256 research outputs found

    Re-evaluating Student Treatments of Barkcloth Artefacts from the Economic Botany Collection, Royal Botanic Gardens, Kew

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    Since 1995 textile conservation students have treated 17 pieces of barkcloth from the Economic Botany Collection, Royal Botanic Gardens, Kew. A re-examination of 8 treated objects has enabled comparison of the effectiveness of interventive treatments. Humidification has been applied by varied techniques, all found to give consistent, lasting results. Structural support for tears again used varied materials: nylon net in the 1990s, Reemay, Japanese paper, and reworked fibres; all have proved stable, although in some cases acrylic paint had stiffened the material. The objects’ role as part of a study collection means that easy access is required; mounts were therefore designed to allow examination of objects with minimal handling, e.g. through the use of trays. Documentation was not always adequate for this re-evaluation exercise, lacking detail on adhesive preparation or colouring. Overall, past conservation was found to have lasted well, with the proviso that some storage solutions have had to be revisited in the light of use. Close collaboration between curators and conservators has been crucial to this success

    Plant stores at pottery Neolithic Höyücek, southwest Turkey

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    Eleven samples comprising an estimated 39,000 plant remains were analysed from a burnt destruction level at the pottery Neolithic site of Höyücek, southwest Turkey (radiocarbon dated 7550-7350 uncalibrated bp, 6400-6100 calibrated BC). Large stores of emmer (Triticum dicoccum), free threshing wheat (Triticum aestivum/durum), lentils (Lens culinaris), bitter vetch (Vicia ervilia) and chickpea (Cicer arietinum) were identified and these plants were interpreted as crops. The low levels of weeds and crop processing by-products suggest most of the samples were remains of stores of human food. Two samples in which wild components (for example, Triticum boeticum, Medicago, Aegilops) dominated were interpreted as crop processing by-products, presumably stored for fodder. The presence of these stores in a structure interpreted as having a religious function shows that domestic activities also took place there. Comparison with other Neolithic and Chalcolithic sites of west central Turkey demonstrates a good correspondence in the range of crops. The poor representation of barley at Höyücek doubtless reflects the small number of samples from the sit

    Deep residual neural network for EMI event classification using bispectrum representation

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    This paper presents a novel method for condition monitoring of High Voltage (HV) power plant equipment through analysis of discharge signals. These discharge signals are measured using the Electromagnetic Interference (EMI) method and processed using third order Higher-Order Statistics (HOS) to obtain a Bispectrum representation. By mapping the time-domain signal to a Bispectrum image representations the problem can be approached as an image classification task. This allows for the novel application of a Deep Residual Neural Network (ResNet) to the classification of HV discharge signals. The network is trained on signals into 9 classes and achieves high classification accuracy in each category, improving upon our previous work on this task

    Advanced Protective Coatings for Gr-Based Nuclear Propulsion Fuel Elements

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    A protective coating for a graphite (Gr) containing fuel element used in a nuclear thermal propulsion system includes a first layer that is configured to resist hot hydrogen attacks. The first layer has a coefficient of thermal expansion that is higher than a coefficient of thermal expansion of the Gr containing substrate. The coating also includes a plurality of second layers located between the first layer and the substrate. The second layers are configured to mitigate the differences in coefficients of thermal expansion between the first layer and the substrate to minimize debonding and exposure of the substrate to hydrogen attack. Preferably, the protective coating can comprise an outermost first layer including zirconium carbide (ZrC), a second layer including niobium (Nb), a third layer including molybdenum (Mo), and a fourth layer including molybdenum carbide (Mo.sub.2C) located adjacent to the substrate

    Evaluating Player Strategies in the Design of a Hot Hand Game

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    The user’s strategy and their approach to decisionmakingare two important concerns when designing user-centricsoftware. While decision-making and strategy are key factors in awide range of business systems from stock market trading tomedical diagnosis, in this paper we focus on the role these factorsplay in a serious computer game. Players may adopt individualstrategies when playing a computer game. Furthermore, differentapproaches to playing the game may impact on the effectivenessof the core mechanics designed into the game play. In this paperwe investigate player strategy in relation to two serious gamesdesigned for studying the ‘hot hand’. The ‘hot hand’ is aninteresting psychological phenomenon originally studied in sportssuch as basketball. The study of ‘hot hand’ promises to shedfurther light on cognitive decision-making tasks applicable todomains beyond sport. The ‘hot hand’ suggests that playerssometimes display above average performance, get on a hotstreak, or develop ‘hot hands’. Although this is a widely heldbelief, analysis of data in a number of sports has produced mixedfindings. While this lack of evidence may indicate belief in the hothand is a cognitive fallacy, alternate views have suggested thatthe player’s strategy, confidence, and risk-taking may accountfor the difficulty of measuring the hot hand. Unfortunately, it isdifficult to objectively measure and quantify the amount of risktaking in a sporting contest. Therefore to investigate thisphenomenon more closely we developed novel, tailor-madecomputer games that allow rigorous empirical study of ‘hothands’. The design of such games has some specific designrequirements. The gameplay needs to allow players to perform asequence of repeated challenges, where they either fail or succeedwith about equal likelihood. Importantly the design also needs toallow players to choose a strategy entailing more or less risk inresponse to their current performance. In this paper we comparetwo hot hand game designs by collecting empirical data thatcaptures player performance in terms of success and level ofdifficulty (as gauged by response time). We then use a variety ofanalytical and visualization techniques to study player strategiesin these games. This allows us to detect a key design flaw the firstgame and validate the design of the second game for use infurther studies of the hot hand phenomenon
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