde liegenden Hardware ist
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