325 research outputs found

    Packaging of a large capacity magnetic bubble domain spacecraft recorder

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    A Solid State Spacecraft Data Recorder (SSDR), based on bubble domain technology, having a storage capacity of 10 to the 8th power bits, was designed and is being tested. The recorder consists of two memory modules each having 32 cells, each cell containing sixteen 100 kilobit serial bubble memory chips. The memory modules are interconnected to a Drive and Control Unit (DCU) module containing four microprocessors, 500 integrated circuits, a RAM core memory and two PROM's. The two memory modules and DCU are housed in individual machined aluminum frames, are stacked in brick fashion and through bolted to a base plate assembly which also houses the power supply

    episode.txt: Poetry

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    This poem was created in Ayaat Ismail\u27s English 101 course

    Preliminary design for a standard 10 sup 7 bit Solid State Memory (SSM)

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    A modular concept with three separate modules roughly separating bubble domain technology, control logic technology, and power supply technology was employed. These modules were respectively the standard memory module (SMM), the data control unit (DCU), and power supply module (PSM). The storage medium was provided by bubble domain chips organized into memory cells. These cells and the circuitry for parallel data access to the cells make up the SMM. The DCU provides a flexible serial data interface to the SMM. The PSM provides adequate power to enable one DCU and one SMM to operate simultaneously at the maximum data rate. The SSM was designed to handle asynchronous data rates from dc to 1.024 Mbs with a bit error rate less than 1 error in 10 to the eight power bits. Two versions of the SSM, a serial data memory and a dual parallel data memory were specified using the standard modules. The SSM specification includes requirements for radiation hardness, temperature and mechanical environments, dc magnetic field emission and susceptibility, electromagnetic compatibility, and reliability

    Cancelled - The Ontological Status of Cartesian Possibilia

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    In this paper I present a novel view of the ontological status of possible objects for Descartes. Specifically, I claim that possible objects just are innate ideas considered objectively. In the act of creation, God creates possibilities—in all its richness—in the form of innate ideas. Thus, in acts of thinking, one may clearly and distinctly perceive, via one’s innate ideas, that such and such is possible. To argue this, I first analyze and critique two competing views—one from Calvin Normore who claims that innate ideas represent an independent realm of possibilia, and another from David Cunning and Alan Nelson who claim that Descartes had no theory of modality. I then move on to the defense of my view, both giving a positive account of my argument and noting how my interpretation enjoys certain advantages over my interlocutors

    Using an Embedded System for a Quality Cup of Coffee

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    Many coffee lovers spend up to 5onacupofcoffeeeveryday.Tosavemoneyonecouldmakethemathome,butaqualitymachinewithPIDsstartat5 on a cup of coffee everyday. To save money one could make them at home, but a quality machine with PIDs start at 1000. Using an embedded system one could spend less than 50andafewhoursimplementPIDsintoanexisting50 and a few hours implement PIDs into an existing 400 machine that will last a lifetime. microcontroller. Learning C language combined with hardware implementation applied to cheap and simple everyday objects can improve everyday quality of life and save money. This is challenging because we have to incorporate the additional circuitry into a pre established circuit with limited space, and tie in new code. In addition to the PID controls that are commonly found on high-end espresso machines, Our team decided to implement a touch screen interface, which required programming using a proprietary IDE and language. The resulting product is able to match temperature and pressure consistency levels that are found in competing machines. When we added in programmability of pre-infusion we start to compete with machines in the $5000 range, like the La Marzocco GS3, but we go even further with a touch screen interface, and the ability to plot temperature and pressure over time on the included LCD screen

    Effects of Objectified Portrayals of Women: Comparing Video Games, Magazines, and Film

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    Video games are becoming a popular form of entertainment for women, yet the majority of these games contain sexist content. Previous research has examined how other forms of sexist media (e.g., magazines) influence women's responses, but to date, few studies have examined if video games also produce these effects. The purpose of this study was to examine the effects of sexist video games on women's self-perceptions and compare them with the effects of sexist films and magazines. Results indicated no differences between groups on all dependent measures. Possible reasons and implications for the lack of differences are discussed.Department of Psycholog

    Pioneer Public TV Summer Internship Report

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    The power of any history is its ability to unite a country, social class, organization, etc., behind a shared narrative. The story of Pioneer Public TV, as I have written it, is a testament to the power of small rural communities coming together for a common dream. As Pioneer looks ahead to an uncertain future for public broadcasting, and develops plans for big investments in the station’s Appleton facilities, a compelling narrative detailing the station’s origins and growth will be a useful tool for uniting the staff and viewer base behind shared values and stories. As an intern at Pioneer through the UMM Center for Small Towns, my goal has been to research, preserve, and record the history of the station in a way that can be made easily accessible to the station’s viewer base and will be helpful for the producers of the upcoming documentary in honor of the station’s 50th anniversary. This internship was funded with a grant from the Center for Urban and Regional Affairs (CURA). I worked an average of 40 hours per week from May 16 to August 13, under the supervision of Pioneer Communications Coordinator Patrick Moore.Prepared in partnership with UMM Center for Small Towns and Pioneer Public TV by the Community Assistantship Program (CAP), which is administered by the Center for Urban and Regional Affairs (CURA) at the University of Minnesota

    Effects of transportation into a video game world on aggressive cognitions and behaviors

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    Transportation is the state of being highly immersed within a media world. Two studies examined how transportation into a video game world (via character choice) increases aggressive cognitions and behaviors. Study 1 examined the effects of character choice and presence of blood on aggressive cognitions. It was found that freedom of choice increased aggressive cognitions, but only when blood was present in the game. Study 2 examined the effects of character choice and presence of blood on aggressive behaviors via a noise blast competitive reaction time task. Consistent with Study 1, freedom of choice increased aggressive behavior, but only when blood was present in the game. Furthermore, transportation mediated the relationship between choice and aggressive behaviors. Together, these studies offer investigation of the impact of character choice and transportation in video games and emphasize the importance of transportation within video game research. In doing so, this work introduces a potential moderator and mediator for previously established video game effects and opens the door for future examination of how other attitudes and behaviors might be influenced when playing a video game in a highly transported state

    Middle Morrowan carbonate cycles of the Arrow Canyon, Clark County, Nevada

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    Thesis (B.S.) in Liberal Arts and Sciences -- University of Illinois at Urbana-Champaign, 1989.Includes bibliographical references (leaves 33-35
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