56 research outputs found

    A real-time distributed analysis automation for hurricane surface wind observations

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    From 1993 until 1999, the Hurricane Research Division of the National Oceanic and Atmospheric Administration (NOAA) produced real-time analyses of surface wind observations to help determine a storm\u27s wind intensity and extent. Limitations of the real-time analysis system included platform and filesystem dependency, lacking data integrity and feasibility for Internet deployment. In 2000, a new system was developed, built upon a Java prototype of a quality control graphical client interface for wind observations and an object-relational database. The objective was to integrate them in a distributed object approach with the legacy code responsible for the actual real-time wind analysis and image product generation. Common Object Request Broker Architecture (CORBA) was evaluated, but Java Remote Method Invocation (AMI) offered important advantages in terms of reuse and deployment. Even more substantial, though, were the efforts towards object-oriented redesign, implementation and testing of the quality control interface and its database performance interaction. As a result, a full-featured application can now be launched from the Web, potentially accessible by tropical cyclone forecast and warning centers worldwide

    Connecting Researchers to Repositories IMLS Project Report

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    Abstract: Despite a general consensus that making research data available is beneficial to many stakeholders, data sharing/curation is still not performed as an integrated step in most research lifecycles or common practice in the academic setting. Given many efforts over the last several years, why aren’t repositories used more by researchers? This question was explored in two workshops meant to consider the next steps in developing the Data Curation Profiles (DCP) Toolkit. It identifies a unique approach to help efforts to increase data deposits in research data repositories from an entrepreneurial perspective

    As cinemáticas e narrativas de jogos digitais: implicações para o design de jogos

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    Game cinematics integrating filming techniques, cutscenes, and animations are likely to have a pivotal role in the player experience, emotional attachment, and relatedness to the game narrative content. In recent years, the avoidance of cuts to generate a seamless and connected game experience has challenged older patterns on storytelling in games and find new ways of intertwining gameplay with the narrative. However, a one-size-fits-all strategy may not be applied when considering different storytelling purposes, structures, and language used in diversified game genres. The purpose of this research is to examine the contributions of cinematics to affect game story comprehension, especially in young adults. A multi-stage development research method is applied, encompassing the following activities: (1) identification of requirements to develop game cinematics based on the literature review and interviews with 16 scholars and industry professionals in Game UX, and cinematic development; (2) Development of a Game Cinematics experiment for the game Mutation Madness, using first- and third- perspectives; and a (3) Comparative evaluation of game cinematics in terms of experience and narrative comprehension. The cinematics developed are tested with 46 young adults to assess the effect of the Point Of View (POV) camera on visual attention and story comprehension in Mutation Madness, using an eye- tracking experiment. The results suggest that third- perspective in game cinematics constitute omniscient knowledge of the story, evoking the sense of time and focusing on the story agents, while first- perspective visually guides the player to the game events happening in the time of gameplay. This research contributes to the Communication Sciences and Technologies field by presenting a set of best practices developing game cinematics.As cinemáticas de jogos que integram técnicas de filmagem, cutscenes, e animações, tendem a ter um papel central na experiência do jogador, envolvimento emocional, e relação com a narrativa. Nos últimos anos, os padrões mais antigos inerentes ao processo de contar histórias nos jogos têm sido desafiados pela ausência de cortes e interrupções na experiência, de modo a garantir a interconexão e o entrelaçar da jogabilidade com a narrativa. No entanto, a adoção de uma estratégia de dimensão única pode não atender a diferentes propósitos da narrativa, estruturas e linguagem utilizadas em diferentes géneros de jogos. O objetivo desta investigação é compreender o modo como as cinemáticas podem afetar a compreensão de histórias de jogos, especialmente em jovens adultos. O método de investigação de desenvolvimento é aplicado, subdividido nas seguintes etapas: (1) Identificação de requisitos para desenvolver cinemáticas de jogos com base na revisão da literatura e entrevista a 16 académicos e profissionais da indústria em experiência de jogo, e desenvolvimento de cinemáticas; (2) Desenvolvimento de cinemáticas do jogo Mutation Madness, com recurso à primeira e terceira perspetiva; e (3) Avaliação comparativa das cinemáticas de jogo em termos de experiência e compreensão da narrativa. As cinemáticas desenvolvidas são testadas por 46 jovens adultos, recorrendo à metodologia eye-tracking, para avaliar o efeito da perspetiva da câmara [Point Of View (POV)] na atenção visual e na compreensão da narrativa do jogo Mutation Madness. Os resultados sugerem que a cinemática em que é adotada a terceira perspetiva no jogo proposto contribui para um conhecimento omnisciente da história, evocando o sentido do tempo e concentrando-se nos agentes da história, enquanto a primeira perspetiva orienta visualmente o jogador para os eventos do jogo que acontecem no tempo da jogabilidade. Esta investigação contribui para a área das Ciências da Tecnologia da Comunicação ao apresentar um conjunto de melhores práticas para desenvolver as cinemáticas nos jogos.Mestrado em Comunicação Multimédi

    Program/project management resource lists

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    The Program/Project Management Collection at NASA Headquarters Library is part of a larger initiative by the Training and Development Division, Code FT, NASA Headquarters. The collection is being developed to support the Program/Project Management Initiative which includes the training of NASA managers. These PPM Resource Lists have proven to be a useful method of informing NASA employees nationwide about the subject coverage of the library collection. All resources included on the lists are available at or through NASA Headquarters Library. NASA employees at other Centers may request listed books through interlibrary loan, and listed articles by contacting me by phone, mail, or e-mail

    Science vs. Law: Some Legal Problems Raised by Big Science

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    User interfaces in space science instrumentation

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    This thesis examines user interaction with instrumentation in the specific context of space science. It gathers together existing practice in machine interfaces with a look at potential future usage and recommends a new approach to space science projects with the intention of maximising their science return. It first takes a historical perspective on user interfaces and ways of defining and measuring the science return of a space instrument. Choices of research methodology are considered. Implementation details such as the concepts of usability, mental models, affordance and presentation of information are described, and examples of existing interfaces in space science are given. A set of parameters for use in analysing and synthesizing a user interface is derived by using a set of case studies of diverse failures and from previous work. A general space science user analysis is made by looking at typical practice, and an interview plus persona technique is used to group users with interface designs. An examination is made of designs in the field of astronomical instrumentation interfaces, showing the evolution of current concepts and including ideas capable of sustaining progress in the future. The parameters developed earlier are then tested against several established interfaces in the space science context to give a degree of confidence in their use. The concept of a simulator that is used to guide the development of an instrument over the whole lifecycle is described, and the idea is proposed that better instrumentation would result from more efficient use of the resources available. The previous ideas in this thesis are then brought together to describe a proposed new approach to a typical development programme, with an emphasis on user interaction. The conclusion shows that there is significant room for improvement in the science return from space instrumentation by attention to the user interface

    Program/Project Management Resources: A collection of 50 bibliographies focusing on continual improvement, reinventing government, and successful project management

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    These Program/Project Management Resource Lists were originally written for the NASA project management community. Their purpose was to promote the use of the NASA Headquarters Library Program/Project Management Collection funded by NASA Headquarters Code FT, Training & Development Division, by offering introductions to the management topics studied by today's managers. Lists were also written at the request of NASA Headquarters Code T, Office of Continual improvements, and at the request of NASA members of the National Performance Review. This is the second edition of the compilation of these bibliographies; the first edition was printed in March 1994
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