1,160 research outputs found

    Local Out-Tournaments with Upset Tournament Strong Components I: Full and Equal {0,1}-Matrix Ranks

    Get PDF
    A digraph D is a local out-tournament if the outset of every vertex is a tournament. Here, we use local out-tournaments, whose strong components are upset tournaments, to explore the corresponding ranks of the adjacency matrices. Of specific interest is the out-tournament whose adjacency matrix has boolean, nonnegative integer, term, and real rank all equal to the number of vertices, n. Corresponding results for biclique covers and partitions of the digraph are provided

    Shelling out for genomics

    Get PDF
    A report on the symposium 'Genomic and Proteomic Approaches to Crustacean Biology' held as part of the Society for Integrative and Comparative Biology 2006 Annual Meeting, Orlando, USA, 4-8 January 2006

    The Challenges of Evaluating the Usability of Augmented Reality (AR)

    Get PDF
    Augmented reality (AR) is a new and emerging technology that could benefit from evaluating its usability to better the user’s experience with the device or application. This is often done through usability testing and heuristic evaluations. However, AR technology presents some challenges when completing these usability evaluations. Practitioners need to keep in mind the hardware limitations of AR devices that may not be present with other computerized technology, consistency of the users’ environment plays a larger role in the AR experience, recognize that a novelty effect may occur and affect subjective scores, and choose heuristic sets that will best evaluate AR applications. Practitioners need to be aware of these challenges and overcome them to accurately assess the usability of these products to gain insights about what should be changed to make the overall experience with the product better

    Non-Regulatory Wetlands Protection Programs of U.S. EPA Region IV, Wetlands Planning Unit

    Get PDF
    Proceedings of the 1993 Georgia Water Resources Conference, April 20-21, 1993, Athens, Georgia.The Environmental Protection Agency has organized a Wetlands Planning Unit in an effort to emphasize advance planning for wetlands protection and management. The planning activities in EPA Region IV include programs in Advanced Identification of Wetlands, State Wetlands Protection Development Grants, and Wetlands Public Education and Outreach. This presentation will outline the objectives of these planning programs in the southeastern U.S.Sponsored and Organized by: U.S. Geological Survey, Georgia Department of Natural Resources, The University of Georgia, Georgia State University, Georgia Institute of TechnologyThis book was published by the Institute of Natural Resources, The University of Georgia, Athens, Georgia 30602 with partial funding provided by the U.S. Department of Interior, Geological Survey, through the Georgia Water Research Institute as authorized by the Water Resources Research Act of 1984 (P.L. 98-242). The views and statements advanced in this publication are solely those of the authors and do not represent official views or policies of the University of Georgia or the U.S. Geological Survey or the conference sponsors

    Ink from longfin inshore squid, Doryteuthis pealeii, as a chemical and visual defense against two predatory fishes, summer flounder, Paralichthys dentatus, and sea catfish, Ariopsis felis

    Get PDF
    Author Posting. © Marine Biological Laboratory, 2013. This article is posted here by permission of Marine Biological Laboratory for personal use, not for redistribution. The definitive version was published in Biological Bulletin 225 (2013): 152-160.Chemical and visual defenses are used by many organisms to avoid being approached or eaten by predators. An example is inking molluscs—including gastropods such as sea hares and cephalopods such as squid, cuttlefish, and octopus—which release a colored ink upon approach or attack. Previous work showed that ink can protect molluscs through a combination of chemical, visual, and other effects. In this study, we examined the effects of ink from longfin inshore squid, Doryteuthis pealeii, on the behavior of two species of predatory fishes, summer flounder, Paralichthys dentatus, and sea catfish, Ariopsis felis. Using a cloud assay, we found that ink from longfin inshore squid affected the approach phase of predation by summer flounder, primarily through its visual effects. Using a food assay, we found that the ink affected the consummatory and ingestive phase of predation of both sea catfish and summer flounder, through the ink's chemical properties. Fractionation of ink showed that most of its deterrent chemical activity is associated with melanin granules, suggesting that either compounds adhering to these granules or melanin itself are the most biologically active. This work provides the basis for a comparative approach to identify deterrent molecules from inking cephalopods and to examine neural mechanisms whereby these chemicals affect behavior of fish, using the sea catfish as a chemosensory model.Our project was supported by National Science Foundation grant IOS-1036742 and REU supplements IOS-1338385, IOS 1234038, and IOS-1130244; by The Plum Foundation John E. Dowling Fellowship Fund and the Colwin Endowed Summer Research Fellowship Fund from the Marine Biological Laboratory; and by a Second Century Initiative graduate fellowship from Georgia State University

    Gameplay in Mixed Reality: How It Differs from Mobile Gameplay

    Get PDF
    With the growing demand for the use and applications of modern extended reality (XR) technology, recent studies have investigated the user experience of augmented reality (AR) and virtual reality (VR) for gaming purposes. Despite AR’s and VR’s pervasiveness in the video game industry, research studies into the effects of mixed reality (MR) on video game experience are scarce. Consequently, this study examines the impact of MR on video game satisfaction. Participants will play the same strategy video game across two gaming platforms, including an MR head-mounted display, the Magic Leap 1, and a mobile device. A short version of the psychometrically validated Game User Experience Satisfaction Scale (GUESS-18), which consists of nine constructs, and the Enjoyment Scale (ENJOY) will be used to measure video game satisfaction and enjoyment, respectively. Furthermore, we will then analyze the correlation between satisfaction, enjoyment, and performance in each platform. Results will demonstrate the impact of MR for gameplay on user satisfaction and performance when compared to mobile gameplay. Additionally, the potential of future video games in mixed reality environments will be discussed

    Droplet Coalescence and Freezing on Hydrophilic, Hydrophobic, and Biphilic Surfaces

    Get PDF
    Frost and ice formation can have severe negative consequences, such as aircraft safety and reliability. At atmospheric pressure, water heterogeneously condenses and then freezes at low temperatures. To alter this freezing process, this research examines the effects of biphilic surfaces (surfaces which combine hydrophilic and hydrophobic regions) on heterogeneous water nucleation, growth, and freezing. Silicon wafers were coated with a self-assembled monolayer and patterned to create biphilic surfaces. Samples were placed on a freezing stage in an environmental chamber at atmospheric pressure, at a temperature of 295 K, and relative humidities of 30%, 60%, and 75%. Biphilic surfaces had a significant effect on droplet dynamics and freezing behavior. The addition of biphilic patterns decreased the temperature required for freezing by 6 K. Biphilic surfaces also changed the size and number of droplets on a surface at freezing and delayed the time required for a surface to freeze. The main mechanism affecting freezing characteristics was the coalescence behavior.Citation: A. Van Dyke, D. Collard, M. M. Derby and A. R. Betz, "Droplet Coalescence and Freezing on Hydrophilic, Hydrophobic, and Biphilic Surfaces," Applied Physics Letters, 107, Issue 14, 201

    Typing In Mid-Air With Mixed Reality

    Get PDF
    The Microsoft HoloLens 2 is a mixed reality headset that has been described as the workplace of the future (Wright, 2018), that places virtual elements on top of the user’s physical environment. The HoloLens 2 gives users the freedom to check emails, search the web, and use other Microsoft applications while still maintaining awareness of their surroundings. With these features comes the need for text input on the device. Prior research on the HoloLens 1 showed that text input controlled by head movements and air-tap hand gestures was slow, fatiguing, and frustrating for users (Derby, Rarick, & Chaparro, 2019). The HoloLens 2 attempts to improve on these concerns by implementing direct interaction with a virtual keyboard similar to that of a traditional physical keyboard. This similarity is achieved through the incorporation of hand tracking and near interaction, in addition to the tap and hold gestures of the HoloLens 1 (Meijers, 2020). This study will be attempting to evaluate the efficiency, usability, and performance of these improved text input methods on the HoloLens 2, while comparing the results to that of past research done on the HoloLens 1 to validate changes between models. Derby, J.L, Rarick, C. T, & Chaparro, B.S. (2019). Text input performance with a mixed reality head-mounted display (HDM). Human Factors and Ergonomics Society, 1476-1480. DOI: 10.1177/1071181319631279 Wright, N. (2018, November 27). How Microsoft HoloLens could change the way we work [Blog post]. Retrieved from https://www.nigelfrank.com/blog/how-microsoft-hololens-could-change-the-way-we-work/ Meijers, A. (2020). HoloLens. Immersive Office 365 Bringing Mixed Reality and HoloLens into the Digital Workplace (1st ed. 2020.). Apress. https://doi.org/10.1007/978-1-4842-5845-

    1866-04-26 George S. Derby requests certification of enrollment and muster in of William White of Company B

    Get PDF
    https://digitalmaine.com/cw_me_1st_heavy_corr/1461/thumbnail.jp

    Microfabricated pinholes for high contrast imaging testbeds

    Full text link
    In order to reach contrast ratios of 10−810^{-8} and beyond, coronagraph testbeds need source optics that reliably emulate nearly-point-like starlight, with microfabricated pinholes being a compelling solution. To verify, a physical optics model of the Space Coronagraph Optical Bench (SCoOB) source optics, including a finite-difference time-domain (FDTD) pinhole simulation, was created. The results of the FDTD simulation show waveguide-like behavior of pinholes. We designed and fabricated microfabricated pinholes for SCoOB made from an aluminum overcoated silicon nitride film overhanging a silicon wafer substrate, and report characterization of the completed pinholes.Comment: Submitted to SPIE Optical Engineering + Applications (OP23O
    • …
    corecore