1,295 research outputs found

    Day 2: Thursday, 18 August 2005: Canada Lynx Reintroduction

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    5 pages (includes some color illustrations and maps). Contains references

    Universal Reconfigurable Translator Module (URTM) Final Report

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    This report describes the Universal Reconfigurable Translation Module, or URTM. The URTM was developed by Sigma Space Corporation for NASA in order to translate specific serial protocols, both logically and physically. At present, the prototype configuration has targeted MIL-STD-1553B (RT and BC), IEEE 1394b (Firewire), and ECSS-E-50-12A (SpaceWire). The objectives of this program were to study the feasibility of a configurable URTM to translate serial link data as might be used in a space-flight mission and to design, develop, document, and deliver an engineering prototype model of the URTM with a path to spaceflight. By simply connecting two of the three Physical Interface Modules (PIM) on either end of the RPTM (Reconfigurable Protocol Translator Module), the URTM then self configures via a library of interface translation functions, thereby allowing the two data links to communicate seamlessly

    Beyond the stereotypes:Opportunities in China inbound tourism for second‐tier European destinations

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    2017-2018 > Academic research: refereed > Publication in refereed journal201810 bcr

    GOES-R Algorithms: A Common Science and Engineering Design and Development Approach for Delivering Next Generation Environmental Data Products

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    GOES-R, the next generation of the National Oceanic and Atmospheric Administration’s (NOAA) Geostationary Operational Environmental Satellite (GOES) System, represents a new technological era in operational geostationary environmental satellite systems. GOES-R will provide advanced products that describe the state of the atmosphere, land, oceans, and solar/ space environments over the western hemisphere. The Harris GOES-R Ground Segment team will provide the software, based on government-supplied algorithms, and engineering infrastructures designed to produce and distribute these next-generation data products. The Harris GOES-R Team has adopted an integrated applied science and engineering approach that combines rigorous system engineering methods, with modern software design elements to facilitate the transition of algorithms for Level 1 and 2+ products to operational software. The Harris Team GOES-R GS algorithm framework, which includes a common data model interface, provides general design principles and standardized methods for developing general algorithm services, interfacing to external data, generating intermediate and L1b and L2 products and implementing common algorithm features such as metadata generation and error handling. This work presents the suite of GOES-R products, their properties and the process by which the related requirements are maintained during the complete design/development life-cycle. It also describes the algorithm architecture/engineering approach that will be used to deploy these algorithms, and provides a preliminary implementation road map for the development of the GOES-R GS software infrastructure, and a view into the integration of the framework and data model into the final design

    Open-source Software: Adoption and Challenges

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    © ASEE 2015Adopting open-source software (OSS) can help reduce the cost of personal computers for individuals as well as the cost of information technology infrastructure for companies. Many studies corroborated the superiority of Linux (open-source operating system) when compared to Windows. Linux, or any other open-source software, offers robustness, flexibility on top of a homogeneous solution and a support from a huge community. The purpose of this paper is to study the adoption open source software, mainly Linux. The discussion will encompass the growth of the open source community, the horizons, and the obstacles. The study also aims to cover the feasibility of the adoption of the open-source software at a Research and Development environment, where reducing the cost of the information technology infrastructure opens doors for more scalability and increase in performance

    Semi-automated level design via auto-playtesting for handheld casual game creation

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    We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika

    Creating a Multifarious Cyber Science Major

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    Existing approaches to computing-based cyber undergraduate majors typically take one of two forms: a broad exploration of both technical and human aspects, or a deep technical exploration of a single discipline relevant to cybersecurity. This paper describes the creation of a third approach—a multifarious major, consistent with Cybersecurity Curricula 2017, the ABET Cybersecurity Program Criteria, and the National Security Agency Center for Academic Excellence—Cyber Operations criteria. Our novel curriculum relies on a 10-course common foundation extended by one of five possible concentrations, each of which is delivered through a disciplinary lens and specialized into a highly relevant computing interest area serving society’s diverse cyber needs. The journey began years ago when we infused cybersecurity education throughout our programs, seeking to keep offerings and extracurricular activities relevant in society’s increasingly complex relationship with cyberspace. This paper details the overarching design principles, decision-making process, benchmarking, and feedback elicitation activities. A surprising key step was merging several curricula proposals into a single hybrid option. The new major attracted a strong initial cohort, meeting our enrollment goals and exceeding our diversity goals. We provide several recommendations for any institution embarking on a process of designing a new cyber-named major

    Towards a computational reading of emergence in experimental game design

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    In any prolonged creative act, there may be moments when an interesting and/or surprising aspect of the artefact being created, or a related idea, emerges without prior knowledge of the creator. Such emergent properties can be capitalised on to drive the creative process. With the Gamika iOS app, we have made it possible to create novel casual game levels in minutes and hours rather than the usual days and weeks. This has enabled us to undertake and analyse game design sessions with a think aloud methodology, focusing on moments of emergence and how they influenced the level design. This has in turn led us to an initial computational reading of emergence in game design, where we imagine how an automated game designer could recognise and take advantage of unexpected changes in aspects such as aesthetics, gameplay and playing strategies which arise during the creative process
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