237 research outputs found

    BCR’s CDP Digital Imaging Best Practices, Version 2.0

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    This is the published version.These Best Practices — also referred to as the CDP Best Practices -- have been created through the collaboration of working groups pulled from library, museum and archive practitioners. Version 1 was created through funding from the Institute for Museum and Library Services through a grant to the University of Denver and the Colorado Digitization Program in 2003. Version 2 of the guidelines were published by BCR in 2008 and represents a significant update of practices under the leadership of their CDP Digital Imaging Best Practices Working Group. The intent has been to help standardize and share protocols governing the implementation of digital projects. The result of these collaborations is a set of best practice documents that cover issues such as digital imaging, Dublin Core metadata and digital audio. These best practice documents are intended to help with the design and implementation of digitization projects. Because they were collaboratively designed by experts in the field, you can be certain they include the best possible information, in addition to having been field tested and proven in practice. These best practice documents are an ongoing collaborative project, and LYRASIS will add information and new documents as they are developed

    Digital document imaging systems: An overview and guide

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    This is an aid to NASA managers in planning the selection of a Digital Document Imaging System (DDIS) as a possible solution for document information processing and storage. Intended to serve as a manager's guide, this document contains basic information on digital imaging systems, technology, equipment standards, issues of interoperability and interconnectivity, and issues related to selecting appropriate imaging equipment based upon well defined needs

    High definition systems in Japan

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    The successful implementation of a strategy to produce high-definition systems within the Japanese economy will favorably affect the fundamental competitiveness of Japan relative to the rest of the world. The development of an infrastructure necessary to support high-definition products and systems in that country involves major commitments of engineering resources, plants and equipment, educational programs and funding. The results of these efforts appear to affect virtually every aspect of the Japanese industrial complex. The results of assessments of the current progress of Japan toward the development of high-definition products and systems are presented. The assessments are based on the findings of a panel of U.S. experts made up of individuals from U.S. academia and industry, and derived from a study of the Japanese literature combined with visits to the primary relevant industrial laboratories and development agencies in Japan. Specific coverage includes an evaluation of progress in R&D for high-definition television (HDTV) displays that are evolving in Japan; high-definition standards and equipment development; Japanese intentions for the use of HDTV; economic evaluation of Japan's public policy initiatives in support of high-definition systems; management analysis of Japan's strategy of leverage with respect to high-definition products and systems

    NASA Tech Briefs, November 1988

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    Topics covered include: New Product Ideas; NASA TU Services; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    Improved compression performance for distributed video coding

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    Space station data system analysis/architecture study. Task 2: Options development DR-5. Volume 1: Technology options

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    The second task in the Space Station Data System (SSDS) Analysis/Architecture Study is the development of an information base that will support the conduct of trade studies and provide sufficient data to make key design/programmatic decisions. This volume identifies the preferred options in the technology category and characterizes these options with respect to performance attributes, constraints, cost, and risk. The technology category includes advanced materials, processes, and techniques that can be used to enhance the implementation of SSDS design structures. The specific areas discussed are mass storage, including space and round on-line storage and off-line storage; man/machine interface; data processing hardware, including flight computers and advanced/fault tolerant computer architectures; and software, including data compression algorithms, on-board high level languages, and software tools. Also discussed are artificial intelligence applications and hard-wire communications

    I Am Error

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    I Am Error is a platform study of the Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the console and its effects on the creative works (e.g. videogames) produced for the platform. I Am Error advances the concept of platform as a shifting configuration of hardware and software that extends even beyond its ‘native’ material construction. The book provides a deep technical understanding of how the platform was programmed and engineered, from code to silicon, including the design decisions that shaped both the expressive capabilities of the machine and the perception of videogames in general. The book also considers the platform beyond the console proper, including cartridges, controllers, peripherals, packaging, marketing, licensing, and play environments. Likewise, it analyzes the NES’s extension and afterlife in emulation and hacking, birthing new genres of creative expression such as ROM hacks and tool-assisted speed runs. I Am Error considers videogames and their platforms to be important objects of cultural expression, alongside cinema, dance, painting, theater and other media. It joins the discussion taking place in similar burgeoning disciplines—code studies, game studies, computational theory—that engage digital media with critical rigor and descriptive depth. But platform studies is not simply a technical discussion—it also keeps a keen eye on the cultural, social, and economic forces that influence videogames. No platform exists in a vacuum: circuits, code, and console alike are shaped by the currents of history, politics, economics, and culture—just as those currents are shaped in kind

    An Imaging Fourier Transform Spectrometer (IFTS) for Climate Observations

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    Climate change is an ongoing global phenomenon having a greater impact at higher latitudes. The instrument development reported herein is aimed at demonstrating the feasibility of using an Imaging Fourier Transform Spectrometer (IFTS) to measure carbon dioxide (CO2), and methane (CH4) mixing ratios at high latitudes using oxygen A-band measurements as a surface pressure reference. This thesis details the optical design, instrumental setup, and development criteria for the IFTS. The development of a software package to control and acquire data is also discussed. The instrument is developed to achieve the Technology Readiness Level 4 standard which covers the breadboard validation of a space system in a laboratory environment. Hardware specifications and software algorithms of the instrument are presented. Results from an external Helium-Neon (HeNe) laser and a broadband light source limited by spectral bandpass filters are presented. Finally, recommendations and future improvements to this research and development program are listed
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