21,194 research outputs found

    Comeback from Failure

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    John 21:1-2

    Experimental aerodynamic performance of advanced 40 deg-swept 10-blade propeller model at Mach 0.6 to 0.85

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    A propeller designated as SR-6, designed with 40 deg of sweep and 10 blades to cruise at Mach 0.8 at an altitude of 10.7 km (35,000 ft), was tested in the NASA Lewis Research Center's 8- by 6-Foot Wind Tunnel. This propeller was one of a series of advanced single rotation propeller models designed and tested as part of the NASA Advanced Turboprop Project. Design-point net efficiency was almost constant to Mach 0.75 but fell above this speed more rapidly than that of any previously tested advanced propeller. Alternative spinners that further reduced the near-hub interblade Mach numbers and relieved the observed hub choking improved performance above Mach 0.75. One spinner attained estimated SR-6 Design-point net deficiencies of 80.6 percent at Mach 0.75 and 79.2 percent at Mach 0.8, higher than the measured performance of any previously tested advanced single-rotation propeller at these speeds

    Multibody dynamics model building using graphical interfaces

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    In recent years, the extremely laborious task of manually deriving equations of motion for the simulation of multibody spacecraft dynamics has largely been eliminated. Instead, the dynamicist now works with commonly available general purpose dynamics simulation programs which generate the equations of motion either explicitly or implicitly via computer codes. The user interface to these programs has predominantly been via input data files, each with its own required format and peculiarities, causing errors and frustrations during program setup. Recent progress in a more natural method of data input for dynamics programs: the graphical interface, is described

    Advanced display object selection methods for enhancing user-computer productivity

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    The User-Interface Technology Branch at NCCOSC RDT&E Division has been conducting a series of studies to address the suitability of commercial off-the-shelf (COTS) graphic user-interface (GUI) methods for efficiency and performance in critical naval combat systems. This paper presents an advanced selection algorithm and method developed to increase user performance when making selections on tactical displays. The method has also been applied with considerable success to a variety of cursor and pointing tasks. Typical GUI's allow user selection by: (1) moving a cursor with a pointing device such as a mouse, trackball, joystick, touchscreen; and (2) placing the cursor on the object. Examples of GUI objects are the buttons, icons, folders, scroll bars, etc. used in many personal computer and workstation applications. This paper presents an improved method of selection and the theoretical basis for the significant performance gains achieved with various input devices tested. The method is applicable to all GUI styles and display sizes, and is particularly useful for selections on small screens such as notebook computers. Considering the amount of work-hours spent pointing and clicking across all styles of available graphic user-interfaces, the cost/benefit in applying this method to graphic user-interfaces is substantial, with the potential for increasing productivity across thousands of users and applications
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