17 research outputs found

    The birth of airplane stability theory

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    Airplane stability theory was born at the end of the XIX century and matured around 100 years ago, when airplanes were hardly controllable yet. The success and safety of flights in the pioneer years depended upon largely unknown stability and control characteristics. Understanding the modes of airplane motion has been of paramount importance for the development of aviation. The contributions made by a few scientists in the decades preceding and following the first flight by the Wright brothers set the concepts and equations that, with minor notation aspects, have remained almost unchanged till present day.Magraner Rullan, JP.; Martinez-Val, R. (2014). The birth of airplane stability theory. Proceedings of the Institution of Mechanical Engineers, Part G: Journal of Aerospace Engineering. 228(9):1498-1506. doi:10.1177/0954410013494139S149815062289PERKINS, C. D. (1970). Development of airplane stability and control technology /1970 Von Karman Lecture/. Journal of Aircraft, 7(4), 290-301. doi:10.2514/3.44167Abzug, M. J., & Larrabee, E. E. (2002). Airplane Stability and Control, Second Edition. doi:10.1017/cbo9780511607141Graham, W. R. (1999). Asymptotic analysis of the classical aircraft stability equations. The Aeronautical Journal, 103(1020), 95-103. doi:10.1017/s0001924000027792Bryan, G. H., & Williams, W. E. (1904). The Longitudinal Stability of Aerial Gliders. Proceedings of the Royal Society of London, 73(488-496), 100-116. doi:10.1098/rspl.1904.0017Wegener, P. P. (1997). What Makes Airplanes Fly? doi:10.1007/978-1-4612-2254-5Pradeep, S., & Kamesh, S. (1999). Does the Phugoid Frequency Depend on Speed? Journal of Guidance, Control, and Dynamics, 22(2), 372-373. doi:10.2514/2.4391Phillips, W. F. (2000). Phugoid Approximation for Conventional Airplanes. Journal of Aircraft, 37(1), 30-36. doi:10.2514/2.2586Pamadi, B. N. (2004). Performance, Stability, Dynamics, and Control of Airplanes, Second Edition. doi:10.2514/4.862274Ananthkrishnan, N., & Ramadevi, P. (2002). Consistent Approximations to Aircraft Longitudinal Modes. Journal of Guidance, Control, and Dynamics, 25(4), 820-824. doi:10.2514/2.4952McRuer, D. T., Graham, D., & Ashkenas, I. (1990). Aircraft Dynamics and Automatic Control. doi:10.1515/978140085598

    Development of a Video Game to Investigate the AVG Features Promoting Attentional Control

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    The hyperspecificity of learning is a vexing issue when designing interventions for cognitive enhancements. However, playing a certain type of video games (Action Video Games), but not other games, leads to robust and long-lasting benefits on a wide variety of cognitive tasks seemingly unrelated to the games, and specifically on tasks of attentional control. We first give the theoretical foundation for the hypothesis that it is the combination of a high pacing, load on divided attention, and load on focused attention, that is it at the source of the aforementioned cognitive enhancements. We then present how we designed different versions of the game implementing the features to different extent in a gamified dual multiple object tracking task to test this hypothesis. Finally, we present the results of a feasibility study where we train more than 125 participants for 12 hours over 4-6 weeks in a fully online fashion

    Ueber den inneren Leistenbruch beim Weibe

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    A video-game-based method to induce states of high and low flow

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    Flow has been defined as a state of full immersion that may emerge when the skills of a person match the challenge of an activity. It is a special case of being on task, as during flow, keeping focused on the task feels effortless. Most experimental investigations of the neural or physiological correlates of flow contrast conditions with different levels of challenge. Yet comparing different levels of challenge that are too distant may trigger states where the participant is off task, such as boredom or frustration. Thus, it remains unclear whether previously observed differences ascribed to flow may rather reflect differences in how much participants were on task—trying their best—across the contrasted conditions. To remedy this, we introduce a method to manipulate flow by contrasting two video game play conditions at personalized levels of difficulty calibrated such that participants similarly tried their best in both conditions. Across three experiments (&gt; 90 participants), higher flow was robustly reported in our high-flow than in our low-flow condition (mean effect size d = 1.31). Cardiac, respiratory, and skin conductance measures confirmed the known difference between a period of rest and the two on-task conditions of high and low flow, but failed to distinguish between these latter two. In light of the conflicting findings regarding the physiological correlates of flow, we discuss the importance of ensuring a low-flow baseline condition that maintains participants on task, and propose that the present method provides a methodological advance toward that goal.</p

    A new look at the cognitive neuroscience of video game play

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    Agrowing body of literature has investigated the effects of playing video games on brain function and behavior.One key takeaway from this literature has been that not all entertainment video games are created equal with respect to their effects on cognitive functioning. The majority of the research to date has contrasted the cognitive impact of playing first- or third-person shooter games (together dubbed “action video games”) against the effects of playing other game types. Indeed, when the research began in the late 1990s, action video games placed a load upon the perceptual, attentional, and cognitive systems in amanner not seen in other video games. However, the video game industry has shifted dramatically over the intervening years. In particular, first- and third-person shooter games are no longer unique in the extent to which they load upon cognitive abilities. Instead, a host of other game genres appear to place similar degrees of load upon these systems. This state of affairs calls for a paradigm shift in the way that the cognitive neuroscience field examines the impact of video game play on cognitive skills and their neural mediators—a shift that is only just now slowly occurring
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