5,432 research outputs found
Paper Session II-C - Data Access and Procedure Generation for the International Space Station
The Intelligent Virtual Station (IVS) has been developed by the Smart Systems Research Laboratory at the NASA Ames Research Center as a solution to some of the training and operations challenges faced by organizations like the International Space Station training facilities and Mission Control engineering teams. At present, astronaut crews are constrained by limited access to physical mockups, which themselves have a built-in 1-g limitation. Mission operations teams are faced with the daunting task of controlling the operations and maintenance of an ever-changing Station in space. Many operations teams create and follow textual procedures without the ability to visualize the given actions or alternatives. The IVS allows users to easily generate and view procedures to enhance training and operations. Because training and mission operations are of crucial importance to the International Space Station and other similarly sophisticated programs, this paper is focused on the IVS integrated procedure tool
Exploring gamification approach in hazard identification training for Malaysian construction industry
In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors. Games have become more pervasive; they have been adopted for use in many industries and sectors such as defense, medicine, architecture, education, and city planning and government as tools for workers development. In Malaysia, it has been reported that the construction industry holds the third highest record of occurrences of accidents at work. Therefore, safety training is inevitable to reduce the alarming rate of accidents on construction sites. However, currently, available safety training approaches are still lacking in terms of delivering hands-on training and are more theoretical- instead of being more practical-based. This is due to the nature of the construction environment itself in which safety training involving certain hazards that cannot be implemented hands-on as it may bring harm to trainers, trainees and the environment. Gaming is an approach that applies technology to provide an almost real experience with interactive field training, and also supporting the theory of learning by doing with real case scenario. The purpose of this paper is to seek and explore the differences in existing gamification genres such as simulation game, role-playing, action game, strategy game and etc. Data were collected through available literature. The findings of the study show that serious game is a suitable genre to be adopted as an approach in hazard identification training for the construction industry in Malaysia
Ethics in Alternative Dispute Resolution: New Issues, No Answers from the Adversary Conception of Lawyersâ Responsibilities
The romantic days of ADR appear to be over. To the extent that proponents of ADR, like myself, were attracted to it because of its promise of flexibility, adaptability, and creativity, we now see the need for ethics, standards of practice and rules as potentially limiting and containing the promise of alternatives to rigid adversarial modes of dispute resolution. It is almost as if we thought that anyone who would engage in ADR must of necessity be a moral, good, creative, and, of course, ethical person. That we are here today is deeply ironic and yet, also necessary, as appropriate dispute resolution struggles to define itself and insure its legitimacy against a variety of theoretical and practical challenges
Environmental Policy Formation and the Tax Treatment of Citizen Interest Groups
With increasing technological advancements more sophisticated mobile devices are being used by end-users. Third generation (3G) mobile communication systems such as Universal Mobile Telecommunication System (UMTS) are not able to satisfy the rising demand for higher throughputs and low latencies. New standards based on Orthogonal Frequency Division Multiplexing (OFDM), such as Long Term Evolution (LTE) and Worldwide Interoperability for Microwave Access (WiMAX), have been proposed and are currently being integrated into existing mobile networks all over the world. LTE specifications are being finalized within the 3rd Generation Partnership Project (3GPP) with the ambitious goals of increased spectral efficiency and end user throughput. Despite the introduction of several high data rate services, voice communication is still an essential part of the overall wireless wide area cellular communication market. In LTE, the core network is purely packet switched, thus voice is transmitted entirely using a Voice over Internet Protocol (VoIP). Like its predecessor standards it is desired that a large number of simultaneous VoIP calls be supported in LTE, while satisfying the desired Quality of Service (QoS) demands. This thesis examines issues related to VoIP capacity for LTE. One of the key challenges is the limited number of schedulable voice packets per sub frame. The main goal of this thesis is to quantify the impact of this limitation. After describing basic LTE concepts, a detailed description of the control channel resource limitations for the scheduling of voice packets is presented. Consequences of these limitations are explained systematically by presenting the problem in a wider context. Simulation results were obtained using the openWNS Simulator, an event driven system level simulation platform developed at the Communication Networks Research Group (ComNets), RWTH Aachen University Germany. Results are presented showing the impact of different scheduling strategies on VoIP capacity. These results illustrate how the limited control channel resources, specifically the Physical Downlink Control Channel (PDCCH) resources, affect the total number of schedulable VoIP user audio media streams.Med ökande tekniska framsteg mer avancerade mobila enheter som anvÀnds av slutanv Àndarna. Tredje generationens (3G) mobila kommunikationssystem sÄsom Universal Mobile Telecommunication System (UMTS) inte kan tillgodose den ökande efterfrÄgan pÄ högre genomströmning och lÄga latenser. Nya standarder som bygger pÄ Orthogonal Frequency Division Multiplexing (OFDM), sÄsom Long Term Evolution (LTE) och Worldwide Interoperability för Microwave Access (WiMAX), har föreslagits och hÄller pÄ att integreras I befintliga mobilnÀt över hela vÀrlden. LTE specifikationer hÄller pÄ att fÀrdigstÀllas inom 3rd Generation Partnership Project (3GPP) med de ambitiösa mÄlen om ökad spektral effektivitet och slutanvÀndare genomstr ömning. Trots införandet av flera tjÀnster av hög datahastighet, Àr röstkommunikation fortfarande en vÀsentlig del av den totala Wireless Wide Area cellulÀr kommunikation marknaden. I LTE Àr kÀrnnÀtet rent paketförmedlande dÀrmed röst överförs helt och hÄllet med hjÀlp av en Voice over Internet Protocol (VoIP). Precis som sina föregÄngare standarder Àr det önskvÀrt att ett stort antal samtidiga VoIP samtal fÄ stöd i LTE, samtidigt som det uppfyller önskade Quality of Service (QoS) krav. Denna avhandling undersöker frÄgor relaterade till VoIP kapacitet för LTE. En av de viktigaste utmaningarna Àr det begrÀnsade antalet schemalÀggningsbart röst paket per sub ram. Det huvudsakliga mÄlet med denna avhandling Àr att kvantifiera effekterna av denna begrÀnsning. Efter att ha beskrivit de grundlÀggande LTE begrepp, Àr en detaljerad beskrivning av de resurser kontroll kanal begrÀnsningar för schemalÀggning av röst paket presenteras. Konsekvenser av dessa begrÀnsningar förklaras systematiskt genom att presentera problemet i ett större sammanhang. Simulering resultat erhölls med hjÀlp av openWNS Simulator, en hÀndelse driven systemnivÄ simulering som utvecklats vid Communication Networks Research Group (ComNets), RWTH Aachen University Tyskland. Resultat presenteras som visar effekterna av olika schemalÀggning strategier för VoIP kapacitet. Dessa resultat illustrerar hur de begrÀnsade kontroll kanalresurser, sÀrskilt fysiskt Downlink (PDCCH) resurser, pÄverkar det totala antalet schemalÀggningsbart VoIP anvÀndare ljud mediaströmmar
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Turning Rough Dreams into a Polished Reality? Investigating the Formation of Human Capital in Botswanaâs Diamond Cutting and Polishing Industry
This thesis investigates Botswanaâs vision to become a downstream player in the global diamond industry by creating downstream capabilities that can continue to benefit the country when diamond mining is no longer profitable. Botswana is the largest producer of diamonds, accounting for a quarter of the worldâs diamond production by value. The government has used diamond revenues to foster economic growth. The diamond-led growth has however resulted in a largely undiversified economy with limited job creation. Furthermore, the countryâs diamond-led growth is not sustainable, with resource depletion expected to take place in the next two decades. In response to these economic challenges, the government used its supply dominance to force downstream linkages in the diamond industry. As a result the country has 21 diamond cutting and polishing firms that employ over 3000 workers, representing a tenth of employment in the manufacturing sector.
The research examines how efficiently human capital formation in Botswanaâs diamond cutting and polishing industry is taking place in order to create downstream capabilities that can foster the industryâs competitiveness. This is done by examining the role of the education and vocational training system, industry training institutes and the firms themselves in creating the human capital required in the diamond cutting and polishing industry. This research also considers the impact of technological change on the industryâs human capital requirements. The education and vocational training system was found to meet the industryâs basic general human capital requirements. But due to the 2embryotic institutional training in the industry, the firms were found to be making investments in both industry- and firm-specific human capital. The research argues that institutional industry training needs to be strengthened, particularly in light of technological changes that may result in more industry-specific human capital requirements in the Botswanaâs diamond cutting and polishing industry
Installation Failure: How the Predominant Purpose Test Has Perpetuated Softwareâs Uncertain Legal Status Under the Uniform Commercial Code
Courts have struggled to uniformly classify software as a good or a service and have consequently failed to apply a consistent body of law in that domain. Instead, courts have relied on the predominant purpose test to determine whether the Uniform Commercial Code (âUCCâ) or common law should apply to a given software contract. This test, designed for traditional goods and services that do not share softwareâs complexity or rapid advancement, has perpetuated the uncertainty surrounding softwareâs legal status. This Note proposes that courts adopt the substantial software test as an alternative to the predominant purpose test. Under this proposal, the American Law Institute (âALIâ)âs Principles of the Law of Software Contracts would govern transactions that substantially involve software, and the UCC or common law would govern all other transactions. This new test would provide greater legal clarity with only a minimal shift in jurisprudence. No court has yet adopted a similar test or cited the ALI Principles as authority in a software dispute. The landscape is ripe for change
Co-creating Videogames
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games
A tale of two ports
Thesis (B.Sc)--University of Hong Kong, 2008.Includes bibliographical references (p. 177-182) and index.published_or_final_versio
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