290 research outputs found
Biological isolation garment Patent
One piece human garment for use as contamination proof garmen
Skylab Medical Data Center and Archives
The founding of the Skylab medical data center and archives as a central area to house medical data from space flights is described. Skylab program strip charts, various daily reports and summaries, experiment reports and logs, status report on Skylab data quality, raw data digital tapes, processed data microfilm, and other Skylab documents are housed in the data center. In addition, this memorandum describes how the data center acted as a central point for the coordination of preflight and postflight baseline data and how it served as coordinator for all data processing through computation and analysis. Also described is a catalog identifying Skylab medical experiments and all related data currently archived in the data center
Perceptions of Potable Water in Rajasthan’s Jodhpur and Barmer Districts
This paper looks at differences and similarities in various populations’ perceptions of safe drinking water (SDW) within Rajasthan (RJ), India, developing suggestions for future initiatives addressing the movement for safe drinking water for all. For this study, surveys were used; the survey was conducted in RJ, India, both in urban Jodhpur and in surrounding rural villages. To analyze the data, all the responses were entered into Excel format to discover patterns, themes and trends within four subtopics: access, storage, quality and cultural significance. The responses indicate that while a distinct water culture spans the geographic area, each different population retains perspectives and reports experiences unique to their specific socio-economic and geographic groupings. Greatest variance was seen in access between groups. Many reported being unsatisfied with their current water situation. Suggestions for addressing these inequities are discussed in the last section of the paper; Further action is needed on a larger scale to support target populations (TPs) and prevent further degradation of the environment, which is exacerbating issues surrounding SDW. It is necessary for governments to empower grass-roots intervention involving SDW as well as better address macro environmental concerns in order to be successful in this endeavor
Biological isolation garment
Biological Isolation Garment /BIG/ is a one-piece loose fitting garment fabricated from a tightly woven, permeable, 100 percent-cotton fabric. Its headpiece, incorporates an integral oronsal respirator with 0.3-micron-particle filters, and a full width visor. All fabrication seams are sealed on the inside of the garment
A Critique of Michael Lodahl\u27s Anti - Judaism in Christian Theology: A Critical Response to H. Ray Dunning\u27s Grace, Faith, and Holiness
Will O\u27 the Wisp
VERSEWill o’ the wisp with your dancing light,Where do you wander into the night?Where will you lead, if I keep you in sight?Will o’ the wisp,Will your lantern illumine for meA fairy ring ‘neath a forest tree?Or will you beckon me down to the sea?Will o’ the wisp.Will o’ the wisp, the wise people say,Who follows your lead goes far astray,And never again sees the light of day.Will o’ the wisp.Though you are swift as the flying wind,The treasure you seek, I too, will find,So come! so come!Let us leave the world far behind.Will o’ the wisp, come,Will o’ the wisp come,O come!Will o’ the wisp
That\u27s the World in June
https://digitalcommons.library.umaine.edu/mmb-vp/6251/thumbnail.jp
Comparing Perception of Real and Virtual Architectural Space Using Video Game Technology
First person exploration of architectural models using video game technology holds a great deal of promise for the field of architecture. It gives architects and clients an immediate sense of a building that may not have been conveyed by traditional architectural drawings. A video game allows criticism of a building to be based on moving through a 3D space instead of analyzing 2D diagrams. However, to best make use of this technology we must understand how people‟s perceptions differ between the real and virtual versions of a space. The main objective of this research is to test how perception differs between a real building and a virtual walkthrough of the building in a video game engine. Participants in the experiment were asked a series of identical questions in a virtual and real version of the same building and the results were compared. It was found that in the virtual environment people tended to underestimate and to perceive distance less accurately than in real space. Findings show this underestimation of distance may not only be a product of limited field of view, as has been concluded in previous research, but may also effected by camera height and graphical quality of the walkthrough. If this technology can be used during the architectural design process it has the potential to fundamentally change the way we create, contemplate and critique architecture
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