Framework Support For Knowledge-Based Software Development
NASA Astrophysics Data System (ADS)
Huseth, Steve
1988-03-01
The advent of personal engineering workstations has brought substantial information processing power to the individual programmer. Advanced tools and environment capabilities supporting the software lifecycle are just beginning to become generally available. However, many of these tools are addressing only part of the software development problem by focusing on rapid construction of self-contained programs by a small group of talented engineers. Additional capabilities are required to support the development of large programming systems where a high degree of coordination and communication is required among large numbers of software engineers, hardware engineers, and managers. A major player in realizing these capabilities is the framework supporting the software development environment. In this paper we discuss our research toward a Knowledge-Based Software Assistant (KBSA) framework. We propose the development of an advanced framework containing a distributed knowledge base that can support the data representation needs of tools, provide environmental support for the formalization and control of the software development process, and offer a highly interactive and consistent user interface.
Parallax Player: a stereoscopic format converter
NASA Astrophysics Data System (ADS)
Feldman, Mark H.; Lipton, Lenny
2003-05-01
The Parallax Player is a software application that is, in essence, a stereoscopic format converter. Various formats may be inputted and outputted. In addition to being able to take any one of a wide variety of different formats and play them back on many different kinds of PCs and display screens. The Parallax Player has built into it the capability to produce ersatz stereo from a planar still or movie image. The player handles two basic forms of digital content - still images, and movies. It is assumed that all data is digital, either created by means of a photographic film process and later digitized, or directly captured or authored in a digital form. In its current implementation, running on a number of Windows Operating Systems, The Parallax Player reads in a broad selection of contemporary file formats.
ERIC Educational Resources Information Center
Bull, Glen
2005-01-01
Podcasting allows distribution of audio files through an RSS feed. This permits users to subscribe to a series of podcasts that are automatically sent to their computer or MP3 player. The capability to receive podcasts is built into freely distributed software such as iPodder as well as the most recent version of iTunes, a free download. In this…
Use of behavioral biometrics in intrusion detection and online gaming
NASA Astrophysics Data System (ADS)
Yampolskiy, Roman V.; Govindaraju, Venu
2006-04-01
Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.
ENCoRE: an efficient software for CRISPR screens identifies new players in extrinsic apoptosis.
Trümbach, Dietrich; Pfeiffer, Susanne; Poppe, Manuel; Scherb, Hagen; Doll, Sebastian; Wurst, Wolfgang; Schick, Joel A
2017-11-25
As CRISPR/Cas9 mediated screens with pooled guide libraries in somatic cells become increasingly established, an unmet need for rapid and accurate companion informatics tools has emerged. We have developed a lightweight and efficient software to easily manipulate large raw next generation sequencing datasets derived from such screens into informative relational context with graphical support. The advantages of the software entitled ENCoRE (Easy NGS-to-Gene CRISPR REsults) include a simple graphical workflow, platform independence, local and fast multithreaded processing, data pre-processing and gene mapping with custom library import. We demonstrate the capabilities of ENCoRE to interrogate results from a pooled CRISPR cellular viability screen following Tumor Necrosis Factor-alpha challenge. The results not only identified stereotypical players in extrinsic apoptotic signaling but two as yet uncharacterized members of the extrinsic apoptotic cascade, Smg7 and Ces2a. We further validated and characterized cell lines containing mutations in these genes against a panel of cell death stimuli and involvement in p53 signaling. In summary, this software enables bench scientists with sensitive data or without access to informatic cores to rapidly interpret results from large scale experiments resulting from pooled CRISPR/Cas9 library screens.
Code of Federal Regulations, 2012 CFR
2012-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
Code of Federal Regulations, 2011 CFR
2011-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
Code of Federal Regulations, 2010 CFR
2010-04-01
... OF CLASS II GAMES § 547.8 What are the minimum technical software standards applicable to Class II... of Class II games. (a) Player interface displays. (1) If not otherwise provided to the player, the player interface shall display the following: (i) The purchase or wager amount; (ii) Game results; and...
NASA Technical Reports Server (NTRS)
2001-01-01
Qualtech Systems, Inc. developed a complete software system with capabilities of multisignal modeling, diagnostic analysis, run-time diagnostic operations, and intelligent interactive reasoners. Commercially available as the TEAMS (Testability Engineering and Maintenance System) tool set, the software can be used to reveal unanticipated system failures. The TEAMS software package is broken down into four companion tools: TEAMS-RT, TEAMATE, TEAMS-KB, and TEAMS-RDS. TEAMS-RT identifies good, bad, and suspect components in the system in real-time. It reports system health results from onboard tests, and detects and isolates failures within the system, allowing for rapid fault isolation. TEAMATE takes over from where TEAMS-RT left off by intelligently guiding the maintenance technician through the troubleshooting procedure, repair actions, and operational checkout. TEAMS-KB serves as a model management and collection tool. TEAMS-RDS (TEAMS-Remote Diagnostic Server) has the ability to continuously assess a system and isolate any failure in that system or its components, in real time. RDS incorporates TEAMS-RT, TEAMATE, and TEAMS-KB in a large-scale server architecture capable of providing advanced diagnostic and maintenance functions over a network, such as the Internet, with a web browser user interface.
ERIC Educational Resources Information Center
Flanigan, Glen Patrick
2008-01-01
The purpose of the present research study was to examine effects of the use of SmartMusic practice software on the intonation and rhythmic accuracy of brass players' musical performances. Twenty college brass players who served as participants in the four-week study were randomly assigned to one of two practice conditions. The WSM (With…
Culture and Creativity: World of Warcraft Modding in China and the US
NASA Astrophysics Data System (ADS)
Kow, Yong Ming; Nardi, Bonnie
Modding - end-user modification of commercial hardware and software - can be traced back at least to 1961 when Spacewar! was developed by a group of MIT students on a DEC PDP-1. Spacewar! evolved into arcade games including Space Wars produced in 1977 by Cinematronics (Sotamaa 2003). In 1992, players altering Wolfenstein 3-D (1992), a first person shooter game made by id Software, overwrote the graphics and sounds by editing the game files. Learning from this experience, id Software released Doom in 1993 with isolated media files and open source code for players to develop custom maps, images, sounds, and other utilities. Players were able to pass on their modifications to others. By 1996, with the release of Quake, end-user modifications had come to be known as "mods," and modding was an accepted part of the gaming community (Kucklich 2005; Postigo 2008a, b). Since late-2005, we have been studying World of Warcraft (WoW) in which the use of mods is an important aspect of player practice (Nardi and Harris 2006; Nardi et al. 2007). Technically minded players with an interest in extending the game write mods and make them available to players for free download on distribution sites. Most modders work for free, but the distribution sites are commercial enterprises with advertising.
Real-time high-resolution PC-based system for measurement of errors on compact disks
NASA Astrophysics Data System (ADS)
Tehranchi, Babak; Howe, Dennis G.
1994-10-01
Hardware and software utilities are developed to directly monitor the Eight-to-Fourteen (EFM) demodulated data bytes at the input of a CD player's Cross-Interleaved Reed-Solomon Code (CIRC) block decoder. The hardware is capable of identifying erroneous data with single-byte resolution in the serial data stream read from a Compact Disc by a CDD 461 Philips CD-ROM drive. In addition, the system produces graphical maps that show the physical location of the measured errors on the entire disc, or via a zooming and planning feature, on user selectable local disc regions.
Santos, Thiago Ribeiro Teles; Andrade, Juliana Alves de; Silva, Bárbara Lopes da; Garcia, Alysson Francisco Alves; Persichini Filho, José Gaspar Wild; Ocarino, Juliana de Melo; Silva, Paula Lanna
2014-08-01
To describe the capability of soccer players to stabilize pelvic position actively in the transverse plane; and, to evaluate the influence of lower limb dominance, length of exposure to soccer practice, and field position on pelvic stabilization capability. Cross-sectional. Sixty-eight soccer players from under-15 (U-15) and professional categories. Magnitude and asymmetry of pelvic tilt in the transverse plane, evaluated using the bridge test with unilateral knee extension. The magnitude of pelvic tilt did not differ between dominant and non-dominant sides, suggesting absence of relative asymmetry. However, there was difference between the sides of greater and lesser magnitude of pelvic tilt, indicating presence of absolute asymmetry. Players with shorter length of exposure to soccer practice (U-15 group) had greater pelvic tilt than players with longer length of exposure (professional group). There was no association of field position with the magnitude and asymmetry of pelvic tilt. Soccer players showed asymmetry in pelvic stabilization capability that was unrelated to lower limb dominance or field position. Athletes with longer length of exposure to soccer practice present better capability to stabilize the pelvis in the transverse plane than those with shorter length of exposure to soccer practice. Copyright © 2013 Elsevier Ltd. All rights reserved.
Dressing the mind properly for the game.
Sally, David
2003-01-01
Game theory as a theoretical and empirical approach to interaction has spread from economics to psychology, political science, sociology and biology. Numerous social interactions-foraging, talking, trusting, coordinating, competing-can be formally represented in a game with specific rules and strategies. These same interactions seem to rely on an interweaving of mental selves, but an effective strategy need not depend on explicit strategizing and higher mental capabilities, as less sentient creatures or even lines of software can play similar games. Human players are distinct because we are less consistent and our choices respond to elements of the setting that appear to be strategically insignificant. Recent analyses of this variable response have yielded a number of insights into the mental approach of human players: we often mentalize, but not always; we are endowed with social preferences; we distinguish among various types of opponents; we manifest different personalities; we are often guided by security concerns; and our strategic sophistication is usually modest. PMID:12689383
Spire's 3U CubeSat GNSS-RO Constellation for Meteorological and Space Weather Applications
NASA Astrophysics Data System (ADS)
Nguyen, V.; Duly, T.; Ector, D.; Irisov, V.; Nogues-Correig, O.; Tan, L.; Yuasa, T.
2017-12-01
Spire Global, Inc., is a leading player in the nanosatellite sector and the first commercial company to provide GNSS radio occultation measurements to support meteorological and space weather forecasting. Each Spire satellite is equipped with a state-of-the-art, in-house designed software receiver, which is capable of open-loop tracking of occulted GNSS signals. By utilizing this receiver on a low-earth orbiting, 3U satellite constellation platform, Spire is able to provide high-quality profile measurements of the lower atmosphere as well as ionospheric total electron content and scintillation data at unprecedented low cost, coverage, and latency. In this talk, we provide an overview of the current capabilities of Spire's satellite constellation and radio occultation processing system. Recent results describing the state of the lower atmosphere and ionosphere will be presented and briefly discussed. Finally, we focus on Spire's future capabilities, and the potential impacts on both the meteorological and space weather scientific communities.
Exploring Online Game Players' Flow Experiences and Positive Affect
ERIC Educational Resources Information Center
Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng
2011-01-01
The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…
Effect of Core Training on 16 Year-Old Soccer Players
ERIC Educational Resources Information Center
Afyon, Yakup Akif
2014-01-01
Core trainings have been widely used by trainers recently in order to improve performance of soccer players. In this context, the aim of this study is to examine the effect of core training on some motoric capabilities of 16 years old soccer players. Thirty certified soccer players who were 16 years old from B.B. Bodrumspor Club in 2013-2014…
OntoMaton: a bioportal powered ontology widget for Google Spreadsheets.
Maguire, Eamonn; González-Beltrán, Alejandra; Whetzel, Patricia L; Sansone, Susanna-Assunta; Rocca-Serra, Philippe
2013-02-15
Data collection in spreadsheets is ubiquitous, but current solutions lack support for collaborative semantic annotation that would promote shared and interdisciplinary annotation practices, supporting geographically distributed players. OntoMaton is an open source solution that brings ontology lookup and tagging capabilities into a cloud-based collaborative editing environment, harnessing Google Spreadsheets and the NCBO Web services. It is a general purpose, format-agnostic tool that may serve as a component of the ISA software suite. OntoMaton can also be used to assist the ontology development process. OntoMaton is freely available from Google widgets under the CPAL open source license; documentation and examples at: https://github.com/ISA-tools/OntoMaton.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Smith, F.; Brown, K.; Flach, G.
The goal of the Cementitious Barriers Partnership (CBP) is to develop a reasonable and credible set of software tools to predict the structural, hydraulic, and chemical performance of cement barriers used in nuclear applications over extended time frames (greater than 100 years for operating facilities and greater than 1000 years for waste management). The simulation tools will be used to evaluate and predict the behavior of cementitious barriers used in near surface engineered waste disposal systems including waste forms, containment structures, entombments, and environmental remediation. These cementitious materials are exposed to dynamic environmental conditions that cause changes in material propertiesmore » via (i) aging, (ii) chloride attack, (iii) sulfate attack, (iv) carbonation, (v) oxidation, and (vi) primary constituent leaching. A set of state-of-the-art software tools has been selected as a starting point to capture these important aging and degradation phenomena. Integration of existing software developed by the CBP partner organizations was determined to be the quickest method of meeting the CBP goal of providing a computational tool that improves the prediction of the long-term behavior of cementitious materials. These partner codes were selected based on their maturity and ability to address the problems outlined above. The GoldSim Monte Carlo simulation program (GTG 2010a, GTG 2010b) was chosen as the code integration platform (Brown & Flach 2009b). GoldSim (current Version 10.5) is a Windows based graphical object-oriented computer program that provides a flexible environment for model development (Brown & Flach 2009b). The linking of GoldSim to external codes has previously been successfully demonstrated (Eary 2007, Mattie et al. 2007). GoldSim is capable of performing deterministic and probabilistic simulations and of modeling radioactive decay and constituent transport. As part of the CBP project, a general Dynamic Link Library (DLL) interface was developed to link GoldSim with external codes (Smith III et al. 2010). The DLL uses a list of code inputs provided by GoldSim to create an input file for the external application, runs the external code, and returns a list of outputs (read from files created by the external application) back to GoldSim. In this way GoldSim provides: (1) a unified user interface to the applications, (2) the capability of coupling selected codes in a synergistic manner, and (3) the capability of performing probabilistic uncertainty analysis with the codes. GoldSim is made available by the GoldSim Technology Group as a free 'Player' version that allows running but not editing GoldSim models. The player version makes the software readily available to a wider community of users that would wish to use the CBP application but do not have a license for GoldSim.« less
The new rules for bringing innovations to market.
Chakravorti, Bhaskar
2004-03-01
It's tough to get consumers to adopt innovations--and it's getting tougher all the time. That's because more and more markets are taking on the characteristics of networks. The interconnections among today's companies are so plentiful that often a new product's adoption by one player depends on its systematic adoption by other players. Consider the disparate companies involved with the popularization of digital photography: software vendors, camera manufacturers, broadband communications companies, printer manufacturers, and so on. By contrast, Kodak was pretty much the sole player involved with popularizing film photography. The traditional levers executives use to launch products--such as targeting unique customer segments or developing compelling value propositions--don't work as well in this new environment. Instead, innovators must orchestrate a change of behaviors across the market, unraveling the status quo so that a large number of players adopt their offerings and believe they are better off for having done so. In this article, Monitor Group's Bhaskar Chakravorti outlines a four-part framework for doing just that. The innovator must reason back from a target endgame, implementing only those strategies that maximize its chances of getting to its goal. It must complement power players, positioning its innovation as an enhancement to their products or services. The innovator must offer coordinated switching incentives to three core groups: the players that add to the innovation's benefits, the players that act as channels to adopters, and the adopters themselves. And it must preserve flexibility in case its initial strategy fails. Chakravorti uses Adobe's introduction of its Acrobat software as an example of an innovator that took into account other players in the network--and succeeded because of it.
A Study and Taxonomy of Vulnerabilities in Web Based Animation and Interactivity Software
2010-12-01
Flash Player is available as a plugin for most common Web browsers (Firefox, Mozilla, Netscape, Opera) and as an ActiveX control for Internet...script or HTML via (1) a swf file that uses the asfunction: protocol or (2) the navigateToURL function when used with the Flash Player ActiveX ...malicious page or open a malicious file. 2. Coding an Exploit The specific flaw exists in the Flash Player ActiveX Control’s handling of the
Schmikli, Sándor L; de Vries, Wouter R; Brink, Michel S; Backx, Frank Jg
2012-11-01
To verify if in male elite junior soccer players a minimum 1-month performance decrease is accompanied by a mood profile and hormone levels typical of non-functional over-reaching (NFOR). A prospective case-control study using a monthly performance monitor with a standardised field test to detect the performance changes. Players with a performance decrease lasting at least 1 month were compared with control players without a performance decrease on mood scores and pre-exercise and postexercise levels of stress hormones. Sporting field and sports medical laboratory. Ninety-four young elite soccer players were monitored during the 2006-2008 seasons. Twenty-one players were invited to the laboratory, seven of whom showed a significant performance decrease. Performance change over time, scores on the profile of mood states and premaximal and postmaximal exercise serum levels of adrenocorticotropic hormone (ACTH), growth hormone (GH) and cortisol. Players with a performance decrease showed psychological and hormonal changes typical of the non-functional state of over-reaching. Scores were higher on depression and anger, whereas the resting GH levels and ACTH levels after maximal exercise were reduced. ACTH and GH were capable of classifying all but one player correctly as either NFOR or control. Performance-related criteria in field tests are capable of identifying players with worsened mood and adaptations of the endocrine system that fit the definition of NFOR. Performance, mood and hormone levels may therefore be considered as valid instruments to diagnose NFOR in young elite soccer players.
The ideal elf: identity exploration in World of Warcraft.
Bessière, Katherine; Seay, A Fleming; Kiesler, Sara
2007-08-01
In this study, we examine the identity exploration possibilities presented by online multiplayer games in which players use graphics tools and character-creation software to construct an avatar, or character. We predicted World of Warcraft players would create their main character more similar to their ideal self than the players themselves were. Our results support this idea; a sample of players rated their character as having more favorable attributes that were more favorable than their own self-rated attributes. This trend was stronger among those with lower psychological well-being, who rated themselves comparatively lower than they rated their character. Our results suggest that the game world allows players the freedom to create successful virtual selves regardless of the constraints of their actual situation.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-06-18
... Thereof and Associated Software AGENCY: U.S. International Trade Commission. ACTION: Notice, Institution... thereof and associated software, by reason of infringement of U.S. Patent No. 8,028,323 (``the `323 patent... mobile phones, components thereof and associated software by reason of infringement of one or more of...
Sunderland Software City: An Innovative Approach to Knowledge Exchange in the North East of England
ERIC Educational Resources Information Center
Hall, Lynne; Irons, Alastair; MacIntyre, John; Sellers, Charles; Smith, Peter
2010-01-01
This paper presents a collaborative initiative within the North East of England which aims to grow and sustain a software industry, based on the strengths of regional players, including in particular the local university. The project Sunderland Software City has the ambitious aim of developing the people, the infrastructure and the business and…
Norm-Aware Socio-Technical Systems
NASA Astrophysics Data System (ADS)
Savarimuthu, Bastin Tony Roy; Ghose, Aditya
The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions
ERIC Educational Resources Information Center
Lowe, John B.
1988-01-01
If the CD-ROM revolution is likened to gambling, players are information providers and consumers; the stakes are development, production, distribution, hardware, and software costs; and betting is represented by the costs of updating disks and hardware and software maintenance, and by pricing. Strategy should take into account cost savings,…
An Interoperability Framework and Capability Profiling for Manufacturing Software
NASA Astrophysics Data System (ADS)
Matsuda, M.; Arai, E.; Nakano, N.; Wakai, H.; Takeda, H.; Takata, M.; Sasaki, H.
ISO/TC184/SC5/WG4 is working on ISO16100: Manufacturing software capability profiling for interoperability. This paper reports on a manufacturing software interoperability framework and a capability profiling methodology which were proposed and developed through this international standardization activity. Within the context of manufacturing application, a manufacturing software unit is considered to be capable of performing a specific set of function defined by a manufacturing software system architecture. A manufacturing software interoperability framework consists of a set of elements and rules for describing the capability of software units to support the requirements of a manufacturing application. The capability profiling methodology makes use of the domain-specific attributes and methods associated with each specific software unit to describe capability profiles in terms of unit name, manufacturing functions, and other needed class properties. In this methodology, manufacturing software requirements are expressed in terns of software unit capability profiles.
Code of Federal Regulations, 2014 CFR
2014-04-01
... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...
Code of Federal Regulations, 2013 CFR
2013-04-01
... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...
Context-dependent player's movement interpretation: application to adaptive game development
NASA Astrophysics Data System (ADS)
Picard, Francois; Estraillier, Pascal
2010-02-01
Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.
A New Architecture for Improved Human Behavior in Military Simulations
2008-04-01
forces were using motorcycle couriers to avoid U.S. intelligence capabilities in the early days of Operation Iraqi Freedom (OIF), there were certainly...Games ( MMORPG ) engage millions of game players in near-real-time computing environments. Games such as World of Warcraft® attract players to
Crowd-Sourced Help with Emergent Knowledge for Optimized Formal Verification (CHEKOFV)
2016-03-01
up game Binary Fission, which was deployed during Phase Two of CHEKOFV. Xylem: The Code of Plants is a casual game for players using mobile ...there are the design and engineering challenges of building a game infrastructure that integrates verification technology with crowd participation...the backend processes that annotate the originating software. Allowing players to construct their own equations opened up the flexibility to receive
Microvax-based data management and reduction system for the regional planetary image facilities
NASA Technical Reports Server (NTRS)
Arvidson, R.; Guinness, E.; Slavney, S.; Weiss, B.
1987-01-01
Presented is a progress report for the Regional Planetary Image Facilities (RPIF) prototype image data management and reduction system being jointly implemented by Washington University and the USGS, Flagstaff. The system will consist of a MicroVAX with a high capacity (approx 300 megabyte) disk drive, a compact disk player, an image display buffer, a videodisk player, USGS image processing software, and SYSTEM 1032 - a commercial relational database management package. The USGS, Flagstaff, will transfer their image processing software including radiometric and geometric calibration routines, to the MicroVAX environment. Washington University will have primary responsibility for developing the database management aspects of the system and for integrating the various aspects into a working system.
2016-06-01
and material developers use an online game to crowdsource ideas from online players in order to increase viable synthetic prototypes. In entertainment... games , players often create videos of their game play to share with other players to demonstrate how to complete a segment of a game . This thesis...explores similar self-recorded videos of ESP game play and determines if they provide useful data to capability and material developers that can
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-02
... captioning synchronization requirements for covered apparatus, and on how DVD and Blu-ray players can fulfill... captioning capabilities of certain apparatus on which consumers view video programming. DATES: Comments are... synchronization requirements for covered apparatus, and on how DVD and Blu-ray players can fulfill the closed...
2011-09-01
solutions to address these important challenges . The Air Force is seeking innovative architectures to process and store massive data sets in a flexible...Google Earth, the Video LAN Client ( VLC ) media player, and the Environmental Systems Research Institute corporation‘s (ESRI) ArcGIS product — to...Earth, Quantum GIS, VLC Media Player, NASA WorldWind, ESRI ArcGIS and many others. Open source GIS and media visualization software can also be
Louw, Quinette; Grimmer, Karen; Vaughan, Christopher
2006-01-01
Background A common knee injury mechanism sustained during basketball is landing badly from a jump. Landing is a complex task and requires good coordination, dynamic muscle control and flexibility. For adolescents whose coordination and motor control has not fully matured, landing badly from a jump can present a significant risk for injury. There is currently limited biomechanical information regarding the lower limb kinetics of adolescents when jumping, specifically regarding jump kinematics comparing injured with uninjured adolescents. This study reports on an investigation of biomechanical differences in landing patterns of uninjured and injured adolescent basketball players. Methods A matched case-control study design was employed. Twenty-two basketball players aged 14–16 years participated in the study: eleven previously knee-injured and eleven uninjured players matched with cases for age, gender, weight, height and years of play, and playing for the same club. Six high-speed, three-dimensional Vicon 370 cameras (120 Hz), Vicon biomechanical software and SAS Version 8 software were employed to analyse landing patterns when subjects performed a "jump shot". Linear correlations determined functional relationships between the biomechanical performance of lower limb joints, and paired t-tests determined differences between the normalised peak biomechanical parameters. Results The average peak vertical ground reaction forces between the cases and controls were similar. The average peak ground reaction forces between the cases and controls were moderately correlated (r = -0.47). The control (uninjured) players had significantly greater hip and knee flexion angles and significantly greater eccentric activity on landing than the uninjured cases (p < 0.01). Conclusion The findings of the study indicate that players with a history of knee injuries had biomechanically compromised landing techniques when compared with uninjured players matched for gender, age and club. Descriptions (norms) of expected levels of knee control, proprioceptive acuity and eccentric strength relative to landing from a jump, at different ages and physical developmental stages, would assist clinicians and coaches to identify players with inappropriate knee performance comparable to their age or developmental stage. PMID:16522210
A comparative study of visual reaction time in table tennis players and healthy controls.
Bhabhor, Mahesh K; Vidja, Kalpesh; Bhanderi, Priti; Dodhia, Shital; Kathrotia, Rajesh; Joshi, Varsha
2013-01-01
Visual reaction time is time required to response to visual stimuli. The present study was conducted to measure visual reaction time in 209 subjects, 50 table tennis (TT) players and 159 healthy controls. The visual reaction time was measured by the direct RT computerized software in healthy controls and table tennis players. Simple visual reaction time was measured. During the reaction time testing, visual stimuli were given for eighteen times and average reaction time was taken as the final reaction time. The study shows that table tennis players had faster reaction time than healthy controls. On multivariate analysis, it was found that TT players had 74.121 sec (95% CI 98.8 and 49.4 sec) faster reaction time compared to non-TT players of same age and BMI. Also playing TT has a profound influence on visual reaction time than BMI. Our study concluded that persons involved in sports are having good reaction time as compared to controls. These results support the view that playing of table tennis is beneficial to eye-hand reaction time, improve the concentration and alertness.
Optimal generator bidding strategies for power and ancillary services
NASA Astrophysics Data System (ADS)
Morinec, Allen G.
As the electric power industry transitions to a deregulated market, power transactions are made upon price rather than cost. Generator companies are interested in maximizing their profits rather than overall system efficiency. A method to equitably compensate generation providers for real power, and ancillary services such as reactive power and spinning reserve, will ensure a competitive market with an adequate number of suppliers. Optimizing the generation product mix during bidding is necessary to maximize a generator company's profits. The objective of this research work is to determine and formulate appropriate optimal bidding strategies for a generation company in both the energy and ancillary services markets. These strategies should incorporate the capability curves of their generators as constraints to define the optimal product mix and price offered in the day-ahead and real time spot markets. In order to achieve such a goal, a two-player model was composed to simulate market auctions for power generation. A dynamic game methodology was developed to identify Nash Equilibria and Mixed-Strategy Nash Equilibria solutions as optimal generation bidding strategies for two-player non-cooperative variable-sum matrix games with incomplete information. These games integrated the generation product mix of real power, reactive power, and spinning reserve with the generators's capability curves as constraints. The research includes simulations of market auctions, where strategies were tested for generators with different unit constraints, costs, types of competitors, strategies, and demand levels. Studies on the capability of large hydrogen cooled synchronous generators were utilized to derive useful equations that define the exact shape of the capability curve from the intersections of the arcs defined by the centers and radial vectors of the rotor, stator, and steady-state stability limits. The available reactive reserve and spinning reserve were calculated given a generator operating point in the P-Q plane. Four computer programs were developed to automatically perform the market auction simulations using the equal incremental cost rule. The software calculates the payoffs for the two competing competitors, dispatches six generators, and allocates ancillary services for 64 combinations of bidding strategies, three levels of system demand, and three different types of competitors. Matrix Game theory was utilized to calculate Nash Equilibrium solutions and mixed-strategy Nash solutions as the optimal generator bidding strategies. A method to incorporate ancillary services into the generation bidding strategy, to assure an adequate supply of ancillary services, and to allocate these necessary resources to the on-line units was devised. The optimal generator bid strategy in a power auction was shown to be the Nash Equilibrium solution found in two-player variable-sum matrix games.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Rudkevich, Aleksandr; Goldis, Evgeniy
This research conducted by the Newton Energy Group, LLC (NEG) is dedicated to the development of pCloud: a Cloud-based Power Market Simulation Environment. pCloud is offering power industry stakeholders the capability to model electricity markets and is organized around the Software as a Service (SaaS) concept -- a software application delivery model in which software is centrally hosted and provided to many users via the internet. During the Phase I of this project NEG developed a prototype design for pCloud as a SaaS-based commercial service offering, system architecture supporting that design, ensured feasibility of key architecture's elements, formed technological partnershipsmore » and negotiated commercial agreements with partners, conducted market research and other related activities and secured funding for continue development of pCloud between the end of Phase I and beginning of Phase II, if awarded. Based on the results of Phase I activities, NEG has established that the development of a cloud-based power market simulation environment within the Windows Azure platform is technologically feasible, can be accomplished within the budget and timeframe available through the Phase II SBIR award with additional external funding. NEG believes that pCloud has the potential to become a game-changing technology for the modeling and analysis of electricity markets. This potential is due to the following critical advantages of pCloud over its competition: - Standardized access to advanced and proven power market simulators offered by third parties. - Automated parallelization of simulations and dynamic provisioning of computing resources on the cloud. This combination of automation and scalability dramatically reduces turn-around time while offering the capability to increase the number of analyzed scenarios by a factor of 10, 100 or even 1000. - Access to ready-to-use data and to cloud-based resources leading to a reduction in software, hardware, and IT costs. - Competitive pricing structure, which will make high-volume usage of simulation services affordable. - Availability and affordability of high quality power simulators, which presently only large corporate clients can afford, will level the playing field in developing regional energy policies, determining prudent cost recovery mechanisms and assuring just and reasonable rates to consumers. - Users that presently do not have the resources to internally maintain modeling capabilities will now be able to run simulations. This will invite more players into the industry, ultimately leading to more transparent and liquid power markets.« less
Movement Demands and Metabolic Power Comparisons Between Elite and Subelite Australian Footballers.
Johnston, Richard J; Watsford, Mark L; Austin, Damien J; Pine, Matthew J; Spurrs, Robert W
2015-10-01
This study examined the differences in movement demands and metabolic power output of elite and subelite Australian football (AF) players and quantified the movement profiles of a subelite AF competition. Movement variables were collected from AF players using Global Positioning System devices over 2 AF League (elite) and North East Australian Football League (NEAFL, subelite) seasons. A total of 500 files were collected from 37 elite and subelite nomadic AF players. NEAFL players covered 13,547 m at an average speed of 124.5 m·min(-1). Elite players performed more high-speed running (5.7-6.3%) and high acceleration and deceleration efforts (1.9-14.7%, p ≤ 0.05). The elite players had a higher mean metabolic power output (3.2%) and time spent at the very high power zone (15.9%, p ≤ 0.05). In contrast, elite players recorded a lower total match duration than the subelite players (4%, p ≤ 0.05). The contrasting amount of high-intensity activities performed by the 2 groups demonstrates the need to alter the training programs of subelite players to ensure they are capable of meeting the demands of elite football. The differences in match duration suggest that reducing subelite players' match time through increasing their rotations would assist the replication of movement profiles of elite players.
Cunniffe, Brian; Proctor, Wayne; Baker, Julien S; Davies, Bruce
2009-07-01
The current case study attempted to document the contemporary demands of elite rugby union. Players (n = 2) were tracked continuously during a competitive team selection game using Global Positioning System (GPS) software. Data revealed that players covered on average 6,953 m during play (83 minutes). Of this distance, 37% (2,800 m) was spent standing and walking, 27% (1,900 m) jogging, 10% (700 m) cruising, 14% (990 m) striding, 5% (320 m) high-intensity running, and 6% (420 m) sprinting. Greater running distances were observed for both players (6.7% back; 10% forward) in the second half of the game. Positional data revealed that the back performed a greater number of sprints (>20 km x h(-1)) than the forward (34 vs. 19) during the game. Conversely, the forward entered the lower speed zone (6-12 km x h(-1)) on a greater number of occasions than the back (315 vs. 229) but spent less time standing and walking (66.5 vs. 77.8%). Players were found to perform 87 moderate-intensity runs (>14 km x h(-1)) covering an average distance of 19.7 m (SD = 14.6). Average distances of 15.3 m (back) and 17.3 m (forward) were recorded for each sprint burst (>20 km x h(-1)), respectively. Players exercised at approximately 80 to 85% VO2max during the course of the game with a mean heart rate of 172 b x min(-1) ( approximately 88% HRmax). This corresponded to an estimated energy expenditure of 6.9 and 8.2 MJ, back and forward, respectively. The current study provides insight into the intense and physical nature of elite rugby using "on the field" assessment of physical exertion. Future use of this technology may help practitioners in design and implementation of individual position-specific training programs with appropriate management of player exercise load.
Unterrainer, Josef Martin; Kaller, Christoph Philipp; Leonhart, Rainer; Rahm, Benjamin
2011-01-01
In a previous study (Unterrainer, Kaller, Halsband, & Rahm, 2006), chess players outperformed non-chess players in the Tower of London planning task but exhibited disproportionately longer processing times. This pattern of results raises the question of whether chess players' planning capabilities are superior or whether the results reflect differences in the speed-accuracy trade-off between the groups, possibly attributable to sports motivation. The present study was designed to disambiguate these alternative suggestions by implementing various constraints on planning time and by assessing self-reported motivation. In contrast to the previous study, chess players' performance was not superior, independently of whether problems had to be solved with (Experiment 1) or without (Experiment 2) time limits. As expected, chess players reported higher overall trait and state motivation scores across both experiments. These findings revise the notion of superior planning performance in chess players. In consequence, they do not conform with the assumption of a general transfer of chess-related planning expertise to other cognitive domains, instead suggesting that superior performance may be possible only under specific circumstances such as receiving competitive instructions.
Podcasting: contemporary patient education.
Abreu, Daniel V; Tamura, Thomas K; Sipp, J Andrew; Keamy, Donald G; Eavey, Roland D
2008-04-01
Portable video technology is a widely available new tool with potential to be used by pediatric otolaryngology practices for patient and family education. Podcasts are media broadcasts that employ this new technology. They can be accessed via the Internet and viewed either on a personal computer or on a handheld device, such as an iPod or an MP3 player. We wished to examine the feasibility of establishing a podcast-hosting Web site. We digitally recorded pediatric otologic procedures in the operating room and saved the digital files to DVDs. We then edited the DVDs at home with video-editing software on a personal computer. Next, spoken narrative was recorded with audio-recording software and combined with the edited video clips. The final products were converted into the M4V file format, and the final versions were uploaded onto our hospital's Web site. We then downloaded the podcasts onto a high-quality portable media player so that we could evaluate their quality. All of the podcasts are now on the hospital Web site, where they can be downloaded by patients and families at no cost. The site includes instructions on how to download the appropriate free software for viewing the podcasts on a portable media player or on a computer. Using this technology for patient education expands the audience and permits portability of information. We conclude that a home computer can be used to inexpensively create informative surgery demonstrations that can be accessed via a Web site and transferred to portable viewing devices with excellent quality.
Utilization of cues in action anticipation in table tennis players.
Zhao, Qi; Lu, Yingzhi; Jaquess, Kyle J; Zhou, Chenglin
2018-04-11
By manipulating the congruency between body kinematics and subsequent ball trajectory, this study investigated the anticipation capabilities of regional-level, college-level, and novice table tennis players using a full video simulation occluder paradigm. Participants watched footage containing congruent, incongruent, or no ball trajectory information, to predict the landing point of the ball. They were required to choose between two potential locations to make their prediction. Percent accuracy and relevant indexes (d-prime, criterion, effect size) were calculated for each condition. Results indicated that experienced table tennis players (both regional and college players) were superior to novices in the ability to anticipate ball trajectory using kinematic information, but no difference was found between regional-level and college-level players. The findings of this study further demonstrate the superior anticipation ability of experienced table tennis players. Furthermore, the present result suggests that there may be a certain "baseline" level of motor experience in racquet sports for effective action anticipation, while the addition of further motor experience does not appear to assist direction anticipation.
The Offensive Efficiency of the High-Level Handball Players of the Front and the Rear Lines
Moncef, Cherif; Dagbaji, Gomri; Abdallah, Aouidet; Mohamed, Said
2011-01-01
Purpose The aim of this study was to investigat the offensive efficiency of the professional handball players forming the front and rear lines. Methods Our investigation was carried out on four matches (final, semi-finals and classifying match) at the 19th male Handball World Championship “Tunisia 2005”. Finalist teams were Tunisia, France, Croatia, and Spain. Matches were recorded using 5 digital camcorders (SONY, DCL, and TRV 130E). Number of passes and the length of the attacks were determined by software “STUDIO 9”. Speed of the ball at the different shootings was calculated by REGAVI software, version 2.57, 2004. Work was dissociated according to 2 variables namely axes and lines. Results Players of lateral axes (A4) and front basis (L1) were shorter and thinner than those of the central axis (A3) and rear basis (L2). No differences were observed between lines and axes in age. The analysis of the total shootings to the goal shows that the players of lines and axes present very close values in each team, excepting the Croatian L2 compared to the Tunisian L2. Players of the rear Croatian basis present also a number of attacks concluded by a non-successfully cadred shooting greater than all other groups. In the Spanish group, a significant difference among number of passes concluded by a non-successfully cadred shooting between lines, and front basis vs central axis was noted. No significant difference was found between lines and axes in the Croatian team. Regarding the velocity of shooting, excepting the Croatian team, no differences were found between lines and axes of the other teams. No differences were also noted in the attack duration between lines and axes in Croatian and Tunisian teams. In the Spanish team, duration of attacks concluded by a cadred shooting was most important when finished by an L2 or an A3 player. Conclusion The present results demonstrate that finalist teams were found to be clearly characterized by L2 and A3 players taller and weightier than those of L1 and A4. Organized attack was generally concluded by shooting done by an L2 or an A4 player and the shooting velocity did not significantly determine the offensive efficiency. PMID:22375245
NASA Technical Reports Server (NTRS)
Ardema, M. D.; Heymann, M.; Rajan, N.
1985-01-01
A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.
Character selecting advisor for a role-playing game
NASA Technical Reports Server (NTRS)
Redfield, Carol L.; Berlanga, Felicia
1994-01-01
Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.
Loaded and unloaded jump performance of top-level volleyball players from different age categories
Kitamura, Katia; Pereira, Lucas Adriano; Kobal, Ronaldo; Cal Abad, Cesar Cavinato; Finotti, Ronaldo; Nakamura, Fábio Yuzo
2017-01-01
The aim of this study was to investigate the differences in loaded and unloaded jump performances between different age categories of top-level volleyball players from the same club. Forty-three volleyball players were divided into four age groups: under-17, under-19, under-21 and professional. Vertical jumping height for squat jump (SJ), countermovement jump (CMJ) and CMJ with arm swing (CMJa) and mean propulsive velocity (MPV) in the loaded jump squat exercise with 40% of the athlete’s body mass were compared among the different age categories, considering body mass as a covariate. SJ and CMJ jump height values were higher for professional and under-21 players than under-17 players (p<0.05). CMJa height was higher for under-21 players than under-19 and under-17 players (p<0.05). MPV in the loaded jump squat was higher for under-21 players than under-17 players (p<0.05). From a general perspective, these results suggest that aging per se is not capable of substantially improving loaded and unloaded vertical jump performances across different age categories of top-level volleyball players. Therefore, to increase the vertical jumping ability of these team sport athletes throughout their long-term development, coaches and strength and conditioning professionals are encouraged to implement consistent neuromuscular training strategies, in accordance with the specific needs and physiological characteristics of each age group. PMID:29158621
Loaded and unloaded jump performance of top-level volleyball players from different age categories.
Kitamura, Katia; Pereira, Lucas Adriano; Kobal, Ronaldo; Cal Abad, Cesar Cavinato; Finotti, Ronaldo; Nakamura, Fábio Yuzo; Loturco, Irineu
2017-09-01
The aim of this study was to investigate the differences in loaded and unloaded jump performances between different age categories of top-level volleyball players from the same club. Forty-three volleyball players were divided into four age groups: under-17, under-19, under-21 and professional. Vertical jumping height for squat jump (SJ), countermovement jump (CMJ) and CMJ with arm swing (CMJa) and mean propulsive velocity (MPV) in the loaded jump squat exercise with 40% of the athlete's body mass were compared among the different age categories, considering body mass as a covariate. SJ and CMJ jump height values were higher for professional and under-21 players than under-17 players (p<0.05). CMJa height was higher for under-21 players than under-19 and under-17 players (p<0.05). MPV in the loaded jump squat was higher for under-21 players than under-17 players (p<0.05). From a general perspective, these results suggest that aging per se is not capable of substantially improving loaded and unloaded vertical jump performances across different age categories of top-level volleyball players. Therefore, to increase the vertical jumping ability of these team sport athletes throughout their long-term development, coaches and strength and conditioning professionals are encouraged to implement consistent neuromuscular training strategies, in accordance with the specific needs and physiological characteristics of each age group.
Caring for Your Videodiscs, CD-ROM Discs, and Players.
ERIC Educational Resources Information Center
Ekhaml, Leticia; Saygan, Bobby
1993-01-01
Presents guidelines for the proper care and handling of videodisc and CD-ROM hardware and software. Topics discussed include handling the equipment, moving, cleaning techniques, storage considerations, ventilation requirements, and climate control. (LRW)
INL Generic Robot Architecture
DOE Office of Scientific and Technical Information (OSTI.GOV)
2005-03-30
The INL Generic Robot Architecture is a generic, extensible software framework that can be applied across a variety of different robot geometries, sensor suites and low-level proprietary control application programming interfaces (e.g. mobility, aria, aware, player, etc.).
NASA Astrophysics Data System (ADS)
Damgård, Ivan; Keller, Marcel
We propose several variants of a secure multiparty computation protocol for AES encryption. The best variant requires 2200 + {{400}over{255}} expected elementary operations in expected 70 + {{20}over{255}} rounds to encrypt one 128-bit block with a 128-bit key. We implemented the variants using VIFF, a software framework for implementing secure multiparty computation (MPC). Tests with three players (passive security against at most one corrupted player) in a local network showed that one block can be encrypted in 2 seconds. We also argue that this result could be improved by an optimized implementation.
Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-06-27
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.
Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer
Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte
2015-01-01
This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668
Diffusion of innovations: smartphones and wireless anatomy learning resources.
Trelease, Robert B
2008-01-01
The author has previously reported on principles of diffusion of innovations, the processes by which new technologies become popularly adopted, specifically in relation to anatomy and education. In presentations on adopting handheld computers [personal digital assistants (PDAs)] and personal media players for health sciences education, particular attention has been directed to the anticipated integration of PDA functions into popular cellular telephones. However, limited distribution of early "smartphones" (e.g., Palm Treo and Blackberry) has provided few potential users for anatomical learning resources. In contrast, iPod media players have been self-adopted by millions of students, and "podcasting" has become a popular medium for distributing educational media content. The recently introduced Apple iPhone has combined smartphone and higher resolution media player capabilities. The author successfully tested the iPhone and the "work alike" iPod touch wireless media player with text-based "flashcard" resources, existing PDF educational documents, 3D clinical imaging data, lecture "podcasts," and clinical procedure video. These touch-interfaced, mobile computing devices represent just the first of a new generation providing practical, scalable wireless Web access with enhanced multimedia capabilities. With widespread student self-adoption of such new personal technology, educators can look forward to increasing portability of well-designed, multiplatform "learn anywhere" resources. Copyright 2008 American Association of Anatomists
Murray, Nicholas P; Hunfalvay, Melissa
2017-02-01
Considerable research has documented that successful performance in interceptive tasks (such as return of serve in tennis) is based on the performers' capability to capture appropriate anticipatory information prior to the flight path of the approaching object. Athletes of higher skill tend to fixate on different locations in the playing environment prior to initiation of a skill than their lesser skilled counterparts. The purpose of this study was to examine visual search behaviour strategies of elite (world ranked) tennis players and non-ranked competitive tennis players (n = 43) utilising cluster analysis. The results of hierarchical (Ward's method) and nonhierarchical (k means) cluster analyses revealed three different clusters. The clustering method distinguished visual behaviour of high, middle-and low-ranked players. Specifically, high-ranked players demonstrated longer mean fixation duration and lower variation of visual search than middle-and low-ranked players. In conclusion, the results demonstrated that cluster analysis is a useful tool for detecting and analysing the areas of interest for use in experimental analysis of expertise and to distinguish visual search variables among participants'.
Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices
NASA Technical Reports Server (NTRS)
Blanson, Nina Marie (Inventor); Stephens, Chad L. (Inventor); Pope, Alan T. (Inventor)
2017-01-01
New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.
ERIC Educational Resources Information Center
Desmarais, Norman
1991-01-01
Reviews current developments in multimedia computing for both the business and consumer markets, including interactive multimedia players; compact disc-interactive (CD-I), including levels of audio quality, various video specifications and visual effects, and software; digital video interactive (DVI); and multimedia personal computers. (LRW)
25 CFR 543.7 - What are the minimum internal control standards for bingo?
Code of Federal Regulations, 2010 CFR
2010-04-01
... information technology security standards can be found in § 543.16 of this part.) (2) The game software... applicable voucher system, player interface or other transaction history records to verify the validity of...
A cross-sectional lower-body power profile of elite and subelite Australian football players.
Caia, Johnpaul; Doyle, Tim L A; Benson, Amanda C
2013-10-01
Australian football (AF) is a sport which requires a vast array of physiological qualities, including high levels of strength and power. However, the power characteristics of AF players, particularly at the subelite level have not been extensively studied with further investigation warranted to understand the power capabilities and training requirements of elite and subelite AF groups. Therefore, the aim of this investigation was to develop a lower-body power profile of elite and subelite AF players. Eighteen elite and 12 subelite AF players completed a 1 repetition maximum (1RM) squat test to determine maximal lower-body strength, and countermovement jump (CMJ) and squat jump (SJ) testing to assess lower-body muscular power performance. Maximal lower-body strength was not statistically different between groups (p > 0.05). Elite players produced greater levels of peak power for CMJ at loads of 0, 30 (p < 0.05), and 40% (p < 0.01) of 1RM in comparison to subelite players. Squat jump peak power was statistically different between groups at 0, 20, 30, and 40% (p < 0.01) of 1RM; with elite players producing greater power than their subelite counterparts at all measured loads for SJ. Findings from this investigation demonstrate that elite AF players are able to generate greater levels of lower-body power than subelite AF players, despite no significant differences existing in maximal lower-body strength or body mass. As lower-body power levels clearly differentiate elite and subelite AF players, emphasis may be placed on improving the power levels of subelite players, particularly those aspiring to reach the elite level.
Anthropometric and physiological predispositions for elite soccer.
Reilly, T; Bangsbo, J; Franks, A
2000-09-01
This review is focused on anthropometric and physiological characteristics of soccer players with a view to establishing their roles within talent detection, identification and development programmes. Top-class soccer players have to adapt to the physical demands of the game, which are multifactorial. Players may not need to have an extraordinary capacity within any of the areas of physical performance but must possess a reasonably high level within all areas. This explains why there are marked individual differences in anthropometric and physiological characteristics among top players. Various measurements have been used to evaluate specific aspects of the physical performance of both youth and adult soccer players. The positional role of a player is related to his or her physiological capacity. Thus, midfield players and full-backs have the highest maximal oxygen intakes ( > 60 ml x kg(-1) x min(-1)) and perform best in intermittent exercise tests. On the other hand, midfield players tend to have the lowest muscle strength. Although these distinctions are evident in adult and elite youth players, their existence must be interpreted circumspectly in talent identification and development programmes. A range of relevant anthropometric and physiological factors can be considered which are subject to strong genetic influences (e.g. stature and maximal oxygen intake) or are largely environmentally determined and susceptible to training effects. Consequently, fitness profiling can generate a useful database against which talented groups may be compared. No single method allows for a representative assessment of a player's physical capabilities for soccer. We conclude that anthropometric and physiological criteria do have a role as part of a holistic monitoring of talented young players.
Evaluation of tactical training in team handball by means of artificial neural networks.
Hassan, Amr; Schrapf, Norbert; Ramadan, Wael; Tilp, Markus
2017-04-01
While tactical performance in competition has been analysed extensively, the assessment of training processes of tactical behaviour has rather been neglected in the literature. Therefore, the purpose of this study is to provide a methodology to assess the acquisition and implementation of offensive tactical behaviour in team handball. The use of game analysis software combined with an artificial neural network (ANN) software enabled identifying tactical target patterns from high level junior players based on their positions during offensive actions. These patterns were then trained by an amateur junior handball team (n = 14, 17 (0.5) years)). Following 6 weeks of tactical training an exhibition game was performed where the players were advised to use the target patterns as often as possible. Subsequently, the position data of the game was analysed with an ANN. The test revealed that 58% of the played patterns could be related to the trained target patterns. The similarity between executed patterns and target patterns was assessed by calculating the mean distance between key positions of the players in the game and the target pattern which was 0.49 (0.20) m. In summary, the presented method appears to be a valid instrument to assess tactical training.
"Word Bingo" and "Word Bingo Player."
ERIC Educational Resources Information Center
Sasaki, Yoshinori
1997-01-01
Reviews a commercial software package that was originally developed for English but can be adapted for use in Japanese. The approach here is the adaptation of a generic program to a specific instructional context, with the attendant benefits and limitations. (Author/JL)
Cardinale, Marco; Whiteley, Rodney; Hosny, Ahmed Abdelrahman; Popovic, Nebojsa
2017-08-01
Handball is an Olympic sport played indoors by 6 court players and 1 goalkeeper with rolling substitutions. Limited data exist on elite players competing in a world championship, and virtually no information exists on the evolution of time-motion performance over the course of a long tournament. To analyze time-motion characteristics of elite male handball players of the last world championships, played in Qatar in 2015. 384 handball players from 24 national teams. The athletes were analyzed during 88 matches using a tracking camera system and bespoke software (Prozone Handball v. 1.2, Prozone, Leeds, UK). The average time on court (N = 2505) during the world championships for all players was 36:48 ± 20:27 min. Goalkeepers and left and right wings were on court most of the playing time (GK 43.00 ± 25:59 min; LW 42:02 ± 21:07 min; RW 43:44 ± 21:37 min). The total distance covered during each game (2607.5 ± 1438.4 m) consisted mostly of walking and jogging. The cumulative distance covered during the tournament was 16,313 ± 9423.3 m. Players performed 857.2 ± 445.7 activity changes with a recovery time of 124.3 ± 143 s. The average running pace was 78.2 ± 10.8 m/min. There was no significant difference between high-ranked and lower-ranked teams in terms of distance covered in different locomotion categories. Specific physical conditioning is necessary to maximize performance of handball players and minimize the occurrence of fatigue when performing in long tournaments.
iStethoscope: a demonstration of the use of mobile devices for auscultation.
Bentley, Peter J
2015-01-01
iStethoscope Pro is the first piece of software (an "App") produced for iOS devices, which enabled users to exploit their smartphones, music players, or tablets as stethoscopes. The software exploits the built-in microphone (and supports externally added microphones) and performs real-time amplification and filtering to enable heart sounds to be heard with high fidelity. The software also enables the heart sounds to be recorded, analyzed using a spectrogram, and to be transmitted to others via e-mail. This chapter describes the motivation, functionality, and results from this work.
Portability scenarios for intelligent robotic control agent software
NASA Astrophysics Data System (ADS)
Straub, Jeremy
2014-06-01
Portability scenarios are critical in ensuring that a piece of AI control software will run effectively across the collection of craft that it is required to control. This paper presents scenarios for control software that is designed to control multiple craft with heterogeneous movement and functional characteristics. For each prospective target-craft type, its capabilities, mission function, location, communications capabilities and power profile are presented and performance characteristics are reviewed. This work will inform future work related to decision making related to software capabilities, hardware control capabilities and processing requirements.
Virtual geotechnical laboratory experiments using a simulator
NASA Astrophysics Data System (ADS)
Penumadu, Dayakar; Zhao, Rongda; Frost, David
2000-04-01
The details of a test simulator that provides a realistic environment for performing virtual laboratory experimentals in soil mechanics is presented. A computer program Geo-Sim that can be used to perform virtual experiments, and allow for real-time observations of material response is presented. The results of experiments, for a given set of input parameters, are obtained with the test simulator using well-trained artificial neural-network-based soil models for different soil types and stress paths. Multimedia capabilities are integrated in Geo-Sim, using software that links and controls a laser disc player with a real-time parallel processing ability. During the simulation of a virtual experiment, relevant portions of the video image of a previously recorded test on an actual soil specimen are dispalyed along with the graphical presentation of response from the feedforward ANN model predictions. The pilot simulator developed to date includes all aspects related to performing a triaxial test on cohesionless soil under undrained and drained conditions. The benefits of the test simulator are also presented.
NASA Astrophysics Data System (ADS)
Gunawan, D.; Amalia, A.; Rahmat, R. F.; Muchtar, M. A.; Siregar, I.
2018-02-01
Identification of software maturity level is a technique to determine the quality of the software. By identifying the software maturity level, the weaknesses of the software can be observed. As a result, the recommendations might be a reference for future software maintenance and development. This paper discusses the software Capability Level (CL) with case studies on Quality Management Unit (Unit Manajemen Mutu) University of Sumatera Utara (UMM-USU). This research utilized Standard CMMI Appraisal Method for Process Improvement class C (SCAMPI C) model with continuous representation. This model focuses on activities for developing quality products and services. The observation is done in three process areas, such as Project Planning (PP), Project Monitoring and Control (PMC), and Requirements Management (REQM). According to the measurement of software capability level for UMM-USU software, turns out that the capability level for the observed process area is in the range of CL1 and CL2. Planning Project (PP) is the only process area which reaches capability level 2, meanwhile, PMC and REQM are still in CL 1 or in performed level. This research reveals several weaknesses of existing UMM-USU software. Therefore, this study proposes several recommendations for UMM-USU to improve capability level for observed process areas.
Maturity-Associated Variation in Functional Characteristics Of Elite Youth Tennis Players.
Myburgh, Gillian K; Cumming, Sean P; Silva, Manuel Coelho E; Cooke, Karl; Malina, Robert M
2016-11-01
To evaluate relationships among skeletal maturity, body size, and functional capacities of elite junior tennis players. Participants were 88 elite British Junior tennis players (44 male; 44 female), 8-16 years of age (12.4 } 1.9 years). Skeletal age estimated maturty. Anthropometry, grip strength, countermovement jump, squat jump, forehand agility, backhand agility, Yo-Yo, 5-m, 10-m and 20-m sprints were measured. Comparative analysis for each sex was performed, relating advanced maturers (Male: 15; Female: 29) to a combination of on-time and late maturers (Male: 29; Female: 31). ANCOVAs were used to determine absolute differences between male and female players and between the 2 maturity subgroups, with chronological age as the covariate. Advanced maturity afforded male players advantages in absolute measures of grip strength, speed, upper and lower body power but not in acceleration, agility or aerobic endurance. Male players were significantly taller than females in the U13-U16 age group. Advanced maturity in female players afforded advantages in absolute measures of grip strength, agility and overhead power, but not in backhand agility, aerobic endurance or squat jump power. It is important that talent identification protocols consider the maturity of youth athletes to more satisfactorily address athletic potential rather than transient physical capabilities.
Salzmann, Gian M.; Preiss, Stefan; Zenobi-Wong, Marcy; Harder, Laurent P.; Maier, Dirk; Dvorák, Jirí
2016-01-01
Football is currently the most popular sporting activity in the world. Multiple reports have shown that a high incidence of osteoarthritis is found in football players. Evidence clearly shows that traumatic injury significantly predisposes players for such pathophysiology. Injuries are frequent in amateur as well as professional football players, with knee and ankle accounting for the most severe injuries. Many professional athletes lose playing time due to injuries and many are forced into early retirement. Posttraumatic osteoarthritis is a common finding among ex-football players with numbers well above the normal population. Today’s surgical techniques are advanced and capable of restoring the joint to a certain extent. However, a restitution ad integrum is reached only in very rare cases. Professional football players that return to play after serious injuries perform their extremely strenuous activity on morphologically compromised joints. Incomplete rehabilitation and pressure to return to play after an injurious event clearly put the athlete at an even higher risk for joint degeneration. Prevention strategies, improved surgical management, strict rehabilitation, as well as future aspects such as early suppression of inflammation, personalized medicine, and predictive genomics DNA profiling are needed to reduce incidence and improve the health perspectives of football players. PMID:28345409
NASA Astrophysics Data System (ADS)
Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal
2014-12-01
A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.
Orhan, Ozlem; Sagir, Mehmet; Zorba, Erdal
2013-06-01
This study compared the somatotype values of football players according to their playing positions. The study aimed to determine the physical profiles of players and to analyze the relationships between somatotypes and playing positions. Study participants were members of two teams in the Turkey Professional Football League, Gençlerbirligi Sports Team (GB) (N = 24) and Gençlerbirligi Oftas Sports Team (GBO) (N = 24). Anthropometric measurements of the players were performed according to techniques suggested by the Anthropometric Standardization Reference Manual (ASRM) and International Biological Program (IBP). In somatotype calculations, triceps, subscapular, supraspinale and calf skinfold thickness, humerus bicondylar, femur bicondylar, biceps circumference, calf circumference and body weight and height were used. Statistical analysis of the data was performed using the Graph Pad prism Version 5.00 for Windows (Graph Pad Software, San Diego California USA); somatotype calculations and analyses used the Somatotype 1.1 program and graphical representations of the results were produced. Analysis of non-parametric (two independent samples) Mann-Whitney U Test of the player data showed that there were no statistically significant differences between the two teams. The measurements indicated that, when all of the GB and GBO players were evaluated collectively, their average somatotypes were balanced mesomorph. The somatotypes of GBO goalkeepers were generally ectomorphic mesomorph; GB goalkeepers were balanced mesomorphic, although they were slightly endomorphic.
Automated video surveillance: teaching an old dog new tricks
NASA Astrophysics Data System (ADS)
McLeod, Alastair
1993-12-01
The automated video surveillance market is booming with new players, new systems, new hardware and software, and an extended range of applications. This paper reviews available technology, and describes the features required for a good automated surveillance system. Both hardware and software are discussed. An overview of typical applications is also given. A shift towards PC-based hybrid systems, use of parallel processing, neural networks, and exploitation of modern telecomms are introduced, highlighting the evolution modern video surveillance systems.
Modeling in the Classroom: An Evolving Learning Tool
NASA Astrophysics Data System (ADS)
Few, A. A.; Marlino, M. R.; Low, R.
2006-12-01
Among the early programs (early 1990s) focused on teaching Earth System Science were the Global Change Instruction Program (GCIP) funded by NSF through UCAR and the Earth System Science Education Program (ESSE) funded by NASA through USRA. These two programs introduced modeling as a learning tool from the beginning, and they provided workshops, demonstrations and lectures for their participating universities. These programs were aimed at university-level education. Recently, classroom modeling is experiencing a revival of interest. Drs John Snow and Arthur Few conducted two workshops on modeling at the ESSE21 meeting in Fairbanks, Alaska, in August 2005. The Digital Library for Earth System Education (DLESE) at http://www.dlese.org provides web access to STELLA models and tutorials, and UCAR's Education and Outreach (EO) program holds workshops that include training in modeling. An important innovation to the STELLA modeling software by isee systems, http://www.iseesystems.com, called "isee Player" is available as a free download. The Player allows users to view and run STELLA models, change model parameters, share models with colleagues and students, and make working models available on the web. This is important because the expert can create models, and the user can learn how the modeled system works. Another aspect of this innovation is that the educational benefits of modeling concepts can be extended throughout most of the curriculum. The procedure for building a working computer model of an Earth Science System follows this general format: (1) carefully define the question(s) for which you seek the answer(s); (2) identify the interacting system components and inputs contributing to the system's behavior; (3) collect the information and data that will be required to complete the conceptual model; (4) construct a system diagram (graphic) of the system that displays all of system's central questions, components, relationships and required inputs. At this stage in the process the conceptual model of the system is compete and a clear understanding of how the system works is achieved. When appropriate software is available the advanced classes can proceed to (5) creating a computer model of the system and testing the conceptual model. For classes lacking these advanced capabilities they may view and run models using the free isee Player and shared working models. In any event there is understanding to be gained in every step of the procedure outlined above. You can view some examples at http://www.ruf.rice.edu/~few/. We plan to populate this site with samples of Earth science systems for use in Earth system science education.
Zumbakytė-Šermukšnienė, Renata; Kajėnienė, Alma; Vainoras, Alfonsas; Berškienė, Kristina; Augutienė, Viktorija
2010-01-01
We consider the human body as an adaptable, complex, and dynamic system capable of organizing itself, though there is none, the only one, factor inside the system capable of doing this job. Making use of the computerized ECG analysis system "Kaunas-load" with parallel registration of ECG carrying out body motor characteristics, ABP, or other processes characterizing hemodynamics enable one to reveal and evaluate the synergistic aspects of essential systems of the human body what particularly extends the possibilities of functional diagnostics. The aim of the study was to determine the features of alterations in the functional condition of basketball and football players and nonathletes during the bicycle ergometry test by applying the model of evaluation of the functional condition of the human body. The study population consisted of 266 healthy athletes and nonathletes. Groups of male basketball players, male football players, male nonathletes, female basketball players, and female nonathletes were studied. A computerized ECG analysis system "Kaunas-load" that is capable of both registering and analyzing the power developed by the subject and 12-lead ECG synchronically were used for evaluating the functional condition of the CVS. The subject did a computer-based bicycle ergometry test. The following ECG parameters at rest and throughout the load - HR, JT interval, and the deduced JT/RR ratio index that reflects the condition between regulatory and supplying systems - were evaluated. After measuring ABP, the pulse amplitude (S-D) was evaluated. The pulse blood pressure ratio amplitude (S-D)/S that depicts the connection between the periphery and regulatory systems was also evaluated. Speeds of changes in physiological parameters during physical load were evaluated too. Heart rate and JT/RR ratio of athletes at the rest and during load were lower, and JT interval of rest was longer and became shorter more slowly during load, compared to that of healthy nonathletes. The pulse arterial blood pressure amplitude of men at rest and during load was higher than that of women. The pulse ABP amplitude of athletes was higher than that of nonathletes. The relative pulse ABP amplitude in the state of rest in the groups of men was higher than in groups of women. The relative pulse amplitude of female basketball players at rest and during load was higher than that of female nonathletes. Significant differences in the dynamics of speed of changes in HR, the pulse ABP amplitude, and the relative pulse ABP amplitude of male and female basketball players, male football players, as well as male and female nonathletes were observed. The newly deduced parameters, namely, speeds of changes in the parameters with changes in the phase of the load reflect very well peculiarities of functional condition of the human body during bicycle ergometry test. The sum total of those newly deduced parameters and customary parameters reveals new functional peculiarities of the human body.
Development of RT-components for the M-3 Strawberry Harvesting Robot
NASA Astrophysics Data System (ADS)
Yamashita, Tomoki; Tanaka, Motomasa; Yamamoto, Satoshi; Hayashi, Shigehiko; Saito, Sadafumi; Sugano, Shigeki
We are now developing the strawberry harvest robot called “M-3” prototype robot system under the 4th urgent project of MAFF. In order to develop the control software of the M-3 robot more efficiently, we innovated the RT-middleware “OpenRTM-aist” software platform. In this system, we developed 9 kind of RT-Components (RTC): Robot task sequence player RTC, Proxy RTC for image processing software, DC motor controller RTC, Arm kinematics RTC, and so on. In this paper, we discuss advantages of RT-middleware developing system and problems about operating the RTC-configured robotic system by end-users.
Harte, Daniel; Paterson, Abby
2017-10-28
Case series. Hand injuries are the most common injury observed in hurling although compliance in wearing protective gloves is reportedly low. To devise a glove that offers comfort, protection and freedom of movement, using the bespoke capabilities of 3-dimensional (3D) printing. Each player's "catching" hand was imaged using a 3D scanner to produce a bespoke glove that they later trialed and provided feedback. Nine players provided feedback. On average, the players favorably rated the glove for the protection offered. The average response on comfort was poor, and no players reported that glove aided performance during play. This feasibility study explores the versatility of 3D printing as a potential avenue to improve player compliance in wearing protective sportswear. Feedback will help refine glove design for future prototypes. Hurling is the primary focus in this study, but knowledge gains should be transferable to other sports that have a high incidence of hand injury. 4. Crown Copyright © 2017. Published by Elsevier Inc. All rights reserved.
Zhu, Qin
2013-01-01
Affordances mean opportunities for action. These affordances are important for sports performance and relevant to the abilities developed by skilled athletes. In racquet sports such as badminton, different players prefer widely different string tension because it is believed to provide opportunities for effective strokes. The current study examined whether badminton players can perceive the affordance of string tension for power strokes and whether the perception of affordance itself changed as a function of skill level. The results showed that string tension constrained the striking performance of both novice and recreational players, but not of expert players. When perceptual capability was assessed, perceptual mode did not affect perception of the optimal string tension. Skilled players successfully perceived the affordance of string tension, but only experts were concerned about saving energy. Our findings demonstrated that perception of the affordance of string tension in badminton was determined by action abilities. Furthermore, experts could adjust the action to maintain a superior level of performance based on the perception of affordance.
Reliability and Usefulness of Linear Sprint Testing in Adolescent Rugby Union and League Players.
Darrall-Jones, Joshua D; Jones, Ben; Roe, Gregory; Till, Kevin
2016-05-01
The purpose of this study was to evaluate (a) whether there were differences in sprint times at 5, 10, 20, 30, and 40 m between rugby union and rugby league players, (b) determine the reliability and usefulness of linear sprint testing in adolescent rugby players. Data were collected on 28 rugby union and league academy players over 2 testing sessions, with 3-day rest between sessions. Rugby league players were faster at 5 m than rugby union players, with further difference unclear. Sprint time at 10, 20, 30, and 40 m was all reliable (coefficient of variation [CV] = 3.1, 1.8, 2.0, and 1.3%) but greater than the smallest worthwhile change (SWC [0.2 × between-subject SD]), rating the test as marginal for usefulness. Although the test was incapable of detecting the SWC, we recommend that practitioners and researchers use Hopkins' proposed method; whereby plotting the change score of the individual at each split (±typical error [TE] expressed as a CV) against the SWC and visually inspecting whether the TE crosses into the SWC are capable of identifying whether a change is both real (greater than the noise of the test, i.e., >TE) and of practical significance (>SWC). Researchers and practitioners can use the TE and SWC from this study to assess changes in performance of adolescent rugby players when using single beam timing gates.
Low-cost real-time 3D PC distributed-interactive-simulation (DIS) application for C4I
NASA Astrophysics Data System (ADS)
Gonthier, David L.; Veron, Harry
1998-04-01
A 3D Distributed Interactive Simulation (DIS) application was developed and demonstrated in a PC environment. The application is capable of running in the stealth mode or as a player which includes battlefield simulations, such as ModSAF. PCs can be clustered together, but not necessarily collocated, to run a simulation or training exercise on their own. A 3D perspective view of the battlefield is displayed that includes terrain, trees, buildings and other objects supported by the DIS application. Screen update rates of 15 to 20 frames per second have been achieved with fully lit and textured scenes thus providing high quality and fast graphics. A complete PC system can be configured for under $2,500. The software runs under Windows95 and WindowsNT. It is written in C++ and uses a commercial API called RenderWare for 3D rendering. The software uses Microsoft Foundation classes and Microsoft DirectPlay for joystick input. The RenderWare libraries enhance the performance through optimization for MMX and the Pentium Pro processor. The RenderWare and the Righteous 3D graphics board from Orchid Technologies with an advertised rendering rate of up to 2 million texture mapped triangles per second. A low-cost PC DIS simulator that can partake in a real-time collaborative simulation with other platforms is thus achieved.
Nutritional Practices of National Female Soccer Players: Analysis and Recommendations
Martin, Louise; Lambeth, Anneliese; Scott, Dawn
2006-01-01
The aim of the study was to establish the nutritional practices and activity patterns of elite female soccer players. The nutritional intake of 16 female England Soccer players was self-reported over a seven-day period. Participants were provided with written and verbal guidelines for the completion of the diaries. Training details were also recorded, and used in combination with BMR predictions to calculate daily energy expenditure. Energy, macronutrient and micronutrient intakes were determined using DietMaster 4.0 software. Results suggest that energy intake was low (1904 ± 366.3 kcal) in relation to previous recommendations for soccer players. Energy expenditure (2153.5 ± 596.2 kcal) was not significantly different (p > 0.05) from intake, suggesting energy balance was achieved. Carbohydrate (53.8 ± 6.8%), protein (16.8 ± 2.1%) and fat (28.8 ± 6.6%) intakes were in line with recommendations. Fluid intake (2466 ± 1350.5ml·day-1) was sufficient to meet baseline recommendations, but would need to be higher to meet the additional requirement of training and competition. With the exception of vitamin A and iron, all micronutrient intakes were higher than the DRI. In conclusion, recommendations for female soccer players are to encourage consumption of carbohydrate-electrolyte beverages to enhance carbohydrate intake and increase fluid intake, and ensure sufficient iron rich foods are included in the diet to meet the DRI. Key points Female soccer players demonstrate a low energy intake in relation to predicted requirements, but were in energy balance in this study. Increased carbohydrate intake may be beneficial to both training and competition performance of elite female soccer players Fluid requirements should be addressed on an individual basis and matched to player requirements. The iron status of female soccer players may be compromised due to insufficient dietary intake to meet the DRV. PMID:24198690
Nutritional practices of national female soccer players: analysis and recommendations.
Martin, Louise; Lambeth, Anneliese; Scott, Dawn
2006-01-01
The aim of the study was to establish the nutritional practices and activity patterns of elite female soccer players. The nutritional intake of 16 female England Soccer players was self-reported over a seven-day period. Participants were provided with written and verbal guidelines for the completion of the diaries. Training details were also recorded, and used in combination with BMR predictions to calculate daily energy expenditure. Energy, macronutrient and micronutrient intakes were determined using DietMaster 4.0 software. Results suggest that energy intake was low (1904 ± 366.3 kcal) in relation to previous recommendations for soccer players. Energy expenditure (2153.5 ± 596.2 kcal) was not significantly different (p > 0.05) from intake, suggesting energy balance was achieved. Carbohydrate (53.8 ± 6.8%), protein (16.8 ± 2.1%) and fat (28.8 ± 6.6%) intakes were in line with recommendations. Fluid intake (2466 ± 1350.5ml·day(-1)) was sufficient to meet baseline recommendations, but would need to be higher to meet the additional requirement of training and competition. With the exception of vitamin A and iron, all micronutrient intakes were higher than the DRI. In conclusion, recommendations for female soccer players are to encourage consumption of carbohydrate-electrolyte beverages to enhance carbohydrate intake and increase fluid intake, and ensure sufficient iron rich foods are included in the diet to meet the DRI. Key pointsFemale soccer players demonstrate a low energy intake in relation to predicted requirements, but were in energy balance in this study.Increased carbohydrate intake may be beneficial to both training and competition performance of elite female soccer playersFluid requirements should be addressed on an individual basis and matched to player requirements.The iron status of female soccer players may be compromised due to insufficient dietary intake to meet the DRV.
Archiving Software Systems: Approaches to Preserve Computational Capabilities
NASA Astrophysics Data System (ADS)
King, T. A.
2014-12-01
A great deal of effort is made to preserve scientific data. Not only because data is knowledge, but it is often costly to acquire and is sometimes collected under unique circumstances. Another part of the science enterprise is the development of software to process and analyze the data. Developed software is also a large investment and worthy of preservation. However, the long term preservation of software presents some challenges. Software often requires a specific technology stack to operate. This can include software, operating systems and hardware dependencies. One past approach to preserve computational capabilities is to maintain ancient hardware long past its typical viability. On an archive horizon of 100 years, this is not feasible. Another approach to preserve computational capabilities is to archive source code. While this can preserve details of the implementation and algorithms, it may not be possible to reproduce the technology stack needed to compile and run the resulting applications. This future forward dilemma has a solution. Technology used to create clouds and process big data can also be used to archive and preserve computational capabilities. We explore how basic hardware, virtual machines, containers and appropriate metadata can be used to preserve computational capabilities and to archive functional software systems. In conjunction with data archives, this provides scientist with both the data and capability to reproduce the processing and analysis used to generate past scientific results.
Interactive Video and Informal Learning Environments.
ERIC Educational Resources Information Center
Morrissey, Kristine A.
The Michigan State University Museum used an interactive videodisc (IVD) as an introduction to a special exhibit, "Birds in Trouble in Michigan." The hardware components included a videodisc player, a microcomputer, a video monitor, and a mouse. Software included a HyperCard program and the videodisc "Audubon Society's VideoGuide to…
ERIC Educational Resources Information Center
Olson, Catherine Applefeld
2010-01-01
From Web-based software to smartboards to the omnipresent MP3 player, technology can revolutionize the way children create, comprehend, and master music. Best yet, proponents say, technology is often able to light a spark among students who otherwise might be turned off by more traditional music education practices. None of this is a major…
Tune in the Net with RealAudio.
ERIC Educational Resources Information Center
Buchanan, Larry
1997-01-01
Describes how to connect to the RealAudio Web site to download a player that provides sound from Web pages to the computer through streaming technology. Explains hardware and software requirements and provides addresses for other RealAudio Web sites are provided, including weather information and current news. (LRW)
Future Development of Instructional Television.
ERIC Educational Resources Information Center
Barnett, H. J.; Denzau, A. T.
Instructional television (ITV) has been little used in the nation's schools because ITV hardware and software has been unreliable and expensive and teachers have yet to learn to use ITV. The perfection of inexpensive videotape recorders/players (VTR) and inexpensive tapes and cameras could remedy the problem. A package consisting of 10 mobile…
Codec-on-Demand Based on User-Level Virtualization
NASA Astrophysics Data System (ADS)
Zhang, Youhui; Zheng, Weimin
At work, at home, and in some public places, a desktop PC is usually available nowadays. Therefore, it is important for users to be able to play various videos on different PCs smoothly, but the diversity of codec types complicates the situation. Although some mainstream media players can try to download the needed codec automatically, this may fail for average users because installing the codec usually requires administrator privileges to complete, while the user may not be the owner of the PC. We believe an ideal solution should work without users' intervention, and need no special privileges. This paper proposes such a user-friendly, program-transparent solution for Windows-based media players. It runs the media player in a user-mode virtualization environment, and then downloads the needed codec on-the-fly. Because of API (Application Programming Interface) interception, some resource-accessing API calls from the player will be redirected to the downloaded codec resources. Then from the viewpoint of the player, the necessary codec exists locally and it can handle the video smoothly, although neither system registry nor system folders was modified during this process. Besides convenience, the principle of least privilege is maintained and the host system is left clean. This paper completely analyzes the technical issues and presents such a prototype which can work with DirectShow-compatible players. Performance tests show that the overhead is negligible. Moreover, our solution conforms to the Software-As-A-Service (SaaS) mode, which is very promising in the Internet era.
Social and psychological challenges of poker.
Siler, Kyle
2010-09-01
Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the 'strategic demography') at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies--which tend to be the most remunerative--become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work--reconfiguring of personal preferences and goals--players engage into be competitive, and maximize their winning and profit chances.
Wylie, Scott A.; Bashore, Theodore R.; Van Wouwe, Nelleke C.; Mason, Emily J.; John, Kevin D.; Neimat, Joseph S.; Ally, Brandon A.
2018-01-01
American football is played in a chaotic visual environment filled with relevant and distracting information. We investigated the hypothesis that collegiate football players show exceptional skill at shielding their response execution from the interfering effects of distraction (interference control). The performances of 280 football players from National Collegiate Athletic Association Division I football programs were compared to age-matched controls in a variant of the Eriksen flanker task (Eriksen and Eriksen, 1974). This task quantifies the magnitude of interference produced by visual distraction on split-second response execution. Overall, football athletes and age controls showed similar mean reaction times (RTs) and accuracy rates. However, football athletes were more proficient at shielding their response execution speed from the interfering effects of distraction (i.e., smaller flanker effect costs on RT). Offensive and defensive players showed smaller interference costs compared to controls, but defensive players showed the smallest costs. All defensive positions and one offensive position showed statistically smaller interference effects when compared directly to age controls. These data reveal a clear cognitive advantage among football athletes at executing motor responses in the face of distraction, the existence and magnitude of which vary by position. Individual differences in cognitive control may have important implications for both player selection and development to improve interference control capabilities during play. PMID:29479325
Supporting the Use of CERT (registered trademark) Secure Coding Standards in DoD Acquisitions
2012-07-01
Capability Maturity Model IntegrationSM (CMMI®) [Davis 2009]. SM Team Software Process, TSP, and Capability Maturity Model Integration are service...STP Software Test Plan TEP Test and Evaluation Plan TSP Team Software Process V & V verification and validation CMU/SEI-2012-TN-016 | 47...Supporting the Use of CERT® Secure Coding Standards in DoD Acquisitions Tim Morrow ( Software Engineering Institute) Robert Seacord ( Software
NASA Technical Reports Server (NTRS)
Church, Victor E.; Long, D.; Hartenstein, Ray; Perez-Davila, Alfredo
1992-01-01
This report is one of a series discussing configuration management (CM) topics for Space Station ground systems software development. It provides a description of the Software Support Environment (SSE)-developed Software Test Management (STM) capability, and discusses the possible use of this capability for management of developed software during testing performed on target platforms. This is intended to supplement the formal documentation of STM provided by the SEE Project. How STM can be used to integrate contractor CM and formal CM for software before delivery to operations is described. STM provides a level of control that is flexible enough to support integration and debugging, but sufficiently rigorous to insure the integrity of the testing process.
RELAP-7 Software Verification and Validation Plan
DOE Office of Scientific and Technical Information (OSTI.GOV)
Smith, Curtis L.; Choi, Yong-Joon; Zou, Ling
This INL plan comprehensively describes the software for RELAP-7 and documents the software, interface, and software design requirements for the application. The plan also describes the testing-based software verification and validation (SV&V) process—a set of specially designed software models used to test RELAP-7. The RELAP-7 (Reactor Excursion and Leak Analysis Program) code is a nuclear reactor system safety analysis code being developed at Idaho National Laboratory (INL). The code is based on the INL’s modern scientific software development framework – MOOSE (Multi-Physics Object-Oriented Simulation Environment). The overall design goal of RELAP-7 is to take advantage of the previous thirty yearsmore » of advancements in computer architecture, software design, numerical integration methods, and physical models. The end result will be a reactor systems analysis capability that retains and improves upon RELAP5’s capability and extends the analysis capability for all reactor system simulation scenarios.« less
Diagnosis and Prognosis of Weapon Systems
NASA Technical Reports Server (NTRS)
Nolan, Mary; Catania, Rebecca; deMare, Gregory
2005-01-01
The Prognostics Framework is a set of software tools with an open architecture that affords a capability to integrate various prognostic software mechanisms and to provide information for operational and battlefield decision-making and logistical planning pertaining to weapon systems. The Prognostics NASA Tech Briefs, February 2005 17 Framework is also a system-level health -management software system that (1) receives data from performance- monitoring and built-in-test sensors and from other prognostic software and (2) processes the received data to derive a diagnosis and a prognosis for a weapon system. This software relates the diagnostic and prognostic information to the overall health of the system, to the ability of the system to perform specific missions, and to needed maintenance actions and maintenance resources. In the development of the Prognostics Framework, effort was focused primarily on extending previously developed model-based diagnostic-reasoning software to add prognostic reasoning capabilities, including capabilities to perform statistical analyses and to utilize information pertaining to deterioration of parts, failure modes, time sensitivity of measured values, mission criticality, historical data, and trends in measurement data. As thus extended, the software offers an overall health-monitoring capability.
Method for the measurement of media player use
NASA Astrophysics Data System (ADS)
Webb, Graham
There has been ongoing concern that prolonged use of MP3 players can lead to noise-induced hearing loss. Acoustic exposure is the product of intensity and duration of exposure. Previous work has utilised measurements of maximum headphone output and output during listening tests to determine acoustic intensity; whilst duration of use is currently assessed with questionnaires and interviews. The subjective nature of these latter methods has led to a wide variation in figures for device use, restricting the scope of media player risk assessment. A need was therefore identified for an improved method of acquiring data of users' listening habits. This need was addressed with the design of a new data-logging device that discretely measures voltage output from the media player, whilst in use. A calibration method is proposed to implement the headphone transfer function into the data-logger, to relate output voltage to exposed pressure. It is proposed that the headphone transfer function is measured using an acoustic manikin, representative of the population of interest. The real ear measurement is put forward as an appropriate tool for validating results gained using this approach. A data-logger was designed and a proof of concept has been demonstrated in a software program written for this purpose. The proposed method has the advantages that an objective measurement can be made of the user's natural listening habits, over a long period of time, with a resolution comparable to personal acoustic dosimetry. A number of practical steps are required to further this work before data can be collected. A software graphic equaliser was used to implement the transfer function, but the chosen filter topology gave an unsatisfactory response, an investigation is required for further work. The device requires migration to hardware and the experimental calibration and validation of the system are also required. The worldwide population of MP3 player users is in the region of hundreds of millions of people. The relationship between user and device is becoming closer and portable music technology is becoming ubiquitous, permitting extended listening durations. There is therefore a strong need to continue this field of research, to increase understanding of the risks of this aspect of recreational noise.
Capability Maturity Model (CMM) for Software Process Improvements
NASA Technical Reports Server (NTRS)
Ling, Robert Y.
2000-01-01
This slide presentation reviews the Avionic Systems Division's implementation of the Capability Maturity Model (CMM) for improvements in the software development process. The presentation reviews the process involved in implementing the model and the benefits of using CMM to improve the software development process.
Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices
NASA Technical Reports Server (NTRS)
Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)
2014-01-01
New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.
Jin, Seung-A Annie; Park, Namkee
2009-12-01
The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.
Enhancing reading performance through action video games: the role of visual attention span.
Antzaka, A; Lallier, M; Meyer, S; Diard, J; Carreiras, M; Valdois, S
2017-11-06
Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.
Nutritional intake evolution in adolescent sporting boys over the last two decades.
Van Biervliet, S; Van Biervliet, J P; De Neve, J; Watteyne, R; D'Hooghe, M
2011-01-01
The AIM of the study was to evaluate the nutritional trends in young elite male soccer players, attending national soccer league at RFC Bruges over the last two decades. At the start of each season, players and parents are instructed about normal healthy nutrition and fluid intake by dieticians. Since 1983, dieticians perform dietary habit surveys in the adolescent player groups. They instruct players and parents how to record all food and fluid intake during 3 days, a training-day, a match-day and an off -day. It is asked to do the recordings when players and parents are together and parents are asked to supervise the recording. Intakes are calculated using the Becel institute nutrition software (BINS), Becel, 2003. A significant decrease of energy intake/m2 is observed over the last 20 years. Body composition, measured as age-matched body mass index remained at median levels for the population during this period. An important modification of dietary content towards the recommended daily intakes is observed. Fat, saturated fat and cholesterol intake decreased dramatically. Carbohydrate intake increased. A positive evolution towards the recommended dietary composition is observed over the years. However, the decrease in caloric intake without influence on the body mass index could suggest that these elite male footballers have a decreased physical activity as compared to 20 years ago.
Enhancing Student Success through the Use of Interactive Videodisc Technology.
ERIC Educational Resources Information Center
Pokrass, Richard J.; And Others
Burlington County College in New Jersey has integrated Interactive Videodisc Technology (IVT) into several of its programs, beginning with the college's nursing program. IVT, at its highest level, is a merging of a laser disc player, a personal computer, computer software, and a qualified instructor, designed to bring to students a new dimension…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Exploring the enjoyment of playing browser games.
Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia
2009-04-01
Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.
CASL Dakota Capabilities Summary
DOE Office of Scientific and Technical Information (OSTI.GOV)
Adams, Brian M.; Simmons, Chris; Williams, Brian J.
2017-10-10
The Dakota software project serves the mission of Sandia National Laboratories and supports a worldwide user community by delivering state-of-the-art research and robust, usable software for optimization and uncertainty quantification. These capabilities enable advanced exploration and riskinformed prediction with a wide range of computational science and engineering models. Dakota is the verification and validation (V&V) / uncertainty quantification (UQ) software delivery vehicle for CASL, allowing analysts across focus areas to apply these capabilities to myriad nuclear engineering analyses.
Draft-camp predictors of subsequent career success in the Australian Football League.
Burgess, Darren; Naughton, Geraldine; Hopkins, Will
2012-11-01
The National Draft Camp results are generally considered to be important for informing talent scouts about the physical performance capacities of talented young Australian Rules Football (AFL) players. The purpose of this project was to determine magnitude of associations between five year career success in the AFL and physical draft camp tests, final draft selection order and previous match physical performance. Physical testing data of 99 players from the National Under 18 (U 18) competition were retrospectively analysed across 2002 and 2003 National Draft Camps. Physical match data was collected on these players and links with subsequent early career success (AFL games played) were explored. TrakPerformance Software was used to quantify the movement of 92 players during competitive games of the National U 18 Championships. Linear modelling using results from draft camp data involving 95 U 18 players, along with final draft selection order, was used to predict five year career success in senior AFL. Multiple U 18 match variables demonstrated large associations (sprints/min=43% more games, % sprint=43% more games) with five year career success in AFL. Final draft order and single variable predictors had moderate associations with career success. Neither U 18 matches nor draft camp testing was predictive of injuries incurring over the five years. Variability in senior AFL career success had a large association with a combination of match physical variables and draft test results. The objective data available should be considered in the selection of prospective player success. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Jeoung, Bogja
2017-01-01
The purpose of this study was to evaluate the relationship between sitting volleyball performance and the field fitness of sitting volleyball players. Forty-five elite sitting volleyball players participated in 10 field fitness tests. Additionally, the players’ head coach and coach assessed their volleyball performance (receive and defense, block, attack, and serve). Data were analyzed with SPSS software version 21 by using correlation and regression analyses, and the significance level was set at P< 0.05. The results showed that chest pass, overhand throw, one-hand throw, one-hand side throw, splint, speed endurance, reaction time, and graded exercise test results had a statistically significant influence on the players’ abilities to attack, serve, and block. Grip strength, t-test, speed, and agility showed a statistically significant relationship with the players’ skill at defense and receive. Our results showed that chest pass, overhand throw, one-hand throw, one-hand side throw, speed endurance, reaction time, and graded exercise test results had a statistically significant influence on volleyball performance. PMID:29326896
Understanding of empty container movement: A study on a bottleneck at an off-dock depot
NASA Astrophysics Data System (ADS)
Zain, Rosmaizura Mohd; Rahman, Mohd Nizam Ab; Nopiah, Zulkifli Mohd; Saibani, Nizaroyani
2014-09-01
Port not only function as connections between marine and land transportation but also as core business areas. In a port terminal, available space is limited, but the influx of container is growing. The off-dock depot is one of the key supply chain players that hold empty containers in the inventory. Therefore, this paper aims to identify the main factors of bottlenecks or congestion that hinder the rapid movement of empty containers from the off-dock depot to the customers. Thirty interviews were conducted with individuals who are key players in the container supply chain. The data were analyzed using Atlas.ti software and the analytic hierarchy process to rank the priority factors of bottlenecks. Findings show that several pertinent factors act as barriers to the key players in the container movement in the day-to-day operations. In future studies, strategies to overcome fragmentation in the container supply chain and logistics must be determined.
Audio-based performance evaluation of squash players
Hajdú-Szücs, Katalin; Fenyvesi, Nóra; Vattay, Gábor
2018-01-01
In competitive sports it is often very hard to quantify the performance. A player to score or overtake may depend on only millesimal of seconds or millimeters. In racquet sports like tennis, table tennis and squash many events will occur in a short time duration, whose recording and analysis can help reveal the differences in performance. In this paper we show that it is possible to architect a framework that utilizes the characteristic sound patterns to precisely classify the types of and localize the positions of these events. From these basic information the shot types and the ball speed along the trajectories can be estimated. Comparing these estimates with the optimal speed and target the precision of the shot can be defined. The detailed shot statistics and precision information significantly enriches and improves data available today. Feeding them back to the players and the coaches facilitates to describe playing performance objectively and to improve strategy skills. The framework is implemented, its hardware and software components are installed and tested in a squash court. PMID:29579067
Paillard, Thierry; Noé, Frédéric; Rivière, Terence; Marion, Vincent; Montoya, Richard; Dupui, Philippe
2006-01-01
Context: Sport training enhances the ability to use somatosensory and otolithic information, which improves postural capabilities. Postural changes are different according to the sport practiced, but few authors have analyzed subjects' postural performances to discriminate the expertise level among highly skilled athletes within a specific discipline. Objective: To compare the postural performance and the postural strategy between soccer players at different levels of competition (national and regional). Design: Repeated measures with 1 between-groups factor (level of competition: national or regional) and 1 within-groups factor (vision: eyes open or eyes closed). Dependent variables were center-of-pressure surface area and velocity; total spectral energy; and percentage of low-, medium-, and high-frequency band. Setting: Sports performance laboratory. Patients or Other Participants: Fifteen national male soccer players (age = 24 ± 3 years, height = 179 ± 5 cm, mass = 72 ± 3 kg) and 15 regional male soccer players (age = 23 ± 3 years, height = 174 ± 4 cm, mass = 68 ± 5 kg) participated in the study. Intervention(s): The subjects performed posturographic tests with eyes open and closed. Main Outcome Measure(s): While subjects performed static and dynamic posturographic tests, we measured the center of foot pressure on a force platform. Spatiotemporal center-of-pressure measurements were used to evaluate the postural performance, and a frequency analysis of the center-of-pressure excursions (fast Fourier transform) was conducted to estimate the postural strategy. Results: Within a laboratory task, national soccer players produced better postural performances than regional players and had a different postural strategy. The national players were more stable than the regional players and used proprioception and vision information differently. Conclusions: In the test conditions specific to playing soccer, level of playing experience influenced postural control performance measures and strategies. PMID:16791302
Paillard, Thierry; Noé, Frédéric; Rivière, Terence; Marion, Vincent; Montoya, Richard; Dupui, Philippe
2006-01-01
Sport training enhances the ability to use somatosensory and otolithic information, which improves postural capabilities. Postural changes are different according to the sport practiced, but few authors have analyzed subjects' postural performances to discriminate the expertise level among highly skilled athletes within a specific discipline. To compare the postural performance and the postural strategy between soccer players at different levels of competition (national and regional). Repeated measures with 1 between-groups factor (level of competition: national or regional) and 1 within-groups factor (vision: eyes open or eyes closed). Dependent variables were center-of-pressure surface area and velocity; total spectral energy; and percentage of low-, medium-, and high-frequency band. Sports performance laboratory. Fifteen national male soccer players (age = 24 +/- 3 years, height = 179 +/- 5 cm, mass = 72 +/- 3 kg) and 15 regional male soccer players (age = 23 +/- 3 years, height = 174 +/- 4 cm, mass = 68 +/- 5 kg) participated in the study. The subjects performed posturographic tests with eyes open and closed. While subjects performed static and dynamic posturographic tests, we measured the center of foot pressure on a force platform. Spatiotemporal center-of-pressure measurements were used to evaluate the postural performance, and a frequency analysis of the center-of-pressure excursions (fast Fourier transform) was conducted to estimate the postural strategy. Within a laboratory task, national soccer players produced better postural performances than regional players and had a different postural strategy. The national players were more stable than the regional players and used proprioception and vision information differently. In the test conditions specific to playing soccer, level of playing experience influenced postural control performance measures and strategies.
Strength Determinants of Jump Height in the Jump Throw Movement in Women Handball Players.
McGhie, David; Østerås, Sindre; Ettema, Gertjan; Paulsen, Gøran; Sandbakk, Øyvind
2018-06-08
McGhie, D, Østerås, S, Ettema, G, Paulsen, G, and Sandbakk, Ø. Strength determinants of jump height in the jump throw movement in women handball players. J Strength Cond Res XX(X): 000-000, 2018-The purpose of the study was to improve the understanding of the strength demands of a handball-specific jump through examining the associations between jump height in a jump throw jump (JTJ) and measures of lower-body maximum strength and impulse in handball players. For comparison, whether the associations between jump height and strength differed between the JTJ and the customarily used countermovement jump (CMJ) was also examined. Twenty women handball players from a Norwegian top division club participated in the study. Jump height was measured in the JTJ and in unilateral and bilateral CMJ. Lower-body strength (maximum isometric force, one-repetition maximum [1RM], impulse at ∼60% and ∼35% 1RM) was measured in seated leg press. The associations between jump height and strength were assessed with correlation analyses and t-tests of dependent r's were performed to determine if correlations differed between jump tests. Only impulse at ∼35% 1RM correlated significantly with JTJ height (p < 0.05), whereas all strength measures correlated significantly with CMJ heights (p < 0.001). The associations between jump height and strength were significantly weaker in the JTJ than in both CMJ tests for all strength measures (p = 0.001-0.044) except one. Maximum strength and impulse at ∼60% 1RM did not seem to sufficiently capture the capabilities associated with JTJ height, highlighting the importance of employing tests targeting performance-relevant neuromuscular characteristics when assessing jump-related strength in handball players. Further, CMJ height seemed to represent a wider range of strength capabilities and care should be taken when using it as a proxy for handball-specific movements.
Telemetry and Communication IP Video Player
NASA Technical Reports Server (NTRS)
OFarrell, Zachary L.
2011-01-01
Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.
Improving the Agency's Software Acquisition Capability
NASA Technical Reports Server (NTRS)
Hankinson, Allen
2003-01-01
External development of software has oftc n led to unsatisfactory results and great frustration for the assurE 7ce community. Contracts frequently omit critical assuranc 4 processes or the right to oversee software development activitie: At a time when NASA depends more and more on software to in plement critical system functions, combination of three factors ex; cerbate this problem: I ) the ever-increasing trend to acquire rather than develop software in-house, 2) the trend toward performance based contracts, and 3) acquisition vehicles that only state softwar 2 requirements while leaving development standards and assur! ince methodologies up to the contractor. We propose to identify specific methods at d tools that NASA projects can use to mitigate the adverse el ects of the three problems. TWO broad classes of methoddt ols will be explored. The first will be those that provide NASA p ojects with insight and oversight into contractors' activities. The st cond will be those that help projects objectively assess, and thus i nprwe, their software acquisition capability. Of particular interest is the Software Engineering Institute's (SEI) Software Acqt isition Capability Maturity Model (SA-CMMO).
Patton, John M.; Ketchum, David C.; Guy, Michelle R.
2015-11-02
This document provides an overview of the capabilities, design, and use cases of the data acquisition and archiving subsystem at the U.S. Geological Survey National Earthquake Information Center. The Edge and Continuous Waveform Buffer software supports the National Earthquake Information Center’s worldwide earthquake monitoring mission in direct station data acquisition, data import, short- and long-term data archiving, data distribution, query services, and playback, among other capabilities. The software design and architecture can be configured to support acquisition and (or) archiving use cases. The software continues to be developed in order to expand the acquisition, storage, and distribution capabilities.
Reliability of Wearable Inertial Measurement Units to Measure Physical Activity in Team Handball.
Luteberget, Live S; Holme, Benjamin R; Spencer, Matt
2018-04-01
To assess the reliability and sensitivity of commercially available inertial measurement units to measure physical activity in team handball. Twenty-two handball players were instrumented with 2 inertial measurement units (OptimEye S5; Catapult Sports, Melbourne, Australia) taped together. They participated in either a laboratory assessment (n = 10) consisting of 7 team handball-specific tasks or field assessment (n = 12) conducted in 12 training sessions. Variables, including PlayerLoad™ and inertial movement analysis (IMA) magnitude and counts, were extracted from the manufacturers' software. IMA counts were divided into intensity bands of low (1.5-2.5 m·s -1 ), medium (2.5-3.5 m·s -1 ), high (>3.5 m·s -1 ), medium/high (>2.5 m·s -1 ), and total (>1.5 m·s -1 ). Reliability between devices and sensitivity was established using coefficient of variation (CV) and smallest worthwhile difference (SWD). Laboratory assessment: IMA magnitude showed a good reliability (CV = 3.1%) in well-controlled tasks. CV increased (4.4-6.7%) in more-complex tasks. Field assessment: Total IMA counts (CV = 1.8% and SWD = 2.5%), PlayerLoad (CV = 0.9% and SWD = 2.1%), and their associated variables (CV = 0.4-1.7%) showed a good reliability, well below the SWD. However, the CV of IMA increased when categorized into intensity bands (2.9-5.6%). The reliability of IMA counts was good when data were displayed as total, high, or medium/high counts. A good reliability for PlayerLoad and associated variables was evident. The CV of the previously mentioned variables was well below the SWD, suggesting that OptimEye's inertial measurement unit and its software are sensitive for use in team handball.
Ground Software Maintenance Facility (GSMF) system manual
NASA Technical Reports Server (NTRS)
Derrig, D.; Griffith, G.
1986-01-01
The Ground Software Maintenance Facility (GSMF) is designed to support development and maintenance of spacelab ground support software. THE GSMF consists of a Perkin Elmer 3250 (Host computer) and a MITRA 125s (ATE computer), with appropriate interface devices and software to simulate the Electrical Ground Support Equipment (EGSE). This document is presented in three sections: (1) GSMF Overview; (2) Software Structure; and (3) Fault Isolation Capability. The overview contains information on hardware and software organization along with their corresponding block diagrams. The Software Structure section describes the modes of software structure including source files, link information, and database files. The Fault Isolation section describes the capabilities of the Ground Computer Interface Device, Perkin Elmer host, and MITRA ATE.
JavaScript: Convenient Interactivity for the Class Web Page.
ERIC Educational Resources Information Center
Gray, Patricia
This paper shows how JavaScript can be used within HTML pages to add interactive review sessions and quizzes incorporating graphics and sound files. JavaScript has the advantage of providing basic interactive functions without the use of separate software applications and players. Because it can be part of a standard HTML page, it is…
Learner's Attitudes towards Online Language Learning; and Corresponding Success Rates
ERIC Educational Resources Information Center
Cinkara, Emrah; Bagceci, Birsen
2013-01-01
Online teaching has long been a key area of interest recently in every field of education as well as English language teaching. Numerous hardware tools, such as, mp3 players, mobile devices, and so on; and software applications, such as, podcasts, wikis, learning management systems, and so on, have been used in distance and online instruction and…
Separation of Acids, Bases, and Neutral Compounds
NASA Astrophysics Data System (ADS)
Fujita, Megumi; Mah, Helen M.; Sgarbi, Paulo W. M.; Lall, Manjinder S.; Ly, Tai Wei; Browne, Lois M.
2003-01-01
Separation of Acids, Bases, and Neutral Compounds requires the following software, which is available for free download from the Internet: Netscape Navigator, version 4.75 or higher, or Microsoft Internet Explorer, version 5.0 or higher; Chime plug-in, version compatible with your OS and browser (available from MDL); and Flash player, version 5 or higher (available from Macromedia).
Current and future trends in marine image annotation software
NASA Astrophysics Data System (ADS)
Gomes-Pereira, Jose Nuno; Auger, Vincent; Beisiegel, Kolja; Benjamin, Robert; Bergmann, Melanie; Bowden, David; Buhl-Mortensen, Pal; De Leo, Fabio C.; Dionísio, Gisela; Durden, Jennifer M.; Edwards, Luke; Friedman, Ariell; Greinert, Jens; Jacobsen-Stout, Nancy; Lerner, Steve; Leslie, Murray; Nattkemper, Tim W.; Sameoto, Jessica A.; Schoening, Timm; Schouten, Ronald; Seager, James; Singh, Hanumant; Soubigou, Olivier; Tojeira, Inês; van den Beld, Inge; Dias, Frederico; Tempera, Fernando; Santos, Ricardo S.
2016-12-01
Given the need to describe, analyze and index large quantities of marine imagery data for exploration and monitoring activities, a range of specialized image annotation tools have been developed worldwide. Image annotation - the process of transposing objects or events represented in a video or still image to the semantic level, may involve human interactions and computer-assisted solutions. Marine image annotation software (MIAS) have enabled over 500 publications to date. We review the functioning, application trends and developments, by comparing general and advanced features of 23 different tools utilized in underwater image analysis. MIAS requiring human input are basically a graphical user interface, with a video player or image browser that recognizes a specific time code or image code, allowing to log events in a time-stamped (and/or geo-referenced) manner. MIAS differ from similar software by the capability of integrating data associated to video collection, the most simple being the position coordinates of the video recording platform. MIAS have three main characteristics: annotating events in real time, posteriorly to annotation and interact with a database. These range from simple annotation interfaces, to full onboard data management systems, with a variety of toolboxes. Advanced packages allow to input and display data from multiple sensors or multiple annotators via intranet or internet. Posterior human-mediated annotation often include tools for data display and image analysis, e.g. length, area, image segmentation, point count; and in a few cases the possibility of browsing and editing previous dive logs or to analyze the annotations. The interaction with a database allows the automatic integration of annotations from different surveys, repeated annotation and collaborative annotation of shared datasets, browsing and querying of data. Progress in the field of automated annotation is mostly in post processing, for stable platforms or still images. Integration into available MIAS is currently limited to semi-automated processes of pixel recognition through computer-vision modules that compile expert-based knowledge. Important topics aiding the choice of a specific software are outlined, the ideal software is discussed and future trends are presented.
How architecture wins technology wars.
Morris, C R; Ferguson, C H
1993-01-01
Signs of revolutionary transformation in the global computer industry are everywhere. A roll call of the major industry players reads like a waiting list in the emergency room. The usual explanations for the industry's turmoil are at best inadequate. Scale, friendly government policies, manufacturing capabilities, a strong position in desktop markets, excellent software, top design skills--none of these is sufficient, either by itself or in combination, to ensure competitive success in information technology. A new paradigm is required to explain patterns of success and failure. Simply stated, success flows to the company that manages to establish proprietary architectural control over a broad, fast-moving, competitive space. Architectural strategies have become crucial to information technology because of the astonishing rate of improvement in microprocessors and other semiconductor components. Since no single vendor can keep pace with the outpouring of cheap, powerful, mass-produced components, customers insist on stitching together their own local systems solutions. Architectures impose order on the system and make the interconnections possible. The architectural controller is the company that controls the standard by which the entire information package is assembled. Microsoft's Windows is an excellent example of this. Because of the popularity of Windows, companies like Lotus must conform their software to its parameters in order to compete for market share. In the 1990s, proprietary architectural control is not only possible but indispensable to competitive success. What's more, it has broader implications for organizational structure: architectural competition is giving rise to a new form of business organization.
Carling, Christopher; Bloomfield, Jonathan; Nelsen, Lee; Reilly, Thomas
2008-01-01
The optimal physical preparation of elite soccer (association football) players has become an indispensable part of the professional game, especially due to the increased physical demands of match-play. The monitoring of players' work rate profiles during competition is now feasible through computer-aided motion analysis. Traditional methods of motion analysis were extremely labour intensive and were largely restricted to university-based research projects. Recent technological developments have meant that sophisticated systems, capable of quickly recording and processing the data of all players' physical contributions throughout an entire match, are now being used in elite club environments. In recognition of the important role that motion analysis now plays as a tool for measuring the physical performance of soccer players, this review critically appraises various motion analysis methods currently employed in elite soccer and explores research conducted using these methods. This review therefore aims to increase the awareness of both practitioners and researchers of the various motion analysis systems available, and identify practical implications of the established body of knowledge, while highlighting areas that require further exploration.
Cunniffe, Brian; Fallan, Carissa; Yau, Adora; Evans, Gethin H; Cardinale, Marco
2015-02-01
Little data exists on drinking behavior, sweat loss, and exercise intensity across a competitive handball tournament in elite female athletes. Heart rate (HR), fluid balance and sweat electrolyte content were assessed on 17 international players across a 6-day tournament involving 5 games and 2 training sessions played indoors (23 ± 2 °C, 30 ± 2% relative humidity). Active play (effective) mean HR was 155 ± 14 bpm (80 ± 7.5% HRmax) with the majority of time (64%) spent exercising at intensities >80% HRmax. Mean (SD) sweat rates during games were 1.02 ± 0.07 L · h⁻¹ and on 56% of occasions fluid intake matched or exceeded sweat loss. A significant relationship was observed between estimated sweat loss and fluid intake during exercise (r² = .121, p = .001). Mean sweat sodium concentration was 38 ± 10 mmol · L⁻¹, with significant associations observed between player sweat rates and time spent exercising at intensities >90% HRmax (r² = .181, p = .001). Fluid and electrolyte loss appear to be work rate dependent in elite female handball players, whom appear well capable of replacing fluids lost within a tournament environment. Due to large between-athlete variations, a targeted approach may be warranted for certain players only.
Nema, Vijay; Pal, Sudhir Kumar
2013-01-01
This study was conducted to find the best suited freely available software for modelling of proteins by taking a few sample proteins. The proteins used were small to big in size with available crystal structures for the purpose of benchmarking. Key players like Phyre2, Swiss-Model, CPHmodels-3.0, Homer, (PS)2, (PS)(2)-V(2), Modweb were used for the comparison and model generation. Benchmarking process was done for four proteins, Icl, InhA, and KatG of Mycobacterium tuberculosis and RpoB of Thermus Thermophilus to get the most suited software. Parameters compared during analysis gave relatively better values for Phyre2 and Swiss-Model. This comparative study gave the information that Phyre2 and Swiss-Model make good models of small and large proteins as compared to other screened software. Other software was also good but is often not very efficient in providing full-length and properly folded structure.
The active video games' narrative impact on children's physical activities
USDA-ARS?s Scientific Manuscript database
Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...
ERIC Educational Resources Information Center
Kiesel, Andrea; Kunde, Wilfried; Pohl, Carsten; Berner, Michael P.; Hoffmann, Joachim
2009-01-01
Expertise in a certain stimulus domain enhances perceptual capabilities. In the present article, the authors investigate whether expertise improves perceptual processing to an extent that allows complex visual stimuli to bias behavior unconsciously. Expert chess players judged whether a target chess configuration entailed a checking configuration.…
Intelligent agents for e-commerce applications
NASA Astrophysics Data System (ADS)
Vuppala, Krishna
1999-12-01
This thesis focuses on development of intelligent agent solutions for e-commerce applications. E-Commerce has several complexities like: lack of information about the players, learning the nature of one's business partners/competitors, finding the right business partner to do business with, using the right strategy to get best profit out of the negotiations etc. The agent models developed can be used in any agent solution for e-commerce. Concepts and techniques from Game Theory and Artificial Intelligence are used. The developed models have several advantages over the existing ones as: the models assume the non-availability of information about other players in the market, the models of players get updated over the time as and when new information comes about the players, the negotiation model incorporates the patience levels of the players and expectations from other players in the market. Power industry has been chosen as the application area for the demonstration of the capabilities and usage of the developed agent models. Two e-commerce scenarios where sellers and buyers can go through the power exchanges to bid in auctions, or make bilateral deals outside of the exchange are addressed. In the first scenario agent helps market participants in coordinating strategies with other participants, bidding in auctions by analyzing and understanding the behavior of other participants. In the second scenario, called "Power Traders Assistant" agent helps power trader, who buys and sells power through bilateral negotiations, in negotiating deals with his customers.
Feltz, Deborah L; Irwin, Brandon; Kerr, Norbert
2012-07-01
Physical inactivity is associated with obesity and type 2 diabetes. A key obstacle to physical activity is lack of motivation. Although some interactive exercise games (i.e., exergames--video games that require physical exertion in order to play) motivate players to exercise more, few games take advantage of group dynamics to motivate players' duration of exercise. In a test of the Köhler motivation gain effect, this study varied the ability level of a virtually presented partner in an interactive exergame that focused on abdominal strength to identify effects on a subject's (S') persistence with the task. Male (n = 63) and female (n = 72) undergraduate students were randomly assigned to one of four conditions (individual control or low-, moderate-, or high- partner discrepancy) in a conditions × gender factorial design and tested on a series of isometric abdominal exercises using PlayStation 2 EyeToy: Kinetic software. They performed the first series of five exercises alone (trial block 1), and after a rest period, those in the partner conditions performed remaining trials (trial block 2) with a same-sex virtually presented partner whom they could observe during their performance, while those in the individual control condition performed the remaining trials alone. In the partner conditions, the partner's performance was manipulated to be always better than the S's, the exact difference depending on the discrepancy condition. The partnered tasks were conjunctive; that is, success in the game depended on the performance of the weaker team member. Persistence, the outcome measure for this study, consisted of the total number of seconds the S held the exercise position. Using planned orthogonal contrasts on difference scores between blocks 1 and 2, results showed that persistence was significantly (p < .001) greater in all experimental conditions with a virtually presented partner (M = 33.59 s) than in the individual control condition (M = -49.04 s). Subjects demonstrated more persistence in the moderate-discrepancy condition (M = 51.36 s) than in the low-discrepancy condition (M = 22.52 s) or the high-discrepancy condition (M = 26.89 s). A significant quadratic trend confirmed the expected inverted-U function relating partner discrepancy and persistence (p = .025). Although Ss persisted longer and had higher heart rate in partnered conditions, they did not perceive their exertion to be any higher than those in the individual condition. Virtually presented partners who are moderately more capable than participants are the most effective at improving persistence in exergame tasks. © 2012 Diabetes Technology Society.
NASA Technical Reports Server (NTRS)
1981-01-01
The software package evaluation was designed to analyze commercially available, field-proven, production control or manufacturing resource planning management technology and software package. The analysis was conducted by comparing SRB production control software requirements and conceptual system design to software package capabilities. The methodology of evaluation and the findings at each stage of evaluation are described. Topics covered include: vendor listing; request for information (RFI) document; RFI response rate and quality; RFI evaluation process; and capabilities versus requirements.
PIV Data Validation Software Package
NASA Technical Reports Server (NTRS)
Blackshire, James L.
1997-01-01
A PIV data validation and post-processing software package was developed to provide semi-automated data validation and data reduction capabilities for Particle Image Velocimetry data sets. The software provides three primary capabilities including (1) removal of spurious vector data, (2) filtering, smoothing, and interpolating of PIV data, and (3) calculations of out-of-plane vorticity, ensemble statistics, and turbulence statistics information. The software runs on an IBM PC/AT host computer working either under Microsoft Windows 3.1 or Windows 95 operating systems.
Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training
NASA Technical Reports Server (NTRS)
Orvis, Karin A.; Horn, Daniel B.; Belanich, James
2008-01-01
Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).
Designing an optimal software intensive system acquisition: A game theoretic approach
NASA Astrophysics Data System (ADS)
Buettner, Douglas John
The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi-player dynamic Nash bargaining game also provides the solution to Freeman Dyson's problem, for a way to place a label of good or bad on systems.
Software Assessment of the Global Force Management (GFM) Search Capability Study
2017-02-01
Study by Timothy Hanratty, Mark Mittrick, Alex Vertlieb, and Frederick Brundick Approved for public release; distribution...Army Research Laboratory Software Assessment of the Global Force Management (GFM) Search Capability Study by Timothy Hanratty, Mark Mittrick...Force Management (GFM) Search Capability Study 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Timothy
2009-11-12
Service (IaaS) Software -as-a- Service ( SaaS ) Cloud Computing Types Platform-as-a- Service (PaaS) Based on Type of Capability Based on access Based...Mellon University Software -as-a- Service ( SaaS ) Application-specific capabilities, e.g., service that provides customer management Allows organizations...as a Service ( SaaS ) Model of software deployment in which a provider licenses an application to customers for use as a service on
COSTMODL: An automated software development cost estimation tool
NASA Technical Reports Server (NTRS)
Roush, George B.
1991-01-01
The cost of developing computer software continues to consume an increasing portion of many organizations' total budgets, both in the public and private sector. As this trend develops, the capability to produce reliable estimates of the effort and schedule required to develop a candidate software product takes on increasing importance. The COSTMODL program was developed to provide an in-house capability to perform development cost estimates for NASA software projects. COSTMODL is an automated software development cost estimation tool which incorporates five cost estimation algorithms including the latest models for the Ada language and incrementally developed products. The principal characteristic which sets COSTMODL apart from other software cost estimation programs is its capacity to be completely customized to a particular environment. The estimation equations can be recalibrated to reflect the programmer productivity characteristics demonstrated by the user's organization, and the set of significant factors which effect software development costs can be customized to reflect any unique properties of the user's development environment. Careful use of a capability such as COSTMODL can significantly reduce the risk of cost overruns and failed projects.
SIRU utilization. Volume 2: Software description and program documentation
NASA Technical Reports Server (NTRS)
Oehrle, J.; Whittredge, R.
1973-01-01
A complete description of the additional analysis, development and evaluation provided for the SIRU system as identified in the requirements for the SIRU utilization program is presented. The SIRU configuration is a modular inertial subsystem with hardware and software features that achieve fault tolerant operational capabilities. The SIRU redundant hardware design is formulated about a six gyro and six accelerometer instrument module package. The modules are mounted in this package so that their measurement input axes form a unique symmetrical pattern that corresponds to the array of perpendiculars to the faces of a regular dodecahedron. This six axes array provides redundant independent sensing and the symmetry enables the formulation of an optimal software redundant data processing structure with self-contained fault detection and isolation (FDI) capabilities. Documentation of the additional software and software modifications required to implement the utilization capabilities includes assembly listings and flow charts
Progress in the Development of a Prototype Reuse Enablement System
NASA Astrophysics Data System (ADS)
Marshall, J. J.; Downs, R. R.; Gilliam, L. J.; Wolfe, R. E.
2008-12-01
An important part of promoting software reuse is to ensure that reusable software assets are readily available to the software developers who want to use them. Through dialogs with the community, the NASA Earth Science Data Systems Software Reuse Working Group has learned that the lack of a centralized, domain- specific software repository or catalog system addressing the needs of the Earth science community is a major barrier to software reuse within the community. The Working Group has proposed the creation of such a reuse enablement system, which would provide capabilities for contributing and obtaining reusable software, to remove this barrier. The Working Group has recommended the development of a Reuse Enablement System to NASA and has performed a trade study to review systems with similar capabilities and to identify potential platforms for the proposed system. This was followed by an architecture study to determine an expeditious and cost-effective solution for this system. A number of software packages and systems were examined through both creating prototypes and examining existing systems that use the same software packages and systems. Based on the results of the architecture study, the Working Group developed a prototype of the proposed system using the recommended software package, through an iterative process of identifying needed capabilities and improving the system to provide those capabilities. Policies for the operation and maintenance of the system are being established for the system, and the identification of system policies also has contributed to the development process. Additionally, a test plan is being developed for formal testing of the prototype, to ensure that it meets all of the requirements previously developed by the Working Group. This poster summarizes the results of our work to date, focusing on the most recent activities.
Designing action games for appealing to buyers.
Hsu, Shang Hwa; Lee, Feng-Liang; Wu, Muh-Cherng
2005-12-01
This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.
Hidalgo y Teran Elizondo, Roberto; Martín Bermudo, Francisco Manuel; Peñaloza Mendez, Ricardo; Berná Amorós, Genoveva; Lara Padilla, Eleazar; Berral de la Rosa, Francisco José
2015-10-01
nutritional intake and status of soccer players has attracted not much research attention. Many soccer players follow an inadequate nutritional intake and have a poor nutritional status. This is relevant in youngsters soccer players, in order to improve performance and promote healthy dietary practices. analyze anthropometric characterizes, evaluate nutritional intake and status, dietary habits and pre- and post-exercise meals in elite teenagers soccer players. seventy-two young male soccer players (15-20 years) from four junior teams of a soccer Club from the Mexican National Soccer League were measured for height, seat height, weight, 6 skinfolds, 6 diameters and 7 circumferences, height-for-age and BMI-for-age values. Skin, adipose, muscle, bone and residual tissue masses were calculated with the Ross and Kerr equation. Resting energy expenditure and intake was also measured. Daily dietary intake was self-recorded for 4 consecutive days (excluding the match day) using a digital food-weighing scale and a food record questionnaire. Dietary analysis was performed using the NutriBase 7 Clinical software. Several biochemical values were determined. One-way analysis of variance (ANOVA) and post hoc testing was performed using t-tests with a Bonferroni correction. all soccer players were within the normal range values for anthropometric parameters studies, when compared with other adolescent elite soccer teams. Values of plasma glucose, urea, creatinine, uric acid, lipid profile and total proteins were within normal range for young adult population, although albumin levels were high. Moreover, 14% and 20% of soccer players presented hyperuricemia and elevated total cholesterol levels respectively. Energy expenditure and intake were within normal range for all teenager elite soccer players. However, two teams shower significant lower intakes than demands. All macronutrient intakes were within recommendations, except protein that was higher. Micronutrient intake exceeded the recommendations for general population. Soccer players had pre- and post-exercise meals with an appropriate range of carbohydrates. Food intake was mainly based on cereals, derivatives and potatoes; meat, poultry, fish, shellfish and eggs and biscuits and confectionery and poor in fruit, vegetables and milk and dairy products. the population of soccer players did not have optimal nutritional habits. However, their nutritional intake and status was better than in other published studies. The main problems of these teams were that they had a high protein diet and that in some teams the nutritional intake was not enough to cover the demands. Finally, nutritional intake was found to be of poor quality. Thus, we recommend nutritional education for soccer players of these teams. Copyright AULA MEDICA EDICIONES 2014. Published by AULA MEDICA. All rights reserved.
Automatic acquisition of motion trajectories: tracking hockey players
NASA Astrophysics Data System (ADS)
Okuma, Kenji; Little, James J.; Lowe, David
2003-12-01
Computer systems that have the capability of analyzing complex and dynamic scenes play an essential role in video annotation. Scenes can be complex in such a way that there are many cluttered objects with different colors, shapes and sizes, and can be dynamic with multiple interacting moving objects and a constantly changing background. In reality, there are many scenes that are complex, dynamic, and challenging enough for computers to describe. These scenes include games of sports, air traffic, car traffic, street intersections, and cloud transformations. Our research is about the challenge of inventing a descriptive computer system that analyzes scenes of hockey games where multiple moving players interact with each other on a constantly moving background due to camera motions. Ultimately, such a computer system should be able to acquire reliable data by extracting the players" motion as their trajectories, querying them by analyzing the descriptive information of data, and predict the motions of some hockey players based on the result of the query. Among these three major aspects of the system, we primarily focus on visual information of the scenes, that is, how to automatically acquire motion trajectories of hockey players from video. More accurately, we automatically analyze the hockey scenes by estimating parameters (i.e., pan, tilt, and zoom) of the broadcast cameras, tracking hockey players in those scenes, and constructing a visual description of the data by displaying trajectories of those players. Many technical problems in vision such as fast and unpredictable players' motions and rapid camera motions make our challenge worth tackling. To the best of our knowledge, there have not been any automatic video annotation systems for hockey developed in the past. Although there are many obstacles to overcome, our efforts and accomplishments would hopefully establish the infrastructure of the automatic hockey annotation system and become a milestone for research in automatic video annotation in this domain.
INTERFACING SAS TO ORACLE IN THE UNIX ENVIRONMENT
SAS is an EPA standard data and statistical analysis software package while ORACLE is EPA's standard data base management system software package. RACLE has the advantage over SAS in data retrieval and storage capabilities but has limited data and statistical analysis capability....
The narrative impact of active video games on physical activity among children: A feasibility study
USDA-ARS?s Scientific Manuscript database
Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...
Strategic Mobility 21 Transition Plan: From Research Federation to Business Enterprise
2010-12-31
Transportation Management System (GTMS), Service Oriented Architecture (SOA), Service -as-a- Software ( SaaS ), Joint Capability Technolgoy Demonstration...the Software -as-a- Service ( SaaS ) format, whereby users access the application with the appropriate Internet authorizations. Security is provided by...integrating best-of-breed dual-use systems deployed in the software as a service ( SaaS ) environment. It includes single sign-on capabilities and was
Nicholls, Adam R.; Earle, Keith; Earle, Fiona; Madigan, Daniel J.
2017-01-01
All football teams that compete within the F. A. Premier League possess an academy, whose objective is to produce more and better home-grown players that are capable of playing professionally. These young players spend a large amount of time with their coach, but little is known about player’s perception of the coach–athlete relationship within F. A. Premier League Academies. The objectives of this study were to examine whether perceptions of the coach–athlete relationship changed over six months and if the coach–athlete relationship predicted self-reported goal achievement among F. A. Premier League academy players. This study included cross-sectional (n = 104) and longitudinal (n = 52) assessments, in which academy soccer players completed a measure of the coach–athlete relationship and goal achievement across either one or two time periods. The cross-sectional data were subjected to bivariate correlations, whereas the longitudinal data were analyzed using multiple regressions. Perceptions of the coach–athlete relationship remained stable over time. The coach–athlete relationship predicted the achievement of mastery goals six months later. Enhancing the quality of the coach–athlete relationship among elite adolescent athletes appears to be a suitable way of maximizing mastery achievement goals, particularly among developmental athletes who participate in team sports. PMID:28572775
Development of a New VLBI Data Analysis Software
NASA Technical Reports Server (NTRS)
Bolotin, Sergei; Gipson, John M.; MacMillan, Daniel S.
2010-01-01
We present an overview of a new VLBI analysis software under development at NASA GSFC. The new software will replace CALC/SOLVE and many related utility programs. It will have the capabilities of the current system as well as incorporate new models and data analysis techniques. In this paper we give a conceptual overview of the new software. We formulate the main goals of the software. The software should be flexible and modular to implement models and estimation techniques that currently exist or will appear in future. On the other hand it should be reliable and possess production quality for processing standard VLBI sessions. Also, it needs to be capable of processing observations from a fully deployed network of VLBI2010 stations in a reasonable time. We describe the software development process and outline the software architecture.
Managing Complexity in Next Generation Robotic Spacecraft: From a Software Perspective
NASA Technical Reports Server (NTRS)
Reinholtz, Kirk
2008-01-01
This presentation highlights the challenges in the design of software to support robotic spacecraft. Robotic spacecraft offer a higher degree of autonomy, however currently more capabilities are required, primarily in the software, while providing the same or higher degree of reliability. The complexity of designing such an autonomous system is great, particularly while attempting to address the needs for increased capabilities and high reliability without increased needs for time or money. The efforts to develop programming models for the new hardware and the integration of software architecture are highlighted.
Collaborative Software Development in Support of Fast Adaptive AeroSpace Tools (FAAST)
NASA Technical Reports Server (NTRS)
Kleb, William L.; Nielsen, Eric J.; Gnoffo, Peter A.; Park, Michael A.; Wood, William A.
2003-01-01
A collaborative software development approach is described. The software product is an adaptation of proven computational capabilities combined with new capabilities to form the Agency's next generation aerothermodynamic and aerodynamic analysis and design tools. To efficiently produce a cohesive, robust, and extensible software suite, the approach uses agile software development techniques; specifically, project retrospectives, the Scrum status meeting format, and a subset of Extreme Programming's coding practices are employed. Examples are provided which demonstrate the substantial benefits derived from employing these practices. Also included is a discussion of issues encountered when porting legacy Fortran 77 code to Fortran 95 and a Fortran 95 coding standard.
NAVAIR Information Technology Case Study
2010-09-01
straightforward procedure in which an authorized government credit card buyer can make the purchase. Since this price category covers a wide range of items...that employs approximately 35,000 people, with products such as iPod (portable music player), MAC computer, iTunes (music program), and MAC OS...for approval. After approval, the software can be purchased with a company credit card . To complete the transaction, a reimbursement is submitted
Top of the Pods--In Search of a Podcasting "Podagogy" for Language Learning
ERIC Educational Resources Information Center
Rosell-Aguilar, Fernando
2007-01-01
The popularization of portable media players such as the "iPod," and the delivery of audio and video content through content management software such as "iTunes" mean that there is a wealth of language learning resources freely available to users who may download them and use them anywhere at any time. These resources vary greatly in quality and…
Information Technology Industry 2004
2004-01-01
American Chamber of Commerce – Japan Diet Member Mr. Taro Kono Sony Media World NTT DoCoMo Asia Technology Information Program Japan IT...lines by entering consumer electronic markets (plasma and LCD televisions, digital cameras, and digital music players, etc.) with higher profit...in “business to business” sales. BEA Systems and IBM lead sales in this software sub-market. Likewise, Nintendo and Sony continue to dominate the
The Children of the Computer Generation: An Analysis of the Family Computer Fad in Japan.
ERIC Educational Resources Information Center
Ishigaki, Emiko Hannah
Results of a survey of grade school and junior high school students suggest that Japan is now caught up in a TV game fad called Family Computer (Fami-Com). Fami-Com is a household electric machine for video games that allows players to use more than 100 currently marketed software products. Since its introduction in 1983, the popularity of the…
Falling PC Solitaire Cards: An Open-Inquiry Approach
ERIC Educational Resources Information Center
Gonzalez-Espada, Wilson J.
2012-01-01
Many of us have played the PC Solitaire game that comes as standard software in many computers. Although I am not a great player, occasionally I win a game or two. The game celebrates my accomplishment by pushing the cards forward, one at a time, falling gracefully in what appears to look like a parabolic path in a drag-free environment. One day,…
Digital video technology, today and tomorrow
NASA Astrophysics Data System (ADS)
Liberman, J.
1994-10-01
Digital video is probably computing's fastest moving technology today. Just three years ago, the zenith of digital video technology on the PC was the successful marriage of digital text and graphics with analog audio and video by means of expensive analog laser disc players and video overlay boards. The state of the art involves two different approaches to fully digital video on computers: hardware-assisted and software-only solutions.
Ellenbecker, Todd S; Ellenbecker, Gail A; Roetert, E Paul; Silva, Rogerio Teixeira; Keuter, Greg; Sperling, Fabio
2007-08-01
Repetitive loading to the hip joint in athletes has been reported as a factor in the development of degenerative joint disease and intra-articular injury. Little information is available on the bilateral symmetry of hip rotational measures in unilaterally dominant upper extremity athletes. Side-to-side differences in hip joint range of motion may be present because of asymmetrical loading in the lower extremities of elite tennis players and professional baseball pitchers. Cohort (cross-sectional) study (prevalence); Level of evidence, 1. Descriptive measures of hip internal and external rotation active range of motion were taken in the prone position of 64 male and 83 female elite tennis players and 101 male professional baseball pitchers using digital photos and computerized angle calculation software. Bilateral differences in active range of motion between the dominant and nondominant hip were compared using paired t tests and Bonferroni correction for hip internal, external, and total rotation range of motion. A Pearson correlation test was used to test the relationship between years of competition and hip rotation active range of motion. No significant bilateral difference (P > .005) was measured for mean hip internal or external rotation for the elite tennis players or the professional baseball pitchers. An analysis of the number of subjects in each group with a bilateral difference in hip rotation greater than 10 degrees identified 17% of the professional baseball pitchers with internal rotation differences and 42% with external rotation differences. Differences in the elite male tennis players occurred in only 15% of the players for internal rotation and 9% in external rotation. Female subjects had differences in 8% and 12% of the players for internal and external rotation, respectively. Statistical differences were found between the mean total arc of hip range of internal and external rotation in the elite tennis players with the dominant side being greater by a clinically insignificant mean value of 2.5 degrees. Significantly less (P < .005) dominant hip internal rotation and less dominant and nondominant hip total rotation range of motion were found in the professional baseball pitchers compared with the elite male tennis players. This study established typical range of motion patterns and identified bilaterally symmetric hip active range of motion rotation values in elite tennis players and professional baseball pitchers. Asymmetric hip joint rotational active range of motion encountered during clinical examination and screening may indicate abnormalities and would indicate the application of flexibility training, rehabilitation, and further evaluation.
Software Reuse Methods to Improve Technological Infrastructure for e-Science
NASA Technical Reports Server (NTRS)
Marshall, James J.; Downs, Robert R.; Mattmann, Chris A.
2011-01-01
Social computing has the potential to contribute to scientific research. Ongoing developments in information and communications technology improve capabilities for enabling scientific research, including research fostered by social computing capabilities. The recent emergence of e-Science practices has demonstrated the benefits from improvements in the technological infrastructure, or cyber-infrastructure, that has been developed to support science. Cloud computing is one example of this e-Science trend. Our own work in the area of software reuse offers methods that can be used to improve new technological development, including cloud computing capabilities, to support scientific research practices. In this paper, we focus on software reuse and its potential to contribute to the development and evaluation of information systems and related services designed to support new capabilities for conducting scientific research.
The Air Force Academy Instructor Workstation (IWS): I. Design and Implementation.
ERIC Educational Resources Information Center
Gist, Thomas E.; And Others
1989-01-01
Discusses the design and implementation of a computer-controlled instructor workstation (IWS), including a videodisc player, that was developed at the Air Force Academy. System capabilities for lesson presentation, administrative functions, an authoring system, and a file server for courseware maintenance are explained. (seven references) (LRW)
Portable MP3 players: innovative devices for recording qualitative interviews.
Fernandez, Ritin S; Griffiths, Rhonda
2007-01-01
Digital technology has provided a new way of recording qualitative interviews, surpassing the clarity, usability and storage capabilities of conventional tape recorders. Ritin Fernandez and Rhonda Griffiths examine a technological resource that pervades modern social life and which can be used effectively for digitally recording interviews for qualitative research.
2009-09-01
NII)/CIO Assistant Secretary of Defense for Networks and Information Integration/Chief Information Officer CMMI Capability Maturity Model...a Web-based portal to share knowledge about software process-related methodologies, such as the SEI’s Capability Maturity Model Integration ( CMMI ...19 SEI’s IDEALSM model, and Lean Six Sigma.20 For example, the portal features content areas such as software acquisition management, the SEI CMMI
Advanced Software Development Workstation Project, phase 3
NASA Technical Reports Server (NTRS)
1991-01-01
ACCESS provides a generic capability to develop software information system applications which are explicitly intended to facilitate software reuse. In addition, it provides the capability to retrofit existing large applications with a user friendly front end for preparation of input streams in a way that will reduce required training time, improve the productivity even of experienced users, and increase accuracy. Current and past work shows that ACCESS will be scalable to much larger object bases.
Making the Business Case for Software Assurance
2009-04-01
and Capability dEtermination-SPICE, ISO /IEC 15504, 1998. [ ISO 2007] International Organization for Standardization. " ISO /IEC 27001 & 27002 ...Implementing the Process Areas 6.2.7 Differences Between the CMMI and Software CMM Process Areas 6.3 The CMMI Appraisal Process 6.4 Adapting ISO 15504 to...Secure Software Assurance 6.4.1 Assessment and the Secure Life Cycle 6.4.2 ISO 15504 Capability Levels 6.5 Adapting the ISOIIEC 21287 Standard Approach to
Software-implemented fault insertion: An FTMP example
NASA Technical Reports Server (NTRS)
Czeck, Edward W.; Siewiorek, Daniel P.; Segall, Zary Z.
1987-01-01
This report presents a model for fault insertion through software; describes its implementation on a fault-tolerant computer, FTMP; presents a summary of fault detection, identification, and reconfiguration data collected with software-implemented fault insertion; and compares the results to hardware fault insertion data. Experimental results show detection time to be a function of time of insertion and system workload. For the fault detection time, there is no correlation between software-inserted faults and hardware-inserted faults; this is because hardware-inserted faults must manifest as errors before detection, whereas software-inserted faults immediately exercise the error detection mechanisms. In summary, the software-implemented fault insertion is able to be used as an evaluation technique for the fault-handling capabilities of a system in fault detection, identification and recovery. Although the software-inserted faults do not map directly to hardware-inserted faults, experiments show software-implemented fault insertion is capable of emulating hardware fault insertion, with greater ease and automation.
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; May, Michael; Banks, Sheila B.
2009-04-01
Department of Defense (DoD) Information Technology (IT) systems operate in an environment different from the commercial world, the differences arise from the differences in the types of attacks, the interdependencies between DoD software systems, and the reliance upon commercial software to provide basic capabilities. The challenge that we face is determining how to specify the information assurance requirements for a system without requiring changes to the commercial software and in light of the interdependencies between systems. As a result of the interdependencies and interconnections between systems introduced by the global information grid (GIG), an assessment of the IA requirements for a system must consider three facets of a system's IA capabilities: 1) the IA vulnerabilities of the system, 2) the ability of a system to repel IA attacks, and 3) the ability of a system to insure that any IA attack that penetrates the system is contained within the system and does not spread. Each facet should be assessed independently and the requirements should be derived independently from the assessments. In addition to the desired IA technology capabilities of the system, a complete assessment of the system's overall IA security technology readiness level cannot be accomplished without an assessment of the capabilities required of the system for its capability to recover from and remediate IA vulnerabilities and compromises. To allow us to accomplish these three formidable tasks, we propose a general system architecture designed to separate the system's IA capabilities from its other capability requirements; thereby allowing the IA capabilities to be developed and assessed separately from the other system capabilities. The architecture also enables independent requirements specification, implementation, assessment, measurement, and improvement of a system's IA capabilities without requiring modification of the underlying application software.
MOPEX: a software package for astronomical image processing and visualization
NASA Astrophysics Data System (ADS)
Makovoz, David; Roby, Trey; Khan, Iffat; Booth, Hartley
2006-06-01
We present MOPEX - a software package for astronomical image processing and display. The package is a combination of command-line driven image processing software written in C/C++ with a Java-based GUI. The main image processing capabilities include creating mosaic images, image registration, background matching, point source extraction, as well as a number of minor image processing tasks. The combination of the image processing and display capabilities allows for much more intuitive and efficient way of performing image processing. The GUI allows for the control over the image processing and display to be closely intertwined. Parameter setting, validation, and specific processing options are entered by the user through a set of intuitive dialog boxes. Visualization feeds back into further processing by providing a prompt feedback of the processing results. The GUI also allows for further analysis by accessing and displaying data from existing image and catalog servers using a virtual observatory approach. Even though originally designed for the Spitzer Space Telescope mission, a lot of functionalities are of general usefulness and can be used for working with existing astronomical data and for new missions. The software used in the package has undergone intensive testing and benefited greatly from effective software reuse. The visualization part has been used for observation planning for both the Spitzer and Herschel Space Telescopes as part the tool Spot. The visualization capabilities of Spot have been enhanced and integrated with the image processing functionality of the command-line driven MOPEX. The image processing software is used in the Spitzer automated pipeline processing, which has been in operation for nearly 3 years. The image processing capabilities have also been tested in off-line processing by numerous astronomers at various institutions around the world. The package is multi-platform and includes automatic update capabilities. The software package has been developed by a small group of software developers and scientists at the Spitzer Science Center. It is available for distribution at the Spitzer Science Center web page.
LLIMAS: Revolutionizing integrating modeling and analysis at MIT Lincoln Laboratory
NASA Astrophysics Data System (ADS)
Doyle, Keith B.; Stoeckel, Gerhard P.; Rey, Justin J.; Bury, Mark E.
2017-08-01
MIT Lincoln Laboratory's Integrated Modeling and Analysis Software (LLIMAS) enables the development of novel engineering solutions for advanced prototype systems through unique insights into engineering performance and interdisciplinary behavior to meet challenging size, weight, power, environmental, and performance requirements. LLIMAS is a multidisciplinary design optimization tool that wraps numerical optimization algorithms around an integrated framework of structural, thermal, optical, stray light, and computational fluid dynamics analysis capabilities. LLIMAS software is highly extensible and has developed organically across a variety of technologies including laser communications, directed energy, photometric detectors, chemical sensing, laser radar, and imaging systems. The custom software architecture leverages the capabilities of existing industry standard commercial software and supports the incorporation of internally developed tools. Recent advances in LLIMAS's Structural-Thermal-Optical Performance (STOP), aeromechanical, and aero-optical capabilities as applied to Lincoln prototypes are presented.
Advanced Chemistry Collection, 2nd Edition
NASA Astrophysics Data System (ADS)
2001-11-01
Software requirements are given in Table 3. Some programs have additional special requirements. Please see the individual program abstracts at JCE Online or the documentation included on the CD-ROM for more specific information. Table 3. General software requirements for the Advanced Chemistry Collection.
| Computer | System | Other Software(Required by one or more programs) |
| Mac OS compatible | System 7.6.1 or higher | Acrobat Reader (included)Mathcad; Mathematica;MacMolecule2; QuickTime 4; HyperCard Player |
| Windows Compatible | Windows 2000, 98, 95, NT 4 | Acrobat Reader (included)Mathcad; Mathematica;PCMolecule2; QuickTime 4;HyperChem; Excel |
Parallel computers - Estimate errors caused by imprecise data
NASA Technical Reports Server (NTRS)
Kreinovich, Vladik; Bernat, Andrew; Villa, Elsa; Mariscal, Yvonne
1991-01-01
A new approach to the problem of estimating errors caused by imprecise data is proposed in the context of software engineering. A software device is used to produce an ideal solution to the problem, when the computer is capable of computing errors of arbitrary programs. The software engineering aspect of this problem is to describe a device for computing the error estimates in software terms and then to provide precise numbers with error estimates to the user. The feasibility of the program capable of computing both some quantity and its error estimate in the range of possible measurement errors is demonstrated.
SIRU development. Volume 3: Software description and program documentation
NASA Technical Reports Server (NTRS)
Oehrle, J.
1973-01-01
The development and initial evaluation of a strapdown inertial reference unit (SIRU) system are discussed. The SIRU configuration is a modular inertial subsystem with hardware and software features that achieve fault tolerant operational capabilities. The SIRU redundant hardware design is formulated about a six gyro and six accelerometer instrument module package. The six axes array provides redundant independent sensing and the symmetry enables the formulation of an optimal software redundant data processing structure with self-contained fault detection and isolation (FDI) capabilities. The basic SIRU software coding system used in the DDP-516 computer is documented.
Nema, Vijay; Pal, Sudhir Kumar
2013-01-01
Aim: This study was conducted to find the best suited freely available software for modelling of proteins by taking a few sample proteins. The proteins used were small to big in size with available crystal structures for the purpose of benchmarking. Key players like Phyre2, Swiss-Model, CPHmodels-3.0, Homer, (PS)2, (PS)2-V2, Modweb were used for the comparison and model generation. Results: Benchmarking process was done for four proteins, Icl, InhA, and KatG of Mycobacterium tuberculosis and RpoB of Thermus Thermophilus to get the most suited software. Parameters compared during analysis gave relatively better values for Phyre2 and Swiss-Model. Conclusion: This comparative study gave the information that Phyre2 and Swiss-Model make good models of small and large proteins as compared to other screened software. Other software was also good but is often not very efficient in providing full-length and properly folded structure. PMID:24023424
U.S. Space Shuttle GPS navigation capability for all mission phases
NASA Technical Reports Server (NTRS)
Kachmar, Peter; Chu, William; Montez, Moises
1993-01-01
Incorporating a GPS capability on the Space Shuttle presented unique system integration design considerations and has led to an integration concept that has minimum impact on the existing Shuttle hardware and software systems. This paper presents the Space Shuttle GPS integrated design and the concepts used in implementing this GPS capability. The major focus of the paper is on the modifications that will be made to the navigation systems in the Space Shuttle General Purpose Computers (GPC) and on the Operational Requirements of the integrated GPS/GPC system. Shuttle navigation system architecture, functions and operations are discussed for the current system and with the GPS integrated navigation capability. The GPS system integration design presented in this paper has been formally submitted to the Shuttle Avionics Software Control Board for implementation in the on-board GPC software.
Evaluation of Morphological Plasticity in the Cerebella of Basketball Players with MRI
Park, In Sung; Han, Jong Woo; Lee, Kea Joo; Lee, Nam Joon; Lee, Won Teak; Park, Kyung Ah
2006-01-01
Cerebellum is a key structure involved in motor learning and coordination. In animal models, motor skill learning increased the volume of molecular layer and the number of synapses on Purkinje cells in the cerebellar cortex. The aim of this study is to investigate whether the analogous change of cerebellar volume occurs in human population who learn specialized motor skills and practice them intensively for a long time. Magnetic resonance image (MRI)-based cerebellar volumetry was performed in basketball players and matched controls with V-works image software. Total brain volume, absolute and relative cerebellar volumes were compared between two groups. There was no significant group difference in the total brain volume, the absolute and the relative cerebellar volume. Thus we could not detect structural change in the cerebellum of this athlete group in the macroscopic level. PMID:16614526
Oppermann, H; Wahl, G; Borrmann, M; Fleischer, J
2009-11-01
Vaccination registries are databases intended to assess and manage complete vaccination data of as many individuals as possible in a population under survey. The task of these registries is to identify low vaccination rates on the individual and population level, to enable systems of reminding individuals, to focus vaccination campaigns and to maximize overall vaccination coverage. Saxony-Anhalt is the only federal state of Germany to have a law that prescribes the reporting of vaccinations. Vaccinations of children up to the age of 7 are reported to the regional public health services. However, as the law provides no regulations as to how the data should be registered and processed, the development of a vaccination registry depends entirely on the initiative and cooperation of the "players in vaccination". The key players in vaccination in Saxony-Anhalt have recently created a Vaccination-Committee, which set out to develop the theoretical standards and a software prototype for the establishment of a computerized vaccination registry. Recent developments in the public health reporting system of Saxony-Anhalt (which strives to modernize its computerized assessment of child and adolescent health) are now opening the possibility to integrate the vaccination registry into the commercially available child health software.
Woods, Carl T; Keller, Brad S; McKeown, Ian; Robertson, Sam
2016-09-01
Woods, CT, Keller, BS, McKeown, I, and Robertson, S. A comparison of athletic movement among talent-identified juniors from different football codes in Australia: implications for talent development. J Strength Cond Res 30(9): 2440-2445, 2016-This study aimed to compare the athletic movement skill of talent-identified (TID) junior Australian Rules football (ARF) and soccer players. The athletic movement skill of 17 TID junior ARF players (17.5-18.3 years) was compared against 17 TID junior soccer players (17.9-18.7 years). Players in both groups were members of an elite junior talent development program within their respective football codes. All players performed an athletic movement assessment that included an overhead squat, double lunge, single-leg Romanian deadlift (both movements performed on right and left legs), a push-up, and a chin-up. Each movement was scored across 3 essential assessment criteria using a 3-point scale. The total score for each movement (maximum of 9) and the overall total score (maximum of 63) were used as the criterion variables for analysis. A multivariate analysis of variance tested the main effect of football code (2 levels) on the criterion variables, whereas a 1-way analysis of variance identified where differences occurred. A significant effect was noted, with the TID junior ARF players outscoring their soccer counterparts when performing the overhead squat and push-up. No other criterions significantly differed according to the main effect. Practitioners should be aware that specific sporting requirements may incur slight differences in athletic movement skill among TID juniors from different football codes. However, given the low athletic movement skill noted in both football codes, developmental coaches should address the underlying movement skill capabilities of juniors when prescribing physical training in both codes.
Wearable nanosensor system for monitoring mild traumatic brain injuries in football players
NASA Astrophysics Data System (ADS)
Ramasamy, Mouli; Varadan, Vijay K.
2016-04-01
Football players are more to violent impacts and injuries more than any athlete in any other sport. Concussion or mild traumatic brain injuries were one of the lesser known sports injuries until the last decade. With the advent of modern technologies in medical and engineering disciplines, people are now more aware of concussion detection and prevention. These concussions are often overlooked by football players themselves. The cumulative effect of these mild traumatic brain injuries can cause long-term residual brain dysfunctions. The principle of concussion is based the movement of the brain in the neurocranium and viscerocranium. The brain is encapsulated by the cerebrospinal fluid which acts as a protective layer for the brain. This fluid can protect the brain against minor movements, however, any rapid movements of the brain may mitigate the protective capability of the cerebrospinal fluid. In this paper, we propose a wireless health monitoring helmet that addresses the concerns of the current monitoring methods - it is non-invasive for a football player as helmet is not an additional gear, it is efficient in performance as it is equipped with EEG nanosensors and 3D accelerometer, it does not restrict the movement of the user as it wirelessly communicates to the remote monitoring station, requirement of individual monitoring stations are not required for each player as the ZigBee protocol can couple multiple transmitters with one receiver. A helmet was developed and validated according to the above mentioned parameters.
Wireless nanosensors for monitoring concussion of football players
NASA Astrophysics Data System (ADS)
Ramasamy, Mouli; Harbaugh, Robert E.; Varadan, Vijay K.
2015-04-01
Football players are more to violent impacts and injuries more than any athlete in any other sport. Concussion or mild traumatic brain injuries were one of the lesser known sports injuries until the last decade. With the advent of modern technologies in medical and engineering disciplines, people are now more aware of concussion detection and prevention. These concussions are often overlooked by football players themselves. The cumulative effect of these mild traumatic brain injuries can cause long-term residual brain dysfunctions. The principle of concussion is based the movement of the brain in the neurocranium and viscerocranium. The brain is encapsulated by the cerebrospinal fluid which acts as a protective layer for the brain. This fluid can protect the brain against minor movements, however, any rapid movements of the brain may mitigate the protective capability of the cerebrospinal fluid. In this paper, we propose a wireless health monitoring helmet that addresses the concerns of the current monitoring methods - it is non-invasive for a football player as helmet is not an additional gear, it is efficient in performance as it is equipped with EEG nanosensors and 3D accelerometer, it does not restrict the movement of the user as it wirelessly communicates to the remote monitoring station, requirement of individual monitoring stations are not required for each player as the ZigBee protocol can couple multiple transmitters with one receiver. A helmet was developed and validated according to the above mentioned parameters.
Kyriazi, Zacharoula; Lejano, Raul; Maes, Frank; Degraer, Steven
2017-02-01
Marine spatial allocation has become, in recent decades, a political flashpoint, fuelled by political power struggles, as well as the continuously increasing demand for marine space by both traditional and emerging marine uses. To effectively address this issue, we develop a decision-making procedure, that facilitates the distribution of disputed areas of specific size among heterogeneous players in a transparent and ethical way, while considering coalitional formations through coexistence. To do this, we model players' alternative strategies and payoffs within a cooperative game-theoretic framework. Depending on whether transferable utility (TU) or non-transferable utility (NTU) is the more appropriate assumption, we illustrate the use of the TU Shapley value and the Lejano's fixed point NTU Shapley value to solve for the ideal allocations. The applicability and effectiveness of the process has been tested in a case study area, the Dogger Bank Special Area of Conservation in the North Sea, which involves three totally or partially conflicting activities, i.e. fishing, nature conservation and wind farm development. The findings demonstrate that the process is capable of providing a unique, fair and equitable division of space Finally, among the two solution concepts proposed the fixed point NTU Shapley value manages to better address the heterogeneity of the players and thus to provide a more socially acceptable allocation that favours the weaker player, while demonstrating the importance of the monetary valuation attributed by each use to the area. Copyright © 2016 Elsevier Ltd. All rights reserved.
Dobbin, Nick; Hunwicks, Richard; Jones, Ben; Till, Kevin; Highton, Jamie; Twist, Craig
2018-02-01
To examine the criterion and construct validity of an isometric midthigh-pull dynamometer to assess whole-body strength in professional rugby league players. Fifty-six male rugby league players (33 senior and 23 youth players) performed 4 isometric midthigh-pull efforts (ie, 2 on the dynamometer and 2 on the force platform) in a randomized and counterbalanced order. Isometric peak force was underestimated (P < .05) using the dynamometer compared with the force platform (95% LoA: -213.5 ± 342.6 N). Linear regression showed that peak force derived from the dynamometer explained 85% (adjusted R 2 = .85, SEE = 173 N) of the variance in the dependent variable, with the following prediction equation derived: predicted peak force = [1.046 × dynamometer peak force] + 117.594. Cross-validation revealed a nonsignificant bias (P > .05) between the predicted and peak force from the force platform and an adjusted R 2 (79.6%) that represented shrinkage of 0.4% relative to the cross-validation model (80%). Peak force was greater for the senior than the youth professionals using the dynamometer (2261.2 ± 222 cf 1725.1 ± 298.0 N, respectively; P < .05). The isometric midthigh pull assessed using a dynamometer underestimates criterion peak force but is capable of distinguishing muscle-function characteristics between professional rugby league players of different standards.
Association of Soccer and Genu Varum in Adolescents
Asadi, Kamran; Mirbolook, Ahmadreza; Heidarzadeh, Abtin; Mardani Kivi, Mohsen; Emami Meybodi, Mohammad Kazem; Rouhi Rad, Melina
2015-01-01
Background: Genu varum is a physical deformity marked by bowing of the leg. One of the risk factors of this musculoskeletal alignment is stress on the knee joint such as with exercise. Objectives: Since the evaluation of genu varum has not been widely studies, this study was conducted to examine the association between genu varum and playing soccer. Materials and Methods: Between Septembers 2010-2012, 750 soccer players and 750 non-soccer players 10-18 years of age were included in the study. A questionnaire of data including age, height, weight, body mass index (BMI), years of soccer participation, the average time of playing soccer per week, previous trauma to the lower limbs, history of any fractures of the knee, previous hospitalizations, and the distance of joint lines between the knees was assessed for all subjects. Chi-square, student t-test, and one-way ANOVA were used for statistical analysis by SPSS v.19.0 software. In all tests, a P value of less than 0.05 was construed as statistically significant. Results: Both soccer players and controls had genu varum. However, the incidence of genu varum was higher in the soccer players (P = 0.0001) and it was more prevalent in the 16-18 year age group (P = 0.0001). The results revealed a statistically significant association between the degree of practices and the prevalence of genu varum (P = 0.0001). Moreover, previous trauma to the knees and practicing in load-bearing sports led to an increase in the degree of genu varum (P = 0.0001). Conclusions: There was a higher incidence of genu varum in soccer players than in control adolescents; the stress and load imposed on the knee joint led to more severe genu varum. PMID:26290852
ERIC Educational Resources Information Center
Su, Ning
2011-01-01
Leading Chinese technology firms, from automobile manufacturer to information service provider, are evolving into some of the world's most innovative and competitive players, and dramatically changing the global business landscape. What underlies the rise of these firms is China's national strategy of transforming itself from a low-cost…
Making Digital Game-Based Learning Work: Domain Knowledge Transparency
ERIC Educational Resources Information Center
Wang, Feihong; Burton, John K.
2010-01-01
During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…
A Game-Theoretical Model to Improve Process Plant Protection from Terrorist Attacks.
Zhang, Laobing; Reniers, Genserik
2016-12-01
The New York City 9/11 terrorist attacks urged people from academia as well as from industry to pay more attention to operational security research. The required focus in this type of research is human intention. Unlike safety-related accidents, security-related accidents have a deliberate nature, and one has to face intelligent adversaries with characteristics that traditional probabilistic risk assessment techniques are not capable of dealing with. In recent years, the mathematical tool of game theory, being capable to handle intelligent players, has been used in a variety of ways in terrorism risk assessment. In this article, we analyze the general intrusion detection system in process plants, and propose a game-theoretical model for security management in such plants. Players in our model are assumed to be rational and they play the game with complete information. Both the pure strategy and the mixed strategy solutions are explored and explained. We illustrate our model by an illustrative case, and find that in our case, no pure strategy but, instead, a mixed strategy Nash equilibrium exists. © 2016 Society for Risk Analysis.
Mobile medical computing driven by the complexity of neurologic diagnosis.
Segal, Michael M
2006-07-01
Medical computing has been split between palm-sized computers optimized for mobility and desktop computers optimized for capability. This split was due to technology too immature to deliver both mobility and capability in the same computer and the lack of medical software that demanded both mobility and capability. Advances in hardware and software are ushering in an era in which fully capable computers will be available ubiquitously. As a result, medical practice, education and publishing will change. Medical practice will be improved by the use of software that not only assists with diagnosis but can do so at the bedside, where the doctor can act immediately upon suggestions such as useful findings to check. Medical education will shift away from a focus on details of unusual diseases and toward a focus on skills of physical examination and using computerized tools. Medical publishing, in contrast, will shift toward greater detail: it will be increasingly important to quantitate the frequency of findings in diseases and their time course since such information can have a major impact clinically when added to decision support software.
48 CFR 52.227-14 - Rights in Data-General.
Code of Federal Regulations, 2010 CFR
2010-10-01
... software. Computer software—(1) Means (i) Computer programs that comprise a series of instructions, rules... or computer software documentation. Computer software documentation means owner's manuals, user's... medium, that explain the capabilities of the computer software or provide instructions for using the...
DOE Office of Scientific and Technical Information (OSTI.GOV)
Laurie, Carol
2017-02-01
This book takes readers inside the places where daily discoveries shape the next generation of wind power systems. Energy Department laboratory facilities span the United States and offer wind research capabilities to meet industry needs. The facilities described in this book make it possible for industry players to increase reliability, improve efficiency, and reduce the cost of wind energy -- one discovery at a time. Whether you require blade testing or resource characterization, grid integration or high-performance computing, Department of Energy laboratory facilities offer a variety of capabilities to meet your wind research needs.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Office of Energy Efficiency and Renewable Energy
This book takes readers inside the places where daily discoveries shape the next generation of wind power systems. Energy Department laboratory facilities span the United States and offer wind research capabilities to meet industry needs. The facilities described in this book make it possible for industry players to increase reliability, improve efficiency, and reduce the cost of wind energy -- one discovery at a time. Whether you require blade testing or resource characterization, grid integration or high-performance computing, Department of Energy laboratory facilities offer a variety of capabilities to meet your wind research needs.
NASA Astrophysics Data System (ADS)
Acevedo, Romina; Orihuela, Nuris; Blanco, Rafael; Varela, Francisco; Camacho, Enrique; Urbina, Marianela; Aponte, Luis Gabriel; Vallenilla, Leopoldo; Acuña, Liana; Becerra, Roberto; Tabare, Terepaima; Recaredo, Erica
2009-12-01
Built in cooperation with the P.R of China, in October 29th of 2008, the Bolivarian Republic of Venezuela launched its first Telecommunication Satellite, the so called VENESAT-1 (Simón Bolívar Satellite), which operates in C (covering Center America, The Caribbean Region and most of South America), Ku (Bolivia, Cuba, Dominican Republic, Haiti, Paraguay, Uruguay, Venezuela) and Ka bands (Venezuela). The launch of VENESAT-1 represents the starting point for Venezuela as an active player in the field of space science and technology. In order to fulfill mission requirements and to guarantee the satellite's health, local professionals must provide continuous monitoring, orbit calculation, maneuvers preparation and execution, data preparation and processing, as well as data base management at the VENESAT-1 Ground Segment, which includes both a primary and backup site. In summary, data processing and real time data management are part of the daily activities performed by the personnel at the ground segment. Using published and unpublished information, this paper presents how human resource organization can enhance space information acquisition and processing, by analyzing the proposed organizational structure for the VENESAT-1 Ground Segment. We have found that the proposed units within the organizational structure reflect 3 key issues for mission management: Satellite Operations, Ground Operations, and Site Maintenance. The proposed organization is simple (3 hierarchical levels and 7 units), and communication channels seem efficient in terms of facilitating information acquisition, processing, storage, flow and exchange. Furthermore, the proposal includes a manual containing the full description of personnel responsibilities and profile, which efficiently allocates the management and operation of key software for satellite operation such as the Real-time Data Transaction Software (RDTS), Data Management Software (DMS), and Carrier Spectrum Monitoring Software (CSM) within the different organizational units. In all this process, the international cooperation has played a key role for the consolidation of its space capabilities, especially through the continuous and arduous exchange of information, documentation and expertise between Chinese and Venezuelan personnel at the ground stations. Based on the principles of technology transfer and human training, since 1999 the Bolivarian Republic of Venezuela has shown an increasing interest in developing local space capabilities for peaceful purposes. According to the analysis we have performed, the proposed organizational structure of the VENESAT-1 ground segment will allow the country to face the challenges imposed by the operation of complex technologies. By enhancing human resource organization, this proposal will help to fulfill mission requirements, and to facilitate the safe access, processing and storage of satellite data across the organization, during both nominal and potential contingency situations.
Digital PIV (DPIV) Software Analysis System
NASA Technical Reports Server (NTRS)
Blackshire, James L.
1997-01-01
A software package was developed to provide a Digital PIV (DPIV) capability for NASA LaRC. The system provides an automated image capture, test correlation, and autocorrelation analysis capability for the Kodak Megaplus 1.4 digital camera system for PIV measurements. The package includes three separate programs that, when used together with the PIV data validation algorithm, constitutes a complete DPIV analysis capability. The programs are run on an IBM PC/AT host computer running either Microsoft Windows 3.1 or Windows 95 using a 'quickwin' format that allows simple user interface and output capabilities to the windows environment.
Response time distributions in rapid chess: a large-scale decision making experiment.
Sigman, Mariano; Etchemendy, Pablo; Slezak, Diego Fernández; Cecchi, Guillermo A
2010-01-01
Rapid chess provides an unparalleled laboratory to understand decision making in a natural environment. In a chess game, players choose consecutively around 40 moves in a finite time budget. The goodness of each choice can be determined quantitatively since current chess algorithms estimate precisely the value of a position. Web-based chess produces vast amounts of data, millions of decisions per day, incommensurable with traditional psychological experiments. We generated a database of response times (RTs) and position value in rapid chess games. We measured robust emergent statistical observables: (1) RT distributions are long-tailed and show qualitatively distinct forms at different stages of the game, (2) RT of successive moves are highly correlated both for intra- and inter-player moves. These findings have theoretical implications since they deny two basic assumptions of sequential decision making algorithms: RTs are not stationary and can not be generated by a state-function. Our results also have practical implications. First, we characterized the capacity of blunders and score fluctuations to predict a player strength, which is yet an open problem in chess softwares. Second, we show that the winning likelihood can be reliably estimated from a weighted combination of remaining times and position evaluation.
Response Time Distributions in Rapid Chess: A Large-Scale Decision Making Experiment
Sigman, Mariano; Etchemendy, Pablo; Slezak, Diego Fernández; Cecchi, Guillermo A.
2010-01-01
Rapid chess provides an unparalleled laboratory to understand decision making in a natural environment. In a chess game, players choose consecutively around 40 moves in a finite time budget. The goodness of each choice can be determined quantitatively since current chess algorithms estimate precisely the value of a position. Web-based chess produces vast amounts of data, millions of decisions per day, incommensurable with traditional psychological experiments. We generated a database of response times (RTs) and position value in rapid chess games. We measured robust emergent statistical observables: (1) RT distributions are long-tailed and show qualitatively distinct forms at different stages of the game, (2) RT of successive moves are highly correlated both for intra- and inter-player moves. These findings have theoretical implications since they deny two basic assumptions of sequential decision making algorithms: RTs are not stationary and can not be generated by a state-function. Our results also have practical implications. First, we characterized the capacity of blunders and score fluctuations to predict a player strength, which is yet an open problem in chess softwares. Second, we show that the winning likelihood can be reliably estimated from a weighted combination of remaining times and position evaluation. PMID:21031032
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems
Merrick, Kathryn E.; Shafi, Kamran
2013-01-01
An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots. PMID:24198797
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.
Merrick, Kathryn E; Shafi, Kamran
2013-01-01
An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.
Bega - Android-Based Beergame Simulation Software for Interactive Training and Innovation
NASA Astrophysics Data System (ADS)
Lestyánszka Škůrková, Katarína; Szander, Norina
2013-12-01
The supply chain management challenges and inventory holding problems can easily be demonstrated by the widely known BeerGame simulation. In the Szabó-Szoba R&D Laboratory, we developed an android-based software application for tablets and smart phones for the purpose of having an adaptable, entertaining and effective program which can provide a real life experience to the participants about the nature of the bullwhip effect. Having an appropriate and comprehensive performance measurement system with the critical parameters and KPIs is inevitable for finding the right solutions - We used four perspectives of the Balanced Scorecard method. The innovative force of our research is based on the trainings: the discussion on outcomes and the team learning. The purpose of the current development is to build a new feature in the software: an artificial client can substitute one or more players in the supply chain, which makes decisions by using genetic algorithms.
Software Past, Present, and Future: Views from Government, Industry and Academia
NASA Technical Reports Server (NTRS)
Holcomb, Lee; Page, Jerry; Evangelist, Michael
2000-01-01
Views from the NASA CIO NASA Software Engineering Workshop on software development from the past, present, and future are presented. The topics include: 1) Software Past; 2) Software Present; 3) NASA's Largest Software Challenges; 4) 8330 Software Projects in Industry Standish Groups 1994 Report; 5) Software Future; 6) Capability Maturity Model (CMM): Software Engineering Institute (SEI) levels; 7) System Engineering Quality Also Part of the Problem; 8) University Environment Trends Will Increase the Problem in Software Engineering; and 9) NASA Software Engineering Goals.
Multilevel analysis of sports video sequences
NASA Astrophysics Data System (ADS)
Han, Jungong; Farin, Dirk; de With, Peter H. N.
2006-01-01
We propose a fully automatic and flexible framework for analysis and summarization of tennis broadcast video sequences, using visual features and specific game-context knowledge. Our framework can analyze a tennis video sequence at three levels, which provides a broad range of different analysis results. The proposed framework includes novel pixel-level and object-level tennis video processing algorithms, such as a moving-player detection taking both the color and the court (playing-field) information into account, and a player-position tracking algorithm based on a 3-D camera model. Additionally, we employ scene-level models for detecting events, like service, base-line rally and net-approach, based on a number real-world visual features. The system can summarize three forms of information: (1) all court-view playing frames in a game, (2) the moving trajectory and real-speed of each player, as well as relative position between the player and the court, (3) the semantic event segments in a game. The proposed framework is flexible in choosing the level of analysis that is desired. It is effective because the framework makes use of several visual cues obtained from the real-world domain to model important events like service, thereby increasing the accuracy of the scene-level analysis. The paper presents attractive experimental results highlighting the system efficiency and analysis capabilities.
Okamoto, Yoshikazu; Maehara, Kiyoshi; Kanahori, Tetsuya; Hiyama, Takashi; Kawamura, Takashi; Minami, Manabu
2016-04-01
The aim of this preliminary study was to examine the capability of screening for elbow injuries induced by baseball using a low field small joint MRI system. Sixty-two players in the 4th-6th elementary school grades, with ages ranging from 9 to 12 years, participated in this study. Screening for elbow injuries was performed using a low-magnetic-field (0.2-T) magnetic resonance imaging (MRI) system designed for examinations of small joints of the extremities. Gradient-echo coronal, sagittal, and short-tau inversion recovery (STIR) coronal images of the dominant arm used for pitching were obtained to identify medial collateral ligament (MCL) injuries with or without avulsion fracture and osteochondritis dissecans. All 62 examinations were performed successfully, with 26 players (41.9 %) showing positive findings, all being confined to the MCL. No child showed bone damage. All criteria in the MRI evaluation of injuries showed high agreement rates and kappa values between two radiologists. Screening for early detection of elbow injuries in junior Japanese baseball players can be successfully performed using a low-field MRI system specialized for small joints. The percentage of MCL injury without avulsion fracture was unexpectedly high (41.9 %).
Stereoscopic 3D video games and their effects on engagement
NASA Astrophysics Data System (ADS)
Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula
2012-03-01
With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.
Automated Software Development Workstation (ASDW)
NASA Technical Reports Server (NTRS)
Fridge, Ernie
1990-01-01
Software development is a serious bottleneck in the construction of complex automated systems. An increase of the reuse of software designs and components has been viewed as a way to relieve this bottleneck. One approach to achieving software reusability is through the development and use of software parts composition systems. A software parts composition system is a software development environment comprised of a parts description language for modeling parts and their interfaces, a catalog of existing parts, a composition editor that aids a user in the specification of a new application from existing parts, and a code generator that takes a specification and generates an implementation of a new application in a target language. The Automated Software Development Workstation (ASDW) is an expert system shell that provides the capabilities required to develop and manipulate these software parts composition systems. The ASDW is now in Beta testing at the Johnson Space Center. Future work centers on responding to user feedback for capability and usability enhancement, expanding the scope of the software lifecycle that is covered, and in providing solutions to handling very large libraries of reusable components.
Bio-inspired Autonomic Structures: a middleware for Telecommunications Ecosystems
NASA Astrophysics Data System (ADS)
Manzalini, Antonio; Minerva, Roberto; Moiso, Corrado
Today, people are making use of several devices for communications, for accessing multi-media content services, for data/information retrieving, for processing, computing, etc.: examples are laptops, PDAs, mobile phones, digital cameras, mp3 players, smart cards and smart appliances. One of the most attracting service scenarios for future Telecommunications and Internet is the one where people will be able to browse any object in the environment they live: communications, sensing and processing of data and services will be highly pervasive. In this vision, people, machines, artifacts and the surrounding space will create a kind of computational environment and, at the same time, the interfaces to the network resources. A challenging technological issue will be interconnection and management of heterogeneous systems and a huge amount of small devices tied together in networks of networks. Moreover, future network and service infrastructures should be able to provide Users and Application Developers (at different levels, e.g., residential Users but also SMEs, LEs, ASPs/Web2.0 Service roviders, ISPs, Content Providers, etc.) with the most appropriate "environment" according to their context and specific needs. Operators must be ready to manage such level of complication enabling their latforms with technological advanced allowing network and services self-supervision and self-adaptation capabilities. Autonomic software solutions, enhanced with innovative bio-inspired mechanisms and algorithms, are promising areas of long term research to face such challenges. This chapter proposes a bio-inspired autonomic middleware capable of leveraging the assets of the underlying network infrastructure whilst, at the same time, supporting the development of future Telecommunications and Internet Ecosystems.
Moreira, Alexandre; Saldanha Aoki, Marcelo; Carling, Chris; Alan Rodrigues Lopes, Rafael; Felipe Schultz de Arruda, Ademir; Lima, Marcelo; Cesar Correa, Umberto; Bradley, Paul S
2016-12-01
There have been claims that small-sided games (SSG) may generate an appropriate environment to develop youth players' technical performance associated to game-related problem solving. However, the temporal change in technical performance parameters of youth players during SSG is still unknown. The aim of this study was to examine temporal changes in technical and physical performances during a small-sided game (SSG) in elite soccer players. Sixty elite youth players (age 14.8 ± 0.2 yr; stature 177 ± 5 cm; body mass 66.2 ± 4.7 kg) completed a 5 v 5 SSG using two repetitions of 8 minutes interspersed by 3 minutes of passive recovery. To evaluate temporal changes in performance, the data were analysed across 4 minutes quarters. Physical performance parameters included the total distance covered (TDC), the frequency of sprints (>18 km•h -1 ), accelerations and decelerations (> 2.0 m•s -2 and - 2.0 m•s -2 ), metabolic power (W•kg -1 ), training impulse (TRIMP), TDC: TRIMP, number of impacts, and body load. Technical performance parameters included goal attempts, total number of tackles, tackles and interceptions, total number of passes, and passes effectiveness. All physical performance parameters decreased from the first to the last quarter with notable declines in TDC, metabolic power and the frequency of sprints, accelerations and decelerations (P < 0.05; moderate to very large ES: 1.08 - 3.30). However, technical performance parameters did not vary across quarters (P > 0.05; trivial ES for 1st v 4th quarters: 0.15 - 0.33). The data demonstrate that technical performance is maintained despite substantial declines in physical performance during a SSG in elite youth players. This finding may have implications for designing SSG's for elite youth players to ensure physical, technical and tactical capabilities are optimized. Modifications in player number, pitch dimensions, rules, coach encouragement, for instance, should be included taking into account the main aim of a given session and then focused on overloading physical or technical elements.
Lovell, Ric; Towlson, Chris; Parkin, Guy; Portas, Matt; Vaeyens, Roel; Cobley, Stephen
2015-01-01
The relative age effect (RAE) and its relationships with maturation, anthropometry, and physical performance characteristics were examined across a representative sample of English youth soccer development programmes. Birth dates of 1,212 players, chronologically age-grouped (i.e., U9's-U18's), representing 17 professional clubs (i.e., playing in Leagues 1 & 2) were obtained and categorised into relative age quartiles from the start of the selection year (Q1 = Sep-Nov; Q2 = Dec-Feb; Q3 = Mar-May; Q4 = Jun-Aug). Players were measured for somatic maturation and performed a battery of physical tests to determine aerobic fitness (Multi-Stage Fitness Test [MSFT]), Maximal Vertical Jump (MVJ), sprint (10 & 20m), and agility (T-Test) performance capabilities. Odds ratio's (OR) revealed Q1 players were 5.3 times (95% confidence intervals [CI]: 4.08-6.83) more likely to be selected than Q4's, with a particularly strong RAE bias observed in U9 (OR: 5.56) and U13-U16 squads (OR: 5.45-6.13). Multivariate statistical models identified few between quartile differences in anthropometric and fitness characteristics, and confirmed chronological age-group and estimated age at peak height velocity (APHV) as covariates. Assessment of practical significance using magnitude-based inferences demonstrated body size advantages in relatively older players (Q1 vs. Q4) that were very-likely small (Effect Size [ES]: 0.53-0.57), and likely to very-likely moderate (ES: 0.62-0.72) in U12 and U14 squads, respectively. Relatively older U12-U14 players also demonstrated small advantages in 10m (ES: 0.31-0.45) and 20m sprint performance (ES: 0.36-0.46). The data identify a strong RAE bias at the entry-point to English soccer developmental programmes. RAE was also stronger circa-PHV, and relatively older players demonstrated anaerobic performance advantages during the pubescent period. Talent selectors should consider motor function and maturation status assessments to avoid premature and unwarranted drop-out of soccer players within youth development programmes.
Lovell, Ric; Towlson, Chris; Parkin, Guy; Portas, Matt; Vaeyens, Roel; Cobley, Stephen
2015-01-01
The relative age effect (RAE) and its relationships with maturation, anthropometry, and physical performance characteristics were examined across a representative sample of English youth soccer development programmes. Birth dates of 1,212 players, chronologically age-grouped (i.e., U9’s-U18’s), representing 17 professional clubs (i.e., playing in Leagues 1 & 2) were obtained and categorised into relative age quartiles from the start of the selection year (Q1 = Sep-Nov; Q2 = Dec-Feb; Q3 = Mar-May; Q4 = Jun-Aug). Players were measured for somatic maturation and performed a battery of physical tests to determine aerobic fitness (Multi-Stage Fitness Test [MSFT]), Maximal Vertical Jump (MVJ), sprint (10 & 20m), and agility (T-Test) performance capabilities. Odds ratio’s (OR) revealed Q1 players were 5.3 times (95% confidence intervals [CI]: 4.08–6.83) more likely to be selected than Q4’s, with a particularly strong RAE bias observed in U9 (OR: 5.56) and U13-U16 squads (OR: 5.45–6.13). Multivariate statistical models identified few between quartile differences in anthropometric and fitness characteristics, and confirmed chronological age-group and estimated age at peak height velocity (APHV) as covariates. Assessment of practical significance using magnitude-based inferences demonstrated body size advantages in relatively older players (Q1 vs. Q4) that were very-likely small (Effect Size [ES]: 0.53–0.57), and likely to very-likely moderate (ES: 0.62–0.72) in U12 and U14 squads, respectively. Relatively older U12-U14 players also demonstrated small advantages in 10m (ES: 0.31–0.45) and 20m sprint performance (ES: 0.36–0.46). The data identify a strong RAE bias at the entry-point to English soccer developmental programmes. RAE was also stronger circa-PHV, and relatively older players demonstrated anaerobic performance advantages during the pubescent period. Talent selectors should consider motor function and maturation status assessments to avoid premature and unwarranted drop-out of soccer players within youth development programmes. PMID:26331852
xSDK Foundations: Toward an Extreme-scale Scientific Software Development Kit
DOE Office of Scientific and Technical Information (OSTI.GOV)
Heroux, Michael A.; Bartlett, Roscoe; Demeshko, Irina
Here, extreme-scale computational science increasingly demands multiscale and multiphysics formulations. Combining software developed by independent groups is imperative: no single team has resources for all predictive science and decision support capabilities. Scientific libraries provide high-quality, reusable software components for constructing applications with improved robustness and portability. However, without coordination, many libraries cannot be easily composed. Namespace collisions, inconsistent arguments, lack of third-party software versioning, and additional difficulties make composition costly. The Extreme-scale Scientific Software Development Kit (xSDK) defines community policies to improve code quality and compatibility across independently developed packages (hypre, PETSc, SuperLU, Trilinos, and Alquimia) and provides a foundationmore » for addressing broader issues in software interoperability, performance portability, and sustainability. The xSDK provides turnkey installation of member software and seamless combination of aggregate capabilities, and it marks first steps toward extreme-scale scientific software ecosystems from which future applications can be composed rapidly with assured quality and scalability.« less
Shuttle avionics software trials, tribulations and success
NASA Technical Reports Server (NTRS)
Henderson, O. L.
1985-01-01
The early problems and the solutions developed to provide the required quality software needed to support the space shuttle engine development program are described. The decision to use a programmable digital control system on the space shuttle engine was primarily based upon the need for a flexible control system capable of supporting the total engine mission on a large complex pump fed engine. The mission definition included all control phases from ground checkout through post shutdown propellant dumping. The flexibility of the controller through reprogrammable software allowed the system to respond to the technical challenges and innovation required to develop both the engine and controller hardware. This same flexibility, however, placed a severe strain on the capability of the software development and verification organization. The overall development program required that the software facility accommodate significant growth in both the software requirements and the number of software packages delivered. This challenge was met by reorganization and evolution in the process of developing and verifying software.
xSDK Foundations: Toward an Extreme-scale Scientific Software Development Kit
Heroux, Michael A.; Bartlett, Roscoe; Demeshko, Irina; ...
2017-03-01
Here, extreme-scale computational science increasingly demands multiscale and multiphysics formulations. Combining software developed by independent groups is imperative: no single team has resources for all predictive science and decision support capabilities. Scientific libraries provide high-quality, reusable software components for constructing applications with improved robustness and portability. However, without coordination, many libraries cannot be easily composed. Namespace collisions, inconsistent arguments, lack of third-party software versioning, and additional difficulties make composition costly. The Extreme-scale Scientific Software Development Kit (xSDK) defines community policies to improve code quality and compatibility across independently developed packages (hypre, PETSc, SuperLU, Trilinos, and Alquimia) and provides a foundationmore » for addressing broader issues in software interoperability, performance portability, and sustainability. The xSDK provides turnkey installation of member software and seamless combination of aggregate capabilities, and it marks first steps toward extreme-scale scientific software ecosystems from which future applications can be composed rapidly with assured quality and scalability.« less
PDSS/IMC requirements and functional specifications
NASA Technical Reports Server (NTRS)
1983-01-01
The system (software and hardware) requirements for the Payload Development Support System (PDSS)/Image Motion Compensator (IMC) are provided. The PDSS/IMC system provides the capability for performing Image Motion Compensator Electronics (IMCE) flight software test, checkout, and verification and provides the capability for monitoring the IMC flight computer system during qualification testing for fault detection and fault isolation.
Experimenting with Educational Games using the Xbox, PC, and iPad
NASA Astrophysics Data System (ADS)
Rohrlick, D.; Kilb, D. L.; Peach, C. L.; Simms, E.; Yang, A.; Layman, C.; Deutscher, R.
2012-12-01
Daniel Rohrlick, Alan Yang, Eric Simms, Debi Kilb, Cheryl Peach, Charina Layman, Rebecca Deutscher 1. Scripps Institution of Oceanography, La Jolla, CA, USA 2. Harvard University Center for the Environment, Cambridge, MA, USA 3. Birch Aquarium at Scripps, La Jolla, CA, USA 4. The Lawrence Hall of Science, University of California Berkeley, Berkeley, CA, USA As videogames continue to grow in popularity, especially with today's youth, it is becoming clear that gaming can be a potent learning tool. But what is the best way to engage a player in learning from a videogame? Based on our five years of developing and testing our own educational games, we experimented with various forms of gaming techniques and player interaction. Our first game, "Deep-sea Extreme Environment Pilot (DEEP)", is an Xbox 360 game where players learn about deep-sea environments while controlling a Remotely Operated Vehicle (ROV). DEEP is a "traditional" videogame where players interact with a controller and a TV screen. The second game we developed for the PC is called the "Quake Catcher Network (QCN)" game. With the gameplay focused on earth sciences, players must quickly deploy seismic sensors to record aftershocks from a large earthquake. Instead of using a game controller to play the QCN game, we instead incorporate the Microsoft Kinect motion sensor for the game input. Finally, the "Glider Game" is our third and most recent game designed for use on the mobile device platform such as iPods and iPads. In this game players control ocean gliders and must complete missions while battling ocean currents, power consumption, and other unanticipated problems. Here, the gameplay is aimed toward the casual gamer using touch-screen based controls in the hope that players can easily pick up and play this game with little gaming experience. After testing our games numerous times in museums, informal science learning centers, and classrooms we have been able to track qualitatively which educational gaming techniques work and which do not. We have discovered how simple concepts such as audio queues and voice-overs play a powerful role in obtaining and holding a player's attention. We have also found having the learning goals built into the gameplay is often more effective than directly quizzing the player's knowledge. By adding surprises to the gameplay, a game does a better job keeping the player's attention. Also, presenting non-traditional physical interactions with the game through motion controls or touch-screens help spur the player's interest. The duration of the game is another important factor. Depending on how much interactivity there is available to the player, the game's duration can either lead to overwhelming frustration if too short, or repetitive boredom if the game is too long. Overall, we find one of the most important parts of the learning gaming experience is making sure players are having fun while learning. After creating our games on various formats and software suites, we are working toward understanding the efficacy of our gaming approaches in not only holding players interest, but also in achieving specific learning goals related to the science behind the gameplay. We hope to encourage educators to view educational games as a useful addition to the range of approaches they use to engage students in science. Perhaps this can even motivate some educators to create their own games.
Incorporating a Human-Computer Interaction Course into Software Development Curriculums
ERIC Educational Resources Information Center
Janicki, Thomas N.; Cummings, Jeffrey; Healy, R. Joseph
2015-01-01
Individuals have increasing options on retrieving information related to hardware and software. Specific hardware devices include desktops, tablets and smart devices. Also, the number of software applications has significantly increased the user's capability to access data. Software applications include the traditional web site, smart device…
Averting Denver Airports on a Chip
NASA Technical Reports Server (NTRS)
Sullivan, Kevin J.
1995-01-01
As a result of recent advances in software engineering capabilities, we are now in a more stable environment. De-facto hardware and software standards are emerging. Work on software architecture and design patterns signals a consensus on the importance of early system-level design decisions, and agreements on the uses of certain paradigmatic software structures. We now routinely build systems that would have been risky or infeasible a few years ago. Unfortunately, technological developments threaten to destabilize software design again. Systems designed around novel computing and peripheral devices will spark ambitious new projects that will stress current software design and engineering capabilities. Micro-electro-mechanical systems (MEMS) and related technologies provide the physical basis for new systems with the potential to produce this kind of destabilizing effect. One important response to anticipated software engineering and design difficulties is carefully directed engineering-scientific research. Two specific problems meriting substantial research attention are: A lack of sufficient means to build software systems by generating, extending, specializing, and integrating large-scale reusable components; and a lack of adequate computational and analytic tools to extend and aid engineers in maintaining intellectual control over complex software designs.
Computer Software Configuration Item-Specific Flight Software Image Transfer Script Generator
NASA Technical Reports Server (NTRS)
Bolen, Kenny; Greenlaw, Ronald
2010-01-01
A K-shell UNIX script enables the International Space Station (ISS) Flight Control Team (FCT) operators in NASA s Mission Control Center (MCC) in Houston to transfer an entire or partial computer software configuration item (CSCI) from a flight software compact disk (CD) to the onboard Portable Computer System (PCS). The tool is designed to read the content stored on a flight software CD and generate individual CSCI transfer scripts that are capable of transferring the flight software content in a given subdirectory on the CD to the scratch directory on the PCS. The flight control team can then transfer the flight software from the PCS scratch directory to the Electronically Erasable Programmable Read Only Memory (EEPROM) of an ISS Multiplexer/ Demultiplexer (MDM) via the Indirect File Transfer capability. The individual CSCI scripts and the CSCI Specific Flight Software Image Transfer Script Generator (CFITSG), when executed a second time, will remove all components from their original execution. The tool will identify errors in the transfer process and create logs of the transferred software for the purposes of configuration management.
Integrated testing and verification system for research flight software design document
NASA Technical Reports Server (NTRS)
Taylor, R. N.; Merilatt, R. L.; Osterweil, L. J.
1979-01-01
The NASA Langley Research Center is developing the MUST (Multipurpose User-oriented Software Technology) program to cut the cost of producing research flight software through a system of software support tools. The HAL/S language is the primary subject of the design. Boeing Computer Services Company (BCS) has designed an integrated verification and testing capability as part of MUST. Documentation, verification and test options are provided with special attention on real time, multiprocessing issues. The needs of the entire software production cycle have been considered, with effective management and reduced lifecycle costs as foremost goals. Capabilities have been included in the design for static detection of data flow anomalies involving communicating concurrent processes. Some types of ill formed process synchronization and deadlock also are detected statically.
A Tutoring and Student Modelling Paradigm for Gaming Environments.
ERIC Educational Resources Information Center
Burton, Richard R.; Brown, John Seely
This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the…
The Joy of Creating Virtual Mathematical Sculptures.
ERIC Educational Resources Information Center
Chuan, Jen-chung
The process of turning symbols into a mathematical sculpture has never been easier. A copy of Maple V release five and a Web browser configured with a VRML plug-in such as the Cosmo Player is necessary to do these activities. Maple V furnishes the computing environment with the capability of allowing for concentration on the mathematical…
Buday, Richard; Baranowski, Tom; Thompson, Debbe
2012-08-01
Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. "How can serious videogames attract and maintain players," the argument goes, "if they aren't as much fun as commercial titles, or even any fun at all?" This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.
Automated software development workstation
NASA Technical Reports Server (NTRS)
1986-01-01
Engineering software development was automated using an expert system (rule-based) approach. The use of this technology offers benefits not available from current software development and maintenance methodologies. A workstation was built with a library or program data base with methods for browsing the designs stored; a system for graphical specification of designs including a capability for hierarchical refinement and definition in a graphical design system; and an automated code generation capability in FORTRAN. The workstation was then used in a demonstration with examples from an attitude control subsystem design for the space station. Documentation and recommendations are presented.
NASA Astrophysics Data System (ADS)
Kröger, Knut; Creutzburg, Reiner
2013-05-01
The aim of this paper is to show the usefulness of modern forensic software tools for processing large-scale digital investigations. In particular, we focus on the new version of Nuix 4.2 and compare it with AccessData FTK 4.2, X-Ways Forensics 16.9 and Guidance Encase Forensic 7 regarding its performance, functionality, usability and capability. We will show how these software tools work with large forensic images and how capable they are in examining complex and big data scenarios.
Desktop Publishing on the Macintosh: A Software Perspective.
ERIC Educational Resources Information Center
Devan, Steve
1987-01-01
Discussion of factors to be considered in selecting desktop publishing software for the Macintosh microcomputer focuses on the two approaches to such software, i.e., batch and interactive, and three technical considerations, i.e., document, text, and graphics capabilities. Some new developments in graphics software are also briefly described. (MES)
Simulator for concurrent processing data flow architectures
NASA Technical Reports Server (NTRS)
Malekpour, Mahyar R.; Stoughton, John W.; Mielke, Roland R.
1992-01-01
A software simulator capability of simulating execution of an algorithm graph on a given system under the Algorithm to Architecture Mapping Model (ATAMM) rules is presented. ATAMM is capable of modeling the execution of large-grained algorithms on distributed data flow architectures. Investigating the behavior and determining the performance of an ATAMM based system requires the aid of software tools. The ATAMM Simulator presented is capable of determining the performance of a system without having to build a hardware prototype. Case studies are performed on four algorithms to demonstrate the capabilities of the ATAMM Simulator. Simulated results are shown to be comparable to the experimental results of the Advanced Development Model System.
NASA Technical Reports Server (NTRS)
Davis, George; Cary, Everett; Higinbotham, John; Burns, Richard; Hogie, Keith; Hallahan, Francis
2003-01-01
The paper will provide an overview of the web-based distributed simulation software system developed for end-to-end, multi-spacecraft mission design, analysis, and test at the NASA Goddard Space Flight Center (GSFC). This software system was developed for an internal research and development (IR&D) activity at GSFC called the Distributed Space Systems (DSS) Distributed Synthesis Environment (DSE). The long-term goal of the DSS-DSE is to integrate existing GSFC stand-alone test beds, models, and simulation systems to create a "hands on", end-to-end simulation environment for mission design, trade studies and simulations. The short-term goal of the DSE was therefore to develop the system architecture, and then to prototype the core software simulation capability based on a distributed computing approach, with demonstrations of some key capabilities by the end of Fiscal Year 2002 (FY02). To achieve the DSS-DSE IR&D objective, the team adopted a reference model and mission upon which FY02 capabilities were developed. The software was prototyped according to the reference model, and demonstrations were conducted for the reference mission to validate interfaces, concepts, etc. The reference model, illustrated in Fig. 1, included both space and ground elements, with functional capabilities such as spacecraft dynamics and control, science data collection, space-to-space and space-to-ground communications, mission operations, science operations, and data processing, archival and distribution addressed.
A Distributed Simulation Software System for Multi-Spacecraft Missions
NASA Technical Reports Server (NTRS)
Burns, Richard; Davis, George; Cary, Everett
2003-01-01
The paper will provide an overview of the web-based distributed simulation software system developed for end-to-end, multi-spacecraft mission design, analysis, and test at the NASA Goddard Space Flight Center (GSFC). This software system was developed for an internal research and development (IR&D) activity at GSFC called the Distributed Space Systems (DSS) Distributed Synthesis Environment (DSE). The long-term goal of the DSS-DSE is to integrate existing GSFC stand-alone test beds, models, and simulation systems to create a "hands on", end-to-end simulation environment for mission design, trade studies and simulations. The short-term goal of the DSE was therefore to develop the system architecture, and then to prototype the core software simulation capability based on a distributed computing approach, with demonstrations of some key capabilities by the end of Fiscal Year 2002 (FY02). To achieve the DSS-DSE IR&D objective, the team adopted a reference model and mission upon which FY02 capabilities were developed. The software was prototyped according to the reference model, and demonstrations were conducted for the reference mission to validate interfaces, concepts, etc. The reference model, illustrated in Fig. 1, included both space and ground elements, with functional capabilities such as spacecraft dynamics and control, science data collection, space-to-space and space-to-ground communications, mission operations, science operations, and data processing, archival and distribution addressed.
NASA Technical Reports Server (NTRS)
King, Ellis; Hart, Jeremy; Odegard, Ryan
2010-01-01
The Orion Crew Exploration Vehicle (CET) is being designed to include significantly more automation capability than either the Space Shuttle or the International Space Station (ISS). In particular, the vehicle flight software has requirements to accommodate increasingly automated missions throughout all phases of flight. A data-driven flight software architecture will provide an evolvable automation capability to sequence through Guidance, Navigation & Control (GN&C) flight software modes and configurations while maintaining the required flexibility and human control over the automation. This flexibility is a key aspect needed to address the maturation of operational concepts, to permit ground and crew operators to gain trust in the system and mitigate unpredictability in human spaceflight. To allow for mission flexibility and reconfrgurability, a data driven approach is being taken to load the mission event plan as well cis the flight software artifacts associated with the GN&C subsystem. A database of GN&C level sequencing data is presented which manages and tracks the mission specific and algorithm parameters to provide a capability to schedule GN&C events within mission segments. The flight software data schema for performing automated mission sequencing is presented with a concept of operations for interactions with ground and onboard crew members. A prototype architecture for fault identification, isolation and recovery interactions with the automation software is presented and discussed as a forward work item.
Measuring Cyber Operations Effectiveness
2014-11-01
are advanced firewalls capable of taking limited action to block malicious traffic or hacking attempts. Their capabilities vary widely and must be...using many automated tools, included in the defense hardware and software itself. These devices include hardware and software firewalls , Network...DoD networks are probed millions of times per day…the Air Force blocks roughly two billion threats and denies two million emails each week
Issues for bringing digital libraries into public use
NASA Technical Reports Server (NTRS)
Flater, David W.; Yesha, Yelena
1993-01-01
In much the same way that the field of artificial intelligence produced a cult which fervently believed that computers would soon think like human beings, the existence of electronic books has resurrected the paperless society as a utopian vision to some, an apocalyptic horror to others. In this essay we have attempted to provide realistic notions of what digital libraries are likely to become if they are a popular success. E-books are capable of subsuming most of the media we use today and have the potential for added functionality by being interactive. The environmental impact of having millions more computers will be offset to some degree, perhaps even exceeded, by the fact that televisions, stereos, VCR's, CD players, newspapers, magazines, and books will become part of the computer system or be made redundant. On the whole, large-scale use of digital libraries is likely to be a winning proposition. Whether or not this comes to pass depends on the directions taken by today's researchers and software developers. By involving the public, the effort being put into digital libraries can be leveraged into something which is big enough to make a real change for the better. If digital libraries remain the exclusive property of government, universities, and large research firms, then large parts of the world will remain without digital libraries for years to come, just as they have remained without digital phone service for far too long. If software companies try to scuttle the project by patenting crucial algorithms and using proprietary data formats, all of us will suffer. Let us reverse the errors of the past and create a truly open digital library system.
Portable telepathology: methods and tools.
Alfaro, Luis; Roca, Ma José
2008-07-15
Telepathology is becoming easier to implement in most pathology departments. In fact e-mail image transmit can be done from almost any pathologist as a simplistic telepathology system. We tried to develop a way to improve capabilities of communication among pathologists with the idea that the system should be affordable for everybody. We took the premise that any pathology department would have microscopes and computers with Internet connection, and selected a few elements to convert them into a telepathology station. Needs were reduced to a camera to collect images, a universal microscope adapter for the camera, a device to connect the camera to the computer, and a software for the remote image transmit. We found out a microscope adapter (MaxView Plus) that allowed us connect almost any domestic digital camera to any microscope. The video out signal from the camera was sent to the computer through an Aver Media USB connector. At last, we selected a group of portable applications that were assembled into a USB memory device. Portable applications are computer programs that can be carried generally on USB flash drives, but also in any other portable device, and used on any (Windows) computer without installation. Besides, when unplugging the device, none of personal data is left behind. We selected open-source applications, and based the pathology image transmission to VLC Media Player due to its functionality as streaming server, portability and ease of use and configuration. Audio transmission was usually done through normal phone lines. We also employed alternative videoconferencing software, SightSpeed for bi-directional image transmission from microscopes, and conventional cameras allowing visual communication and also image transmit from gross pathology specimens. All these elements allowed us to install and use a telepathology system in a few minutes, fully prepared for real time image broadcast.
Portable telepathology: methods and tools
Alfaro, Luis; Roca, Ma José
2008-01-01
Telepathology is becoming easier to implement in most pathology departments. In fact e-mail image transmit can be done from almost any pathologist as a simplistic telepathology system. We tried to develop a way to improve capabilities of communication among pathologists with the idea that the system should be affordable for everybody. We took the premise that any pathology department would have microscopes and computers with Internet connection, and selected a few elements to convert them into a telepathology station. Needs were reduced to a camera to collect images, a universal microscope adapter for the camera, a device to connect the camera to the computer, and a software for the remote image transmit. We found out a microscope adapter (MaxView Plus) that allowed us connect almost any domestic digital camera to any microscope. The video out signal from the camera was sent to the computer through an Aver Media USB connector. At last, we selected a group of portable applications that were assembled into a USB memory device. Portable applications are computer programs that can be carried generally on USB flash drives, but also in any other portable device, and used on any (Windows) computer without installation. Besides when unplugging the device, none of personal data is left behind. We selected open-source applications, and based the pathology image transmission to VLC Media Player due to its functionality as streaming server, portability and ease of use and configuration. Audio transmission was usually done through normal phone lines. We also employed alternative videoconferencing software, SightSpeed for bi-directional image transmission from microscopes, and conventional cameras allowing visual communication and also image transmit from gross pathology specimens. All these elements allowed us to install and use a telepathology system in a few minutes, fully prepared for real time image broadcast. PMID:18673507
Software support for improving technology infusion
NASA Technical Reports Server (NTRS)
Feather, M. S.; Hicks, K. A.; Johnson, K. R.; Cornford, S. L.
2003-01-01
This paper focuses on describing the custom software tool, DDP, that was developed to support the TIMA process, and on showing how the needs of the TIMA process have influenced the development of the structure and capabilities of the DDP software.
Upgrades to the Probabilistic NAS Platform Air Traffic Simulation Software
NASA Technical Reports Server (NTRS)
Hunter, George; Boisvert, Benjamin
2013-01-01
This document is the final report for the project entitled "Upgrades to the Probabilistic NAS Platform Air Traffic Simulation Software." This report consists of 17 sections which document the results of the several subtasks of this effort. The Probabilistic NAS Platform (PNP) is an air operations simulation platform developed and maintained by the Saab Sensis Corporation. The improvements made to the PNP simulation include the following: an airborne distributed separation assurance capability, a required time of arrival assignment and conformance capability, and a tactical and strategic weather avoidance capability.
Increasing the reliability of ecological models using modern software engineering techniques
Robert M. Scheller; Brian R. Sturtevant; Eric J. Gustafson; Brendan C. Ward; David J. Mladenoff
2009-01-01
Modern software development techniques are largely unknown to ecologists. Typically, ecological models and other software tools are developed for limited research purposes, and additional capabilities are added later, usually in an ad hoc manner. Modern software engineering techniques can substantially increase scientific rigor and confidence in ecological models and...
2010-03-01
to a graphics card , and not the redesign of XML. The justification is that if XML is going to be prevalent, special optimized hardware is...the answer, similar to the specialized functions of a video card . Given the Moore’s law that processing power doubles every few years, let the...and numerous multimedia players such as iTunes from Apple. These applications are free to use, but the source is restricted by software licenses
Reaction time and anticipatory skill of athletes in open and closed skill-dominated sport.
Nuri, Leila; Shadmehr, Azadeh; Ghotbi, Nastaran; Attarbashi Moghadam, Behrouz
2013-01-01
In sports, reaction time and anticipatory skill are critical aspects of perceptual abilities. To date, no study has compared reaction time and anticipatory skill of athletes from open and closed skill-dominated sport. Accordingly, the present study investigated whether a difference exists in sensory-cognitive skills between these two different sport domains. Eleven volleyball players and 11 sprinters participated in this experiment. Reaction time and anticipatory skill of both groups were recorded by a custom-made software called SART (speed anticipation and reaction time test). This software consists of six sensory-cognitive tests that evaluate visual choice reaction time, visual complex choice reaction time, auditory choice reaction time, auditory complex choice reaction time, and anticipatory skill of the high speed and low speed of the ball. For each variable, an independent t-test was performed. Results suggested that sprinters were better in both auditory reaction times (P<0.001 for both tests) and volleyball players were better in both anticipatory skill tests (P = 0.007 and P = 0.04 for anticipatory skill of the high speed and low speed of the ball, respectively). However, no significant differences were found in both visual choice reaction time tests (P > 0.05 for both visual reaction time tests). It is concluded that athletes have greater sensory-cognitive skills related to their specific sport domain either open or closed.
MINDS: A microcomputer interactive data system for 8086-based controllers
NASA Technical Reports Server (NTRS)
Soeder, J. F.
1985-01-01
A microcomputer interactive data system (MINDS) software package for the 8086 family of microcomputers is described. To enhance program understandability and ease of code maintenance, the software is written in PL/M-86, Intel Corporation's high-level system implementation language. The MINDS software is intended to run in residence with real-time digital control software to provide displays of steady-state and transient data. In addition, the MINDS package provides classic monitor capabilities along with extended provisions for debugging an executing control system. The software uses the CP/M-86 operating system developed by Digital Research, Inc., to provide program load capabilities along with a uniform file structure for data and table storage. Finally, a library of input and output subroutines to be used with consoles equipped with PL/M-86 and assembly language is described.
Small molecules, big players: the National Cancer Institute's Initiative for Chemical Genetics.
Tolliday, Nicola; Clemons, Paul A; Ferraiolo, Paul; Koehler, Angela N; Lewis, Timothy A; Li, Xiaohua; Schreiber, Stuart L; Gerhard, Daniela S; Eliasof, Scott
2006-09-15
In 2002, the National Cancer Institute created the Initiative for Chemical Genetics (ICG), to enable public research using small molecules to accelerate the discovery of cancer-relevant small-molecule probes. The ICG is a public-access research facility consisting of a tightly integrated team of synthetic and analytical chemists, assay developers, high-throughput screening and automation engineers, computational scientists, and software developers. The ICG seeks to facilitate the cross-fertilization of synthetic chemistry and cancer biology by creating a research environment in which new scientific collaborations are possible. To date, the ICG has interacted with 76 biology laboratories from 39 institutions and more than a dozen organic synthetic chemistry laboratories around the country and in Canada. All chemistry and screening data are deposited into the ChemBank web site (http://chembank.broad.harvard.edu/) and are available to the entire research community within a year of generation. ChemBank is both a data repository and a data analysis environment, facilitating the exploration of chemical and biological information across many different assays and small molecules. This report outlines how the ICG functions, how researchers can take advantage of its screening, chemistry and informatic capabilities, and provides a brief summary of some of the many important research findings.
Process Improvement Should Link to Security: SEPG 2007 Security Track Recap
2007-09-01
the Systems Security Engineering Capability Maturity Model (SSE- CMM / ISO 21827) and its use in system software developments ...software development life cycle ( SDLC )? 6. In what ways should process improvement support security in the SDLC ? 1.2 10BPANEL RESOURCES For each... project management, and support practices through the use of the capability maturity models including the CMMI and the Systems Security
DDP-516 Computer Graphics System Capabilities
DOT National Transportation Integrated Search
1972-06-01
This report describes the capabilities of the DDP-516 Computer Graphics System. One objective of this report is to acquaint DOT management and project planners with the system's current capabilities, applications hardware and software. The Appendix i...
Near-infrared face recognition utilizing open CV software
NASA Astrophysics Data System (ADS)
Sellami, Louiza; Ngo, Hau; Fowler, Chris J.; Kearney, Liam M.
2014-06-01
Commercially available hardware, freely available algorithms, and authors' developed software are synergized successfully to detect and recognize subjects in an environment without visible light. This project integrates three major components: an illumination device operating in near infrared (NIR) spectrum, a NIR capable camera and a software algorithm capable of performing image manipulation, facial detection and recognition. Focusing our efforts in the near infrared spectrum allows the low budget system to operate covertly while still allowing for accurate face recognition. In doing so a valuable function has been developed which presents potential benefits in future civilian and military security and surveillance operations.
Assessment of CTAS ETA prediction capabilities
NASA Astrophysics Data System (ADS)
Bolender, Michael A.
1994-11-01
This report summarizes the work done to date in assessing the trajectory fidelity and estimated time of arrival (ETA) prediction capability of the NASA Ames Center TRACON Automation System (CTAS) software. The CTAS software suite is a series of computer programs designed to aid air traffic controllers in their tasks of safely scheduling the landing sequence of approaching aircraft. in particular, this report concerns the accuracy of the available measurements (e.g., position, altitude, etc.) that are input to the software, as well as the accuracy of the final data that is made available to the air traffic controllers.
Non-Grey Radiation Modeling using Thermal Desktop/Sindaworks TFAWS06-1009
NASA Technical Reports Server (NTRS)
Anderson, Kevin R.; Paine, Chris
2006-01-01
This paper provides an overview of the non-grey radiation modeling capabilities of Cullimore and Ring's Thermal Desktop(Registered TradeMark) Version 4.8 SindaWorks software. The non-grey radiation analysis theory implemented by Sindaworks and the methodology used by the software are outlined. Representative results from a parametric trade study of a radiation shield comprised of a series of v-grooved shaped deployable panels is used to illustrate the capabilities of the SindaWorks non-grey radiation thermal analysis software using emissivities with temperature and wavelength dependency modeled via a Hagen-Rubens relationship.
Does expert perceptual anticipation transfer to a dissimilar domain?
Müller, Sean; McLaren, Michelle; Appleby, Brendyn; Rosalie, Simon M
2015-06-01
The purpose of this experiment was to extend theoretical understanding of transfer of learning by investigating whether expert perceptual anticipation skill transfers to a dissimilar domain. The capability of expert and near-expert rugby players as well as novices to anticipate skill type within rugby (learning sport) was first examined using a temporal occlusion paradigm. Participants watched video footage of an opponent performing rugby skill types that were temporally occluded at different points in the opponent's action and then made a written prediction. Thereafter, the capability of participants to transfer their anticipation skill to predict pitch type in baseball (transfer sport) was examined. Participants watched video footage of a pitcher throwing different pitch types that were temporally occluded and made a written prediction. Results indicated that expert and near-expert rugby players anticipated significantly better than novices across all occlusion conditions. However, none of the skill groups were able to transfer anticipation skill to predict pitch type in baseball. The findings of this paper, along with existing literature, support the theoretical prediction that transfer of perceptual anticipation is expertise dependent and restricted to similar domains. (c) 2015 APA, all rights reserved).
Automation software for a materials testing laboratory
NASA Technical Reports Server (NTRS)
Mcgaw, Michael A.; Bonacuse, Peter J.
1990-01-01
The software environment in use at the NASA-Lewis Research Center's High Temperature Fatigue and Structures Laboratory is reviewed. This software environment is aimed at supporting the tasks involved in performing materials behavior research. The features and capabilities of the approach to specifying a materials test include static and dynamic control mode switching, enabling multimode test control; dynamic alteration of the control waveform based upon events occurring in the response variables; precise control over the nature of both command waveform generation and data acquisition; and the nesting of waveform/data acquisition strategies so that material history dependencies may be explored. To eliminate repetitive tasks in the coventional research process, a communications network software system is established which provides file interchange and remote console capabilities.
A Software Framework for Aircraft Simulation
NASA Technical Reports Server (NTRS)
Curlett, Brian P.
2008-01-01
The National Aeronautics and Space Administration Dryden Flight Research Center has a long history in developing simulations of experimental fixed-wing aircraft from gliders to suborbital vehicles on platforms ranging from desktop simulators to pilot-in-the-loop/aircraft-in-the-loop simulators. Regardless of the aircraft or simulator hardware, much of the software framework is common to all NASA Dryden simulators. Some of this software has withstood the test of time, but in recent years the push toward high-fidelity user-friendly simulations has resulted in some significant changes. This report presents an overview of the current NASA Dryden simulation software framework and capabilities with an emphasis on the new features that have permitted NASA to develop more capable simulations while maintaining the same staffing levels.
Telescience Resource Kit (TReK)
NASA Technical Reports Server (NTRS)
Lippincott, Jeff
2015-01-01
Telescience Resource Kit (TReK) is one of the Huntsville Operations Support Center (HOSC) remote operations solutions. It can be used to monitor and control International Space Station (ISS) payloads from anywhere in the world. It is comprised of a suite of software applications and libraries that provide generic data system capabilities and access to HOSC services. The TReK Software has been operational since 2000. A new cross-platform version of TReK is under development. The new software is being released in phases during the 2014-2016 timeframe. The TReK Release 3.x series of software is the original TReK software that has been operational since 2000. This software runs on Windows. It contains capabilities to support traditional telemetry and commanding using CCSDS (Consultative Committee for Space Data Systems) packets. The TReK Release 4.x series of software is the new cross platform software. It runs on Windows and Linux. The new TReK software will support communication using standard IP protocols and traditional telemetry and commanding. All the software listed above is compatible and can be installed and run together on Windows. The new TReK software contains a suite of software that can be used by payload developers on the ground and onboard (TReK Toolkit). TReK Toolkit is a suite of lightweight libraries and utility applications for use onboard and on the ground. TReK Desktop is the full suite of TReK software -most useful on the ground. When TReK Desktop is released, the TReK installation program will provide the option to choose just the TReK Toolkit portion of the software or the full TReK Desktop suite. The ISS program is providing the TReK Toolkit software as a generic flight software capability offered as a standard service to payloads. TReK Software Verification was conducted during the April/May 2015 timeframe. Payload teams using the TReK software onboard can reference the TReK software verification. TReK will be demonstrated on-orbit running on an ISS provided T61p laptop. Target Timeframe: September 2015 -2016. The on-orbit demonstration will collect benchmark metrics, and will be used in the future to provide live demonstrations during ISS Payload Conferences. Benchmark metrics and demonstrations will address the protocols described in SSP 52050-0047 Ku Forward section 3.3.7. (Associated term: CCSDS File Delivery Protocol (CFDP)).
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bartlett, Roscoe A; Heroux, Dr. Michael A; Willenbring, James
2012-01-01
Software lifecycles are becoming an increasingly important issue for computational science & engineering (CSE) software. The process by which a piece of CSE software begins life as a set of research requirements and then matures into a trusted high-quality capability is both commonplace and extremely challenging. Although an implicit lifecycle is obviously being used in any effort, the challenges of this process--respecting the competing needs of research vs. production--cannot be overstated. Here we describe a proposal for a well-defined software lifecycle process based on modern Lean/Agile software engineering principles. What we propose is appropriate for many CSE software projects thatmore » are initially heavily focused on research but also are expected to eventually produce usable high-quality capabilities. The model is related to TriBITS, a build, integration and testing system, which serves as a strong foundation for this lifecycle model, and aspects of this lifecycle model are ingrained in the TriBITS system. Indeed this lifecycle process, if followed, will enable large-scale sustainable integration of many complex CSE software efforts across several institutions.« less
Using a situation awareness approach to determine decision-making behaviour in squash.
Murray, Stafford; James, Nic; Perš, Janez; Mandeljc, Rok; Vučković, Goran
2018-06-01
Situation awareness (SA) refers to the awareness of all relevant sources of information, an ability to synthesise this information using domain knowledge gained from past experiences and the ability to physically respond to a situation. Expert-novice differences have been widely reported in decision-making in complex situations although determining the small differences in expert behaviour are more elusive. This study considered how expert squash players use SA to decide on what shot to play. Matches at the 2010 (n = 14) and 2011 (n = 27) Rowe British Grand Prix were recorded and processed using Tracker software. Shot type, ball location, players' positions on court and movement parameters between the time an opponent played a shot prior to the player's shot to the time of the opponent's following shot were captured 25 times per second. Six SA clusters were named to relate to the outcome of a shot ranging from a defensive shot played under pressure to create time to an attempted winner played under no pressure with the opponent out of position. This new methodology found fine-grained SA differences in expert behaviour, even for the same shot type played from the same court area, beyond the usual expert-novice differences.
Guest editorial: Introduction to the special issue on modern control for computer games.
Argyriou, Vasileios; Kotsia, Irene; Zafeiriou, Stefanos; Petrou, Maria
2013-12-01
A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.
Tackle and impact detection in elite Australian football using wearable microsensor technology.
Gastin, Paul B; McLean, Owen C; Breed, Ray V P; Spittle, Michael
2014-01-01
The effectiveness of a wearable microsensor device (MinimaxX(TM) S4, Catapult Innovations, Melbourne, VIC, Australia) to automatically detect tackles and impact events in elite Australian football (AF) was assessed during four matches. Video observation was used as the criterion measure. A total of 352 tackles were observed, with 78% correctly detected as tackles by the manufacturer's software. Tackles against (i.e. tackled by an opponent) were more accurately detected than tackles made (90% v 66%). Of the 77 tackles that were not detected at all, the majority (74%) were categorised as low-intensity. In contrast, a total of 1510 "tackle" events were detected, with only 18% of these verified as tackles. A further 57% were from contested ball situations involving player contact. The remaining 25% were in general play where no contact was evident; these were significantly lower in peak Player Load™ than those involving player contact (P < 0.01). The tackle detection algorithm, developed primarily for rugby, was not suitable for tackle detection in AF. The underlying sensor data may have the potential to detect a range of events within contact sports such as AF, yet to do so is a complex task and requires sophisticated sport and event-specific algorithms.
High-Intensity Events in International Women's Team Handball Matches.
Luteberget, Live S; Spencer, Matt
2017-01-01
International women's team handball is a physically demanding sport and is intermittent in nature. The aim of the study was to profile high-intensity events (HIEs) in international women's team handball matches with regard to playing positions. Twenty female national-team handball players were equipped with inertial movement units (OptimEye S5, Catapult Sports, Australia) in 9 official international matches. Players were categorized in 4 different playing positions: backs, wings, pivots, and goalkeepers (GKs). PlayerLoad™, accelerations (Acc), changes of direction (CoD), decelerations (Dec), and the sum of the latter 3, HIEs, were extracted from raw-data files using the manufacturer's software. All Acc, Dec, CoD, and HIEs >2.5 m/s were included. Data were log-transformed and differences were standardized for interpretation of magnitudes and reported with effect-size statistics. Mean numbers of events were 0.7 ± 0.4 Acc/min, 2.3 ± 0.9 Dec/min, and 1.0 ± 0.4 CoD/min. Substantial differences between playing positions, ranging from small to very large, were found in the 3 parameters. Backs showed a most likely greater frequency for HIE/min (5.0 ± 1.1 HIE/min) than all other playing positions. Differences between playing positions were also apparent in PlayerLoad/min. HIEs in international women's team handball are position specific, and the overall intensity depends on the positional role within a team. Specific HIE and intensity profiles from match play provide useful information for a better understanding of the overall game demands and for each playing position.
Intensity and duration of intermittent exercise and recovery during a soccer match.
Orendurff, Michael S; Walker, Jason D; Jovanovic, Mladen; Tulchin, Kirsten L; Levy, Morris; Hoffmann, David K
2010-10-01
Soccer is a sport consisting of high-intensity intermittent exercise, with players making forays across their anaerobic threshold for tactical advantage followed by periods of recovery. The intensity and duration of these work and recovery bouts were defined during a men's soccer match using StepWatch Activity Monitors recording step rate for each 3-second period. The data were coded by custom software to separate work bouts (step rate ≥ 4) from recovery bouts (step rate < 4), and a square wave of the pattern of bouts was plotted for 5 players: center forward, central midfielder, wing midfielder, central defender, and wing defender. Four values were calculated for each work and recovery bout identified: duration, and mean, maximum, and minimum step rate (intensity). This novel technique provided detailed graphical information on the duration and exercise intensity of each position throughout the match. The center midfielder was able to sustain work and recovery bout characteristics throughout the match and appeared to recover at higher intensity levels than other players. The forward showed the consequence of accumulated fatigue late in the match and was unable to sustain the duration of high-intensity work bouts observed earlier in the match. The central defender attenuated the intensity of his work and recovery bouts late in the match staying closer to a more moderate work rate with fewer high- or low-intensity bouts. Having objective data qualifying players' work and recovery bout characteristics might prove valuable for tactical decision making, substitution timing, and for planning future training sessions.
Moreira, Alexandre; Saldanha Aoki, Marcelo; Carling, Chris; Alan Rodrigues Lopes, Rafael; Felipe Schultz de Arruda, Ademir; Lima, Marcelo; Cesar Correa, Umberto; Bradley, Paul S
2016-01-01
Background There have been claims that small-sided games (SSG) may generate an appropriate environment to develop youth players’ technical performance associated to game-related problem solving. However, the temporal change in technical performance parameters of youth players during SSG is still unknown. Objectives The aim of this study was to examine temporal changes in technical and physical performances during a small-sided game (SSG) in elite soccer players. Methods Sixty elite youth players (age 14.8 ± 0.2 yr; stature 177 ± 5 cm; body mass 66.2 ± 4.7 kg) completed a 5 v 5 SSG using two repetitions of 8 minutes interspersed by 3 minutes of passive recovery. To evaluate temporal changes in performance, the data were analysed across 4 minutes quarters. Physical performance parameters included the total distance covered (TDC), the frequency of sprints (>18 km•h-1), accelerations and decelerations (> 2.0 m•s-2 and - 2.0 m•s-2), metabolic power (W•kg-1), training impulse (TRIMP), TDC: TRIMP, number of impacts, and body load. Technical performance parameters included goal attempts, total number of tackles, tackles and interceptions, total number of passes, and passes effectiveness. Results All physical performance parameters decreased from the first to the last quarter with notable declines in TDC, metabolic power and the frequency of sprints, accelerations and decelerations (P < 0.05; moderate to very large ES: 1.08 - 3.30). However, technical performance parameters did not vary across quarters (P > 0.05; trivial ES for 1st v 4th quarters: 0.15 - 0.33). Conclusions The data demonstrate that technical performance is maintained despite substantial declines in physical performance during a SSG in elite youth players. This finding may have implications for designing SSG’s for elite youth players to ensure physical, technical and tactical capabilities are optimized. Modifications in player number, pitch dimensions, rules, coach encouragement, for instance, should be included taking into account the main aim of a given session and then focused on overloading physical or technical elements. PMID:28144411
Yanci, Javier; Castillo, Daniel; Iturricastillo, Aitor; Ayarra, Rubén; Nakamura, Fábio Y
2017-07-01
Yanci, J, Castillo, D, Iturricastillo, A, Ayarra, R, and Nakamura, FY. Effects of two different volume-equated weekly distributed short-term plyometric training programs on futsal players' physical performance. J Strength Cond Res 31(7): 1787-1794, 2017-The aim was to analyze the effect of 2 different plyometric training programs (i.e., 1 vs. 2 sessions per week, same total weekly volume) on physical performance in futsal players. Forty-four futsal players were divided into 3 training groups differing in weekly plyometric training load: the 2 days per week plyometric training group (PT2D, n = 15), the 1 day per week plyometric training group (PT1D, n = 12), and the control group (CG, n = 12) which did not perform plyometric training. The results of this study showed that in-season futsal training per se was capable of improving repeat sprint ability (RSA) (effect size [ES] = -0.59 to -1.53). However, while change of direction ability (CODA) was maintained during the training period (ES = 0.00), 15-m sprint (ES = 0.73), and vertical jump (VJ) performance (ES = -0.30 to -1.37) were significantly impaired. By contrast, PT2D and PT1D plyometric training were effective in improving futsal players' 15-m sprint (ES = -0.64 to -1.00), CODA (ES = -1.83 to -5.50), and horizontal jump (ES = 0.33-0.64) performance. Nonetheless, all groups (i.e., PT2D, PT1D, and CG) presented a reduction in VJ performance (ES = -0.04 to -1.37). Regarding RSA performance, PT1D showed a similar improvement compared with CG (ES = -0.65 to -1.53) after the training intervention, whereas PT2D did not show significant change (ES = -0.04 to -0.38). These results may have considerable practical relevance for the optimal design of plyometric training programs for futsal players, given that a 1-day-per-week plyometric training program is more efficient than a 2-day-per-week plyometric training program to improve the futsal players' physical performance.
Code White: A Signed Code Protection Mechanism for Smartphones
2010-09-01
analogous to computer security is the use of antivirus (AV) software . 12 AV software is a brute force approach to security. The software ...these users, numerous malicious programs have also surfaced. And while smartphones have desktop-like capabilities to execute software , they do not...11 2.3.1 Antivirus and Mobile Phones ............................................................... 11 2.3.2
Frýbort, Pavel; Kokštejn, Jakub; Musálek, Martin; Süss, Vladimír
2016-06-01
A soccer player's capability to control and manage his behaviour in a game situation is a prerequisite, reflecting not only swift and accurate tactical decision-making, but also prompt implementation of a motor task during intermittent exercise conditions. The purpose of this study was to analyse the relationship between varying exercise intensity and the visual-motor response time and the accuracy of motor response in an offensive game situation in soccer. The participants (n = 42) were male, semi-professional, soccer players (M age 18.0 ± 0.9 years) and trained five times a week. Each player performed four different modes of exercise intensity on the treadmill (motor inactivity, aerobic, intermittent and anaerobic activity). After the end of each exercise, visual-motor response time and accuracy of motor response were assessed. Players' motion was captured by digital video camera. ANOVA indicated no significant difference (p = 0.090) in the accuracy of motor response between the four exercise intensity modes. Practical significance (Z-test = 0.31) was found in visual-motor response time between exercise with dominant involvement of aerobic metabolism, and intense intermittent exercise. A medium size effect (Z-test = 0.34) was also found in visual-motor response time between exercise with dominant involvement of aerobic metabolism and exercise with dominant involvement of anaerobic metabolism, which was confirmed by ANOVA (897.02 ± 57.46 vs. 940.95 ± 71.14; p = 0.002). The results showed that different modes of exercise intensity do not adversely affect the accuracy of motor responses; however, high-intensity exercise has a negative effect on visual-motor response time in comparison to moderate intensity exercise. Key pointsDifferent exercise intensity modes did not affect the accuracy of motor response.Anaerobic, highly intensive short-term exercise significantly decreased the visual-motor response time in comparison with aerobic exercise.Further research should focus on the assessment of VMRT from a player's real - field position view rather than a perspective view.
Unilateral jumps in different directions: a novel assessment of soccer-associated power?
Murtagh, Conall F; Vanrenterghem, Jos; O'Boyle, Andrew; Morgans, Ryland; Drust, Barry; Erskine, Robert M
2017-11-01
We aimed to determine whether countermovement jumps (CMJs; unilateral and bilateral) performed in different directions assessed independent lower-limb power qualities, and if unilateral CMJs would better differentiate between elite and non-elite soccer players than the bilateral vertical (BV) CMJ. Elite (n=23; age, 18.1±1.0years) and non-elite (n=20; age, 22.3±2.7years) soccer players performed three BV, unilateral vertical (UV), unilateral horizontal-forward (UH) and unilateral medial (UM) CMJs. Jump performance (height and projectile range), kinetic and kinematic variables from ground reaction forces, and peak activation levels of the vastus lateralis and biceps femoris (BF) muscles from surface electromyography, were compared between jumps and groups of players. Peak vertical power (V-power) was greater in BV (220.2±30.1W/kg) compared to UV (144.1±16.2W/kg), which was greater than UH (86.7±18.3W/kg) and UM (85.5±13.5W/kg) (all, p<0.05) but there was no difference between UH and UM (p=1.000). Peak BF EMG was greater in UH compared to all other CMJs (p≤0.001). V-power was greater in elite than non-elite for all CMJs (p≤0.032) except for BV (p=0.197). Elite achieved greater UH projectile range than non-elite (51.6±15.4 vs. 40.4±10.4cm, p=0.009). We have shown that UH, UV and UM CMJs assess distinct lower-limb muscular power capabilities in soccer players. Furthermore, as elite players outperformed non-elite players during unilateral but not BV CMJs, unilateral CMJs in different directions should be included in soccer-specific muscular power assessment and talent identification protocols, rather than the BV CMJ. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Owen, Adam L; Forsyth, Jacky J; Wong, Del P; Dellal, Alexandre; Connelly, Sean P; Chamari, Karim
2015-06-01
Elite-level professional soccer players are suggested to have increased physical, technical, tactical, and psychological capabilities when compared with their subelite counterparts. Ensuring these players remain at the elite level generally involves training many different bodily systems to a high intensity or level within a short duration. This study aimed to examine whether an increase in training volume at high-intensity levels was related to injury incidence, or increased the odds of sustaining an injury. Training intensity was monitored through time spent in high-intensity (T-HI) and very high-intensity (T-VHI) zones of 85-<90% and ≥90% of maximal heart rate (HRmax), and all injuries were recorded over 2 consecutive seasons. Twenty-three, elite professional male soccer players (mean ± SD age, 25.6 ± 4.6 years; stature, 181.8 ± 6.8 cm; and body mass, 79.3 ± 8.1 kg) were studied throughout the 2-years span of the investigation. The results showed a mean total injury incidence of 18.8 (95% confidence interval [CI], 14.7-22.9) injuries per 1,000 hours of exposure. Significant correlations were found between training volume at T-HI and injury incidence (r = 0.57, p = 0.005). Further analysis revealed how players achieving more time in the T-VHI zone during training increased the odds of sustaining a match injury (odds ratio = 1.87; 95% CI, 1.12-3.12, p = 0.02) but did not increase the odds of sustaining a training injury. Reducing the number of competitive match injuries among elite-level professional players may be possible if greater focus is placed on the training intensity and volume over a period of time ensuring the potential reduction of fatigue or overuse injuries. In addition, it is important to understand the optimal training load at which adaptation occurs without raising the risk of injury.
De Ste Croix, Mark B A; Hughes, Jonathan D; Lloyd, Rhodri S; Oliver, Jon L; Read, Paul J
2017-11-01
De Ste Croix, MBA, Hughes, JD, Lloyd, RS, Oliver, JL, and Read, PJ. Leg stiffness in female soccer players: intersession reliability and the fatiguing effects of soccer-specific exercise. J Strength Cond Res 31(11): 3052-3058, 2016-Low levels of leg stiffness and reduced leg stiffness when fatigue is present compromise physical performance and increase injury risk. The purpose of this study was to (a) determine the reliability of leg stiffness measures obtained from contact mat data and (b) explore age-related differences in leg stiffness after exposure to a soccer-specific fatigue protocol in young female soccer players. Thirty-seven uninjured female youth soccer players divided into 3 subgroups based on chronological age (under 13 [U13], under 15 [U15], and under 17 [U17] year-olds) volunteered to participate in the study. After baseline data collection, during which relative leg stiffness, contact time, and flight time were collected, participants completed an age-appropriate soccer-specific fatigue protocol (SAFT). Upon completion of the fatigue protocol, subjects were immediately retested. Intersession reliability was acceptable and could be considered capable of detecting worthwhile changes in performance. Results showed that leg stiffness decreased in the U13 year-olds, was maintained in the U15 age group, and increased in the U17 players. Contact times and flight times did not change in the U13 and U15 year-olds, but significantly decreased and increased, respectively, in the U17 age group. The data suggest that age-related changes in the neuromuscular control of leg stiffness are present in youth female soccer players. Practitioners should be aware of these discrepancies in neuromuscular responses to soccer-specific fatigue, and should tailor training programs to meet the needs of individuals, which may subsequently enhance performance and reduce injury risk.
Intelligent Hardware-Enabled Sensor and Software Safety and Health Management for Autonomous UAS
NASA Technical Reports Server (NTRS)
Rozier, Kristin Y.; Schumann, Johann; Ippolito, Corey
2015-01-01
Unmanned Aerial Systems (UAS) can only be deployed if they can effectively complete their mission and respond to failures and uncertain environmental conditions while maintaining safety with respect to other aircraft as well as humans and property on the ground. We propose to design a real-time, onboard system health management (SHM) capability to continuously monitor essential system components such as sensors, software, and hardware systems for detection and diagnosis of failures and violations of safety or performance rules during the ight of a UAS. Our approach to SHM is three-pronged, providing: (1) real-time monitoring of sensor and software signals; (2) signal analysis, preprocessing, and advanced on-the- y temporal and Bayesian probabilistic fault diagnosis; (3) an unobtrusive, lightweight, read-only, low-power hardware realization using Field Programmable Gate Arrays (FPGAs) in order to avoid overburdening limited computing resources or costly re-certi cation of ight software due to instrumentation. No currently available SHM capabilities (or combinations of currently existing SHM capabilities) come anywhere close to satisfying these three criteria yet NASA will require such intelligent, hardwareenabled sensor and software safety and health management for introducing autonomous UAS into the National Airspace System (NAS). We propose a novel approach of creating modular building blocks for combining responsive runtime monitoring of temporal logic system safety requirements with model-based diagnosis and Bayesian network-based probabilistic analysis. Our proposed research program includes both developing this novel approach and demonstrating its capabilities using the NASA Swift UAS as a demonstration platform.
NASA Astrophysics Data System (ADS)
Leuchter, S.; Reinert, F.; Müller, W.
2014-06-01
Procurement and design of system architectures capable of network centric operations demand for an assessment scheme in order to compare different alternative realizations. In this contribution an assessment method for system architectures targeted at the C4ISR domain is presented. The method addresses the integration capability of software systems from a complex and distributed software system perspective focusing communication, interfaces and software. The aim is to evaluate the capability to integrate a system or its functions within a system-of-systems network. This method uses approaches from software architecture quality assessment and applies them on the system architecture level. It features a specific goal tree of several dimensions that are relevant for enterprise integration. These dimensions have to be weighed against each other and totalized using methods from the normative decision theory in order to reflect the intention of the particular enterprise integration effort. The indicators and measurements for many of the considered quality features rely on a model based view on systems, networks, and the enterprise. That means it is applicable to System-of-System specifications based on enterprise architectural frameworks relying on defined meta-models or domain ontologies for defining views and viewpoints. In the defense context we use the NATO Architecture Framework (NAF) to ground respective system models. The proposed assessment method allows evaluating and comparing competing system designs regarding their future integration potential. It is a contribution to the system-of-systems engineering methodology.
NASA Technical Reports Server (NTRS)
Butler, Douglas J.; Kerstman, Eric
2010-01-01
This slide presentation reviews the goals and approach for the Integrated Medical Model (IMM). The IMM is a software decision support tool that forecasts medical events during spaceflight and optimizes medical systems during simulations. It includes information on the software capabilities, program stakeholders, use history, and the software logic.
48 CFR 352.227-14 - Rights in Data-Exceptional Circumstances.
Code of Federal Regulations, 2014 CFR
2014-10-01
....] Computer database or database means a collection of recorded information in a form capable of, and for the... databases or computer software documentation. Computer software documentation means owner's manuals, user's... nature (including computer databases and computer software documentation). This term does not include...
Software for Managing Personal Files.
ERIC Educational Resources Information Center
Lundeen, Gerald
1989-01-01
Discusses the special characteristics of personal file management software and compares four microcomputer software packages: Notebook II with Bibliography and Convert, Pro-Cite with Biblio-Links, askSam, and Reference Manager. Each package is evaluated in terms of the user interface, file maintenance, retrieval capabilities, output, and…
Software Analysis of New Space Gravity Data for Geophysics and Climate Research
NASA Technical Reports Server (NTRS)
Deese, Rupert; Ivins, Erik R.; Fielding, Eric J.
2012-01-01
Both the Gravity Recovery and Climate Experiment (GRACE) and Gravity field and steady-state Ocean Circulation Explorer (GOCE) satellites are returning rich data for the study of the solid earth, the oceans, and the climate. Current software analysis tools do not provide researchers with the ease and flexibility required to make full use of this data. We evaluate the capabilities and shortcomings of existing software tools including Mathematica, the GOCE User Toolbox, the ICGEM's (International Center for Global Earth Models) web server, and Tesseroids. Using existing tools as necessary, we design and implement software with the capability to produce gridded data and publication quality renderings from raw gravity data. The straight forward software interface marks an improvement over previously existing tools and makes new space gravity data more useful to researchers. Using the software we calculate Bouguer anomalies of the gravity tensor's vertical component in the Gulf of Mexico, Antarctica, and the 2010 Maule earthquake region. These maps identify promising areas of future research.
Configuring the Orion Guidance, Navigation, and Control Flight Software for Automated Sequencing
NASA Technical Reports Server (NTRS)
Odegard, Ryan G.; Siliwinski, Tomasz K.; King, Ellis T.; Hart, Jeremy J.
2010-01-01
The Orion Crew Exploration Vehicle is being designed with greater automation capabilities than any other crewed spacecraft in NASA s history. The Guidance, Navigation, and Control (GN&C) flight software architecture is designed to provide a flexible and evolvable framework that accommodates increasing levels of automation over time. Within the GN&C flight software, a data-driven approach is used to configure software. This approach allows data reconfiguration and updates to automated sequences without requiring recompilation of the software. Because of the great dependency of the automation and the flight software on the configuration data, the data management is a vital component of the processes for software certification, mission design, and flight operations. To enable the automated sequencing and data configuration of the GN&C subsystem on Orion, a desktop database configuration tool has been developed. The database tool allows the specification of the GN&C activity sequences, the automated transitions in the software, and the corresponding parameter reconfigurations. These aspects of the GN&C automation on Orion are all coordinated via data management, and the database tool provides the ability to test the automation capabilities during the development of the GN&C software. In addition to providing the infrastructure to manage the GN&C automation, the database tool has been designed with capabilities to import and export artifacts for simulation analysis and documentation purposes. Furthermore, the database configuration tool, currently used to manage simulation data, is envisioned to evolve into a mission planning tool for generating and testing GN&C software sequences and configurations. A key enabler of the GN&C automation design, the database tool allows both the creation and maintenance of the data artifacts, as well as serving the critical role of helping to manage, visualize, and understand the data-driven parameters both during software development and throughout the life of the Orion project.
NASA Technical Reports Server (NTRS)
Yao, S. S. (Principal Investigator)
1981-01-01
A preliminary evaluation of the processing capability of the VICAR software for land information support system needs is presented. The geometric and radiometric properties of four sets of LANDSAT data taken over the Elk River, Idaho quadrangle were compared. Storage of data sets, the means of location, pixel resolution, and radiometric and geometric characteristics are described. Recommended modifications of VICAR programs are presented.
Intelligence Applied to Air Vehicles
NASA Technical Reports Server (NTRS)
Rosen, Robert; Gross, Anthony R.; Fletcher, L. Skip; Zornetzer, Steven (Technical Monitor)
2000-01-01
The exponential growth in information technology has provided the potential for air vehicle capabilities that were previously unavailable to mission and vehicle designers. The increasing capabilities of computer hardware and software, including new developments such as neural networks, provide a new balance of work between humans and machines. This paper will describe several NASA projects, and review results and conclusions from ground and flight investigations where vehicle intelligence was developed and applied to aeronautical and space systems. In the first example, flight results from a neural network flight control demonstration will be reviewed. Using, a highly-modified F-15 aircraft, a NASA/Dryden experimental flight test program has demonstrated how the neural network software can correctly identify and respond to changes in aircraft stability and control characteristics. Using its on-line learning capability, the neural net software would identify that something in the vehicle has changed, then reconfigure the flight control computer system to adapt to those changes. The results of the Remote Agent software project will be presented. This capability will reduce the cost of future spacecraft operations as computers become "thinking" partners along with humans. In addition, the paper will describe the objectives and plans for the autonomous airplane program and the autonomous rotorcraft project. Technologies will also be developed.
Demonstrating High-Accuracy Orbital Access Using Open-Source Tools
NASA Technical Reports Server (NTRS)
Gilbertson, Christian; Welch, Bryan
2017-01-01
Orbit propagation is fundamental to almost every space-based analysis. Currently, many system analysts use commercial software to predict the future positions of orbiting satellites. This is one of many capabilities that can replicated, with great accuracy, without using expensive, proprietary software. NASAs SCaN (Space Communication and Navigation) Center for Engineering, Networks, Integration, and Communications (SCENIC) project plans to provide its analysis capabilities using a combination of internal and open-source software, allowing for a much greater measure of customization and flexibility, while reducing recurring software license costs. MATLAB and the open-source Orbit Determination Toolbox created by Goddard Space Flight Center (GSFC) were utilized to develop tools with the capability to propagate orbits, perform line-of-sight (LOS) availability analyses, and visualize the results. The developed programs are modular and can be applied for mission planning and viability analysis in a variety of Solar System applications. The tools can perform 2 and N-body orbit propagation, find inter-satellite and satellite to ground station LOS access (accounting for intermediate oblate spheroid body blocking, geometric restrictions of the antenna field-of-view (FOV), and relativistic corrections), and create animations of planetary movement, satellite orbits, and LOS accesses. The code is the basis for SCENICs broad analysis capabilities including dynamic link analysis, dilution-of-precision navigation analysis, and orbital availability calculations.
Software attribute visualization for high integrity software
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pollock, G.M.
1998-03-01
This report documents a prototype tool developed to investigate the use of visualization and virtual reality technologies for improving software surety confidence. The tool is utilized within the execution phase of the software life cycle. It provides a capability to monitor an executing program against prespecified requirements constraints provided in a program written in the requirements specification language SAGE. The resulting Software Attribute Visual Analysis Tool (SAVAnT) also provides a technique to assess the completeness of a software specification.
2010-06-01
cannot make a distinction between software maintenance and development” (Sharma, 2004). ISO /IEC 12207 Software Lifecycle Processes offers a guide to...synopsis of ISO /IEC 12207 , Raghu Singh of the Federal Aviation Administration states “Whenever a software product needs modifications, the development...Corporation. Singh, R. (1998). International Standard ISO /IEC 12207 Software Life Cycle Processes. Washington: Federal Aviation Administration. The Joint
Aligning business strategy of incubator center and tenants
NASA Astrophysics Data System (ADS)
Prasetyawan, Yudha; Agustiani, Elly; Jumayla, Sari
2017-06-01
Incubator center is developed to help a particular group of small business players to achieve the expected business growth. In this center, business players often called as tenants will get assistances in pertaining with space, professional network, marketing, investment or funding, and training to improve their business capability. There are three types of incubator center, namely universities that help their alumni or business people in their surrounded area, company that supports small business as the corporate social responsibility, and independent organizations that have specialties in the business development. Some might success in increasing the capacity of the tenants, while other can have difficulties to increase the simplest business capability, e.g., to define the production cost to measure the profit. This study was intended to propose a model to align the business strategy between incubator center and its tenants. The sales and profit growth are the main priorities for the tenants together with their business capability and sustainability. The proposed alignment model provides measurement tools that link the motivation of tenants for joining the incubation process with the mission of incubator center. The linkage covered the key performance indicators (KPI), steps to achieve the target and evaluation tools to improve the current handicaps. An experiment on 4 (four) diverse business fields of the tenants of an incubator center was performed to test the model. As a result, the increase of KPI of incubator center will simultaneously yield a higher value of the tenants' sales.
Jeffreys, Mark; De Ste Croix, Mark; Lloyd, Rhodri S; Oliver, Jon L; Hughes, Jonathan
2017-03-25
The purpose of this study was to identify the effectiveness of low and high volume plyometric loads on developing stretch shortening cycle capability in collegiate rugby players. A between- group repeated measures design was used. Thirty six subjects (age 20.3 ±1.6 yrs, mass 91.63 ±10.36kg, stature 182.03 ±5.24cm) were randomly assigned to one of three groups, a control group (CG), a low volume plyometric group (LPG) or a high volume plyometric group (HPG). Data were collected from a force plate, and measures of reactive strength index (RSI) and leg stiffness were calculated from jump height, contact time and flight time. A significant between group × time (F = 4.01, P <0.05) interaction effect for RSI was observed. Bonferroni post hoc analysis indicated that both the LPG training group (P = 0.002) and HPG training group (P = 0.009) were significantly higher than the control group. No significant interaction effect between time × group were observed for leg stiffness (F = 1.39, P = 0.25). The current study has demonstrated that it is possible to improve reactive strength capabilities via the use of a low volume plyometric program. The low volume program elicited the same performance improvement in RSI as a high volume program whilst undertaking a lower dose. This suggests that strength and conditioning coaches may be able to benefit from the ability to develop more time efficient and effective plyometric programs.
Michałowska, Martyna; Walczak, Tomasz; Owen, Adam; Grabski, Jakub Krzysztof; Pyda, Andrzej; Piontek, Tomasz; Kotwicki, Tomasz
2017-01-01
Objective To measure the sensitivity and specificity of differences cut-off values for isokinetic Hcon/Qcon ratio in order to improve the capacity to evaluate (retrospectively) the injury of hamstring muscles in professional soccer screened with knee isokinetic tests. Design Retrospective study. Methods Medical and biomechanical data of professional football players playing for the same team for at least one season between 2010 and 2016 were analysed. Hamstring strain injury cases and the reports generated via isokinetic testing were investigated. Isokinetic concentric(con) hamstring(H) and quadriceps(Q) absolute strength in addition with Hcon/Qcon ratio were examined for the injured versus uninjured limbs among injured players, and for the injured and non-injured players. 2 x 2 contingency table was used for comparing variables: predicted injured or predicted uninjured with actual injured or actual uninjured. Sensitivity, specificity, accuracy, positive and negative predictive values, and positive and negative likelihood ratio were calculated for three different cut-off values (0.47 vs. 0.6 vs. 0.658) to compare the discriminative power of an isokinetic test, whilst examining the key value of Hcon/Qcon ratio which may indicate the highest level of ability to predispose a player to injury. McNemar’s chi2 test with Yates’s correction was used to determine agreement between the tests. PQStat software was used for all statistical analysis, and an alpha level of p <0.05 was used for all statistical comparisons. Results 340 isokinetic test reports on both limbs of 66 professional soccer players were analysed. Eleven players suffered hamstring injuries during the analysed period. None of these players sustained recurrence of hamstring injury. One player sustained hamstring strain injury on both legs, thus the total number of injuries was 12. Application of different cut-off values for Hcon/Qcon significantly affected the sensitivity and specificity of isokinetic test used as a tool for muscle injury detection. The use of 0.47 of Hcon/Qcon as a discriminate value resulted in significantly lower sensitivity when compared to 0.658 threshold (sensitivity of 16.7% vs. 91.7%, respectively; t = 6.125,p = 0.0133). Calculated values of specificity (when three different cut-off were applied) were also significantly different. Threshold of 0.6 of Hcon/Qcon resulted with significantly lower specificity compared to 0.47 value (specificity of 46.9% vs. 94.5%, respectively; t = 153.0,p<0.0001), and significantly higher specificity when compared to 0.658 (specificity of 46.9% vs. 24.1%, respectively; t = 229.0, p<0.0001). Conclusion The use of different cut-off values for Hcon/Qcon significantly affected the sensitivity and specificity of isokinetic testing. The interpretation of usefulness of isokinetic test as a screening tool in a group of male professional football players to predict hamstring injury occurrence within the next 12 months might be therefore significantly biased due to the different threshold values of Hcon/Qcon. Using one “normative” value as a cut-off (e.g. 0.47 or 0.60, or 0.658) to quantify soccer players (or not) to the group with a higher risk of knee injury might result in biased outcomes due to the natural strength asymmetry that is observed within the group of soccer players. PMID:29216241
Grygorowicz, Monika; Michałowska, Martyna; Walczak, Tomasz; Owen, Adam; Grabski, Jakub Krzysztof; Pyda, Andrzej; Piontek, Tomasz; Kotwicki, Tomasz
2017-01-01
To measure the sensitivity and specificity of differences cut-off values for isokinetic Hcon/Qcon ratio in order to improve the capacity to evaluate (retrospectively) the injury of hamstring muscles in professional soccer screened with knee isokinetic tests. Retrospective study. Medical and biomechanical data of professional football players playing for the same team for at least one season between 2010 and 2016 were analysed. Hamstring strain injury cases and the reports generated via isokinetic testing were investigated. Isokinetic concentric(con) hamstring(H) and quadriceps(Q) absolute strength in addition with Hcon/Qcon ratio were examined for the injured versus uninjured limbs among injured players, and for the injured and non-injured players. 2 x 2 contingency table was used for comparing variables: predicted injured or predicted uninjured with actual injured or actual uninjured. Sensitivity, specificity, accuracy, positive and negative predictive values, and positive and negative likelihood ratio were calculated for three different cut-off values (0.47 vs. 0.6 vs. 0.658) to compare the discriminative power of an isokinetic test, whilst examining the key value of Hcon/Qcon ratio which may indicate the highest level of ability to predispose a player to injury. McNemar's chi2 test with Yates's correction was used to determine agreement between the tests. PQStat software was used for all statistical analysis, and an alpha level of p <0.05 was used for all statistical comparisons. 340 isokinetic test reports on both limbs of 66 professional soccer players were analysed. Eleven players suffered hamstring injuries during the analysed period. None of these players sustained recurrence of hamstring injury. One player sustained hamstring strain injury on both legs, thus the total number of injuries was 12. Application of different cut-off values for Hcon/Qcon significantly affected the sensitivity and specificity of isokinetic test used as a tool for muscle injury detection. The use of 0.47 of Hcon/Qcon as a discriminate value resulted in significantly lower sensitivity when compared to 0.658 threshold (sensitivity of 16.7% vs. 91.7%, respectively; t = 6.125,p = 0.0133). Calculated values of specificity (when three different cut-off were applied) were also significantly different. Threshold of 0.6 of Hcon/Qcon resulted with significantly lower specificity compared to 0.47 value (specificity of 46.9% vs. 94.5%, respectively; t = 153.0,p<0.0001), and significantly higher specificity when compared to 0.658 (specificity of 46.9% vs. 24.1%, respectively; t = 229.0, p<0.0001). The use of different cut-off values for Hcon/Qcon significantly affected the sensitivity and specificity of isokinetic testing. The interpretation of usefulness of isokinetic test as a screening tool in a group of male professional football players to predict hamstring injury occurrence within the next 12 months might be therefore significantly biased due to the different threshold values of Hcon/Qcon. Using one "normative" value as a cut-off (e.g. 0.47 or 0.60, or 0.658) to quantify soccer players (or not) to the group with a higher risk of knee injury might result in biased outcomes due to the natural strength asymmetry that is observed within the group of soccer players.
Bushland Evapotranspiration and Agricultural Remote Sensing System (BEARS) software
NASA Astrophysics Data System (ADS)
Gowda, P. H.; Moorhead, J.; Brauer, D. K.
2017-12-01
Evapotranspiration (ET) is a major component of the hydrologic cycle. ET data are used for a variety of water management and research purposes such as irrigation scheduling, water and crop modeling, streamflow, water availability, and many more. Remote sensing products have been widely used to create spatially representative ET data sets which provide important information from field to regional scales. As UAV capabilities increase, remote sensing use is likely to also increase. For that purpose, scientists at the USDA-ARS research laboratory in Bushland, TX developed the Bushland Evapotranspiration and Agricultural Remote Sensing System (BEARS) software. The BEARS software is a Java based software that allows users to process remote sensing data to generate ET outputs using predefined models, or enter custom equations and models. The capability to define new equations and build new models expands the applicability of the BEARS software beyond ET mapping to any remote sensing application. The software also includes an image viewing tool that allows users to visualize outputs, as well as draw an area of interest using various shapes. This software is freely available from the USDA-ARS Conservation and Production Research Laboratory website.
Finding the right wheel when you don't want to reinvent it
NASA Astrophysics Data System (ADS)
Hucka, Michael
2017-01-01
The increasing amount of software being developed in all areas of science brings new capabilities as well as new challenges. Two of these challenges are finding potentially-relevant software, and being able to reuse it. The notion that "surely someone must have written a tool to do XYZ" often runs into the reality of thousands of Google hits with little detail about capabilities and status of different options. Software directories such as ASCL can add tremendous value by helping to improve the signal-to-noise ratio when searching for software; in addition, developers themselves can also act to make their work more easily found and understood. In this context, it can be useful to know what people do in practice when they look for software, and some of the factors that help or hinder their ability to reuse the software they do find. The results point to some simple steps that developers can take. Improved findability and reusability of software has broad potential impact, ranging from improved reproducibility of research results to better return on investment by funding agencies.
2015-09-01
Most of these early computer games were just digital depictions of a board game. The computers were generally used as a giant calculator that helped...limitless. Digital output of “what happened” allows game players and decision makers to collect and analyze every part of the game without transcription...there was a dispute over voter eligibility. Missiriya nomads , who are loyal to Sudan, spend several months of the year in Abyei grazing their cattle
Mobile Vehicle Teleoperated Over Wireless IP
2007-06-13
VideoLAN software suite. The VLC media player portion of this suite handles net- work streaming of video, as well as the receipt and display of the video...is found in appendix C.7. Video Display The video feed is displayed for the operator using VLC opened independently from the control sending program...This gives the operator the most choice in how to configure the display. To connect VLC to the feed all you need is the IP address from the Java
2-Player Game With Uncertainty to Protect Mission Critical Information Over Blue Networks
2009-04-01
Eclipse 233MHz 512MB 700MB JAVA 6 166MHz 64MB 98MB Key Focus Sensor Honeypot 1.5 GHz 512MB 500MB Distributed Data Pastry JAVA...defense, Pastry , run. JAVA 6 is an added plug-in that helps Eclipse software. There are many defenses that can be used to help alongside this project but...each defense to be used. Encryption : Steganos Privacy Suite 2008 Honeypots : Key Focus Sensor Distributed Data: Pastry 7 Table 2 Domain
Burr, Jaime F; Jamnik, Roni K; Baker, Joseph; Macpherson, Alison; Gledhill, Norman; McGuire, E J
2008-09-01
The primary purpose of this study was to determine the fitness variables with the highest capability for predicting hockey playing potential at the elite level as determined by entry draft selection order. We also examined the differences associated with the predictive abilities of the test components among playing positions. The secondary purpose of this study was to update the physiological profile of contemporary hockey players including positional differences. Fitness test results conducted by our laboratory at the National Hockey League Entry Draft combine were compared with draft selection order on a total of 853 players. Regression models revealed peak anaerobic power output to be important for higher draft round selection in all positions; however, the degree of importance of this measurement varied with playing position. The body index, which is a composite score of height, lean mass, and muscular development, was similarly important in all models, with differing influence by position. Removal of the goalies' data increased predictive capacity, suggesting that talent identification using physical fitness testing of this sort may be more appropriate for skating players. Standing long jump was identified as a significant predictor variable for forwards and defense and could be a useful surrogate for assessing overall hockey potential. Significant differences exist between the physiological profiles of current players based on playing position. There are also positional differences in the relative importance of anthropometric and fitness measures of off-ice hockey tests in relation to draft order. Physical fitness measures and anthropometric data are valuable in helping predict hockey playing potential. Emphasis on anthropometry should be used when comparing elite-level forwards, whereas peak anaerobic power and fatigue rate are more useful for differentiating between defense.
Importance of Speed and Power in Elite Youth Soccer Depends on Maturation Status.
Murtagh, Conall F; Brownlee, Thomas E; OʼBoyle, Andrew; Morgans, Ryland; Drust, Barry; Erskine, Robert M
2018-02-01
Murtagh, CF, Brownlee, TE, O'Boyle, A, Morgans, R, Drust, B, and Erskine, RM. Importance of speed and power in elite youth soccer depends on maturation status. J Strength Cond Res 32(2): 297-303, 2018-Maturation status is a confounding factor when identifying talent in elite youth soccer players (ESP). By comparing performance of ESP and control participants (CON) matched for maturation status, the aims of our study were to establish the importance of acceleration, sprint, horizontal-forward jump, and vertical jump capabilities for determining elite soccer playing status at different stages of maturation. Elite youth soccer players (n = 213; age, 14.0 ± 3.5 years) and CON (n = 113; age, 15.0 ± 4.4 years) were grouped using years from/to predicted peak height velocity (PHV) to determine maturation status (ESP: pre-PHV, n = 100; mid-PHV, n = 25; post-PHV, n = 88; CON: pre-PHV, n = 44; mid-PHV, n = 15; post-PHV, n = 54). Participants performed 3 reps of 10- and 20-m sprint, bilateral vertical countermovement jump (BV CMJ), and bilateral horizontal-forward CMJ (BH CMJ). Elite youth soccer players demonstrated faster 10-m (p < 0.001) and 20-m sprint (p < 0.001) performance than CON at all stages of maturation. Mid-PHV and post-PHV ESP achieved greater BV CMJ height (p < 0.001) and BH CMJ distance (ESP vs. CON; mid-PHV: 164.32 ± 12.75 vs. 136.53 ± 21.96 cm; post-PHV: 197.57 ± 17.05 vs. 168.06 ± 18.50 cm; p < 0.001) compared with CON, but there was no difference in BV or BH CMJ between pre-PHV ESP and CON. Although 10 and 20 m and sprint performance may be determinants of elite soccer playing status at all stages of maturation, horizontal-forward and vertical jumping capabilities only discriminate ESP from CON participants at mid- and post-PHV. Our data therefore suggest that soccer talent identification protocols should include sprint, but not jump assessments in pre-PHV players.
"Software Tools" to Improve Student Writing.
ERIC Educational Resources Information Center
Oates, Rita Haugh
1987-01-01
Reviews several software packages that analyze text readability, check for spelling and style problems, offer desktop publishing capabilities, teach interviewing skills, and teach grammar using a computer game. (SRT)
Mission Analysis, Operations, and Navigation Toolkit Environment (Monte) Version 040
NASA Technical Reports Server (NTRS)
Sunseri, Richard F.; Wu, Hsi-Cheng; Evans, Scott E.; Evans, James R.; Drain, Theodore R.; Guevara, Michelle M.
2012-01-01
Monte is a software set designed for use in mission design and spacecraft navigation operations. The system can process measurement data, design optimal trajectories and maneuvers, and do orbit determination, all in one application. For the first time, a single software set can be used for mission design and navigation operations. This eliminates problems due to different models and fidelities used in legacy mission design and navigation software. The unique features of Monte 040 include a blowdown thruster model for GRAIL (Gravity Recovery and Interior Laboratory) with associated pressure models, as well as an updated, optimalsearch capability (COSMIC) that facilitated mission design for ARTEMIS. Existing legacy software lacked the capabilities necessary for these two missions. There is also a mean orbital element propagator and an osculating to mean element converter that allows long-term orbital stability analysis for the first time in compiled code. The optimized trajectory search tool COSMIC allows users to place constraints and controls on their searches without any restrictions. Constraints may be user-defined and depend on trajectory information either forward or backwards in time. In addition, a long-term orbit stability analysis tool (morbiter) existed previously as a set of scripts on top of Monte. Monte is becoming the primary tool for navigation operations, a core competency at JPL. The mission design capabilities in Monte are becoming mature enough for use in project proposals as well as post-phase A mission design. Monte has three distinct advantages over existing software. First, it is being developed in a modern paradigm: object- oriented C++ and Python. Second, the software has been developed as a toolkit, which allows users to customize their own applications and allows the development team to implement requirements quickly, efficiently, and with minimal bugs. Finally, the software is managed in accordance with the CMMI (Capability Maturity Model Integration), where it has been ap praised at maturity level 3.
Planning for the V&V of infused software technologies for the Mars Science Laboratory Mission
NASA Technical Reports Server (NTRS)
Feather, Martin S.; Fesq, Lorraine M.; Ingham, Michel D.; Klein, Suzanne L.; Nelson, Stacy D.
2004-01-01
NASA's Mars Science Laboratory (MSL) rover mission is planning to make use of advanced software technologies in order to support fulfillment of its ambitious science objectives. The mission plans to adopt the Mission Data System (MDS) as the mission software architecture, and plans to make significant use of on-board autonomous capabilities for the rover software.
Improved CLARAty Functional-Layer/Decision-Layer Interface
NASA Technical Reports Server (NTRS)
Estlin, Tara; Rabideau, Gregg; Gaines, Daniel; Johnston, Mark; Chouinard, Caroline; Nessnas, Issa; Shu, I-Hsiang
2008-01-01
Improved interface software for communication between the CLARAty Decision and Functional layers has been developed. [The Coupled Layer Architecture for Robotics Autonomy (CLARAty) was described in Coupled-Layer Robotics Architecture for Autonomy (NPO-21218), NASA Tech Briefs, Vol. 26, No. 12 (December 2002), page 48. To recapitulate: the CLARAty architecture was developed to improve the modularity of robotic software while tightening coupling between planning/execution and basic control subsystems. Whereas prior robotic software architectures typically contained three layers, the CLARAty contains two layers: a decision layer (DL) and a functional layer (FL).] Types of communication supported by the present software include sending commands from DL modules to FL modules and sending data updates from FL modules to DL modules. The present software supplants prior interface software that had little error-checking capability, supported data parameters in string form only, supported commanding at only one level of the FL, and supported only limited updates of the state of the robot. The present software offers strong error checking, and supports complex data structures and commanding at multiple levels of the FL, and relative to the prior software, offers a much wider spectrum of state-update capabilities.
NASA Technical Reports Server (NTRS)
1997-01-01
Real-Time Innovations, Inc. (RTI) collaborated with Ames Research Center, the Jet Propulsion Laboratory and Stanford University to leverage NASA research to produce ControlShell software. RTI is the first "graduate" of Ames Research Center's Technology Commercialization Center. The ControlShell system was used extensively on a cooperative project to enhance the capabilities of a Russian-built Marsokhod rover being evaluated for eventual flight to Mars. RTI's ControlShell is complex, real-time command and control software, capable of processing information and controlling mechanical devices. One ControlShell tool is StethoScope. As a real-time data collection and display tool, StethoScope allows a user to see how a program is running without changing its execution. RTI has successfully applied its software savvy in other arenas, such as telecommunications, networking, video editing, semiconductor manufacturing, automobile systems, and medical imaging.
Software Health Management with Bayesian Networks
NASA Technical Reports Server (NTRS)
Mengshoel, Ole; Schumann, JOhann
2011-01-01
Most modern aircraft as well as other complex machinery is equipped with diagnostics systems for its major subsystems. During operation, sensors provide important information about the subsystem (e.g., the engine) and that information is used to detect and diagnose faults. Most of these systems focus on the monitoring of a mechanical, hydraulic, or electromechanical subsystem of the vehicle or machinery. Only recently, health management systems that monitor software have been developed. In this paper, we will discuss our approach of using Bayesian networks for Software Health Management (SWHM). We will discuss SWHM requirements, which make advanced reasoning capabilities for the detection and diagnosis important. Then we will present our approach to using Bayesian networks for the construction of health models that dynamically monitor a software system and is capable of detecting and diagnosing faults.
NASA Technical Reports Server (NTRS)
Junkin, B. G.
1980-01-01
A generalized three dimensional perspective software capability was developed within the framework of a low cost computer oriented geographically based information system using the Earth Resources Laboratory Applications Software (ELAS) operating subsystem. This perspective software capability, developed primarily to support data display requirements at the NASA/NSTL Earth Resources Laboratory, provides a means of displaying three dimensional feature space object data in two dimensional picture plane coordinates and makes it possible to overlay different types of information on perspective drawings to better understand the relationship of physical features. An example topographic data base is constructed and is used as the basic input to the plotting module. Examples are shown which illustrate oblique viewing angles that convey spatial concepts and relationships represented by the topographic data planes.
Recent Developments in Hardware-in-the-Loop Formation Navigation and Control
NASA Technical Reports Server (NTRS)
Mitchell, Jason W.; Luquette, Richard J.
2005-01-01
The Formation Flying Test-Bed (FFTB) at NASA Goddard Space Flight Center (GSFC) provides a hardware-in-the-loop test environment for formation navigation and control. The facility is evolving as a modular, hybrid, dynamic simulation facility for end-tc-end guidance, navigation, and control (GN&C) design and analysis of formation flying spacecraft. The core capabilities of the FFTB, as a platform for testing critical hardware and software algorithms in-the-loop, are reviewed with a focus on many recent improvements. Two significant upgrades to the FFTB are a message-oriented middleware (MOM) architecture, and a software crosslink for inter-spacecraft ranging. The MOM architecture provides a common messaging bus for software agents, easing integration, arid supporting the GSFC Mission Services Evolution Center (GMSEC) architecture via software bridge. Additionally, the FFTB s hardware capabilities are expanding. Recently, two Low-Power Transceivers (LPTs) with ranging capability have been introduced into the FFTB. The LPT crosslinks will be connected to a modified Crosslink Channel Simulator (CCS), which applies realistic space-environment effects to the Radio Frequency (RF) signals produced by the LPTs.
Genoviz Software Development Kit: Java tool kit for building genomics visualization applications.
Helt, Gregg A; Nicol, John W; Erwin, Ed; Blossom, Eric; Blanchard, Steven G; Chervitz, Stephen A; Harmon, Cyrus; Loraine, Ann E
2009-08-25
Visualization software can expose previously undiscovered patterns in genomic data and advance biological science. The Genoviz Software Development Kit (SDK) is an open source, Java-based framework designed for rapid assembly of visualization software applications for genomics. The Genoviz SDK framework provides a mechanism for incorporating adaptive, dynamic zooming into applications, a desirable feature of genome viewers. Visualization capabilities of the Genoviz SDK include automated layout of features along genetic or genomic axes; support for user interactions with graphical elements (Glyphs) in a map; a variety of Glyph sub-classes that promote experimentation with new ways of representing data in graphical formats; and support for adaptive, semantic zooming, whereby objects change their appearance depending on zoom level and zooming rate adapts to the current scale. Freely available demonstration and production quality applications, including the Integrated Genome Browser, illustrate Genoviz SDK capabilities. Separation between graphics components and genomic data models makes it easy for developers to add visualization capability to pre-existing applications or build new applications using third-party data models. Source code, documentation, sample applications, and tutorials are available at http://genoviz.sourceforge.net/.
Design of a nickel-hydrogen battery simulator for the NASA EOS testbed
NASA Technical Reports Server (NTRS)
Gur, Zvi; Mang, Xuesi; Patil, Ashok R.; Sable, Dan M.; Cho, Bo H.; Lee, Fred C.
1992-01-01
The hardware and software design of a nickel-hydrogen (Ni-H2) battery simulator (BS) with application to the NASA Earth Observation System (EOS) satellite is presented. The battery simulator is developed as a part of a complete testbed for the EOS satellite power system. The battery simulator involves both hardware and software components. The hardware component includes the capability of sourcing and sinking current at a constant programmable voltage. The software component includes the capability of monitoring the battery's ampere-hours (Ah) and programming the battery voltage according to an empirical model of the nickel-hydrogen battery stored in a computer.
Irregular Challenges 2010 Game
2010-10-22
conditions that are stressing the maritime environment and have the potential to impact the larger system that operates globally on the oceans. While the...Asia 2030). These two scenarios were designed to provide players with the opportunity to deal with credible crises that may impact U.S. national...explore the Navy‟s role and capabilities dedicated to conduct humanitarian assistance and its impact to national security. Cultural Expertise as an
Method for fabricating photovoltaic device having improved short wavelength photoresponse
Catalano, Anthony W.
1989-07-04
Amorphous p-i-n silicon photovoltaic cells with improved short wavelength photoresponse are fabricated with reduced p-dopant contamination at the p/i interface. Residual p-dopants are removed by flushing the deposition chamber with a gaseous mixture capable of reacting with excess doping contaminants prior to the deposition of the i-layer and subsequent to the deposition of the p-layer.
Integrated testing and verification system for research flight software
NASA Technical Reports Server (NTRS)
Taylor, R. N.
1979-01-01
The MUST (Multipurpose User-oriented Software Technology) program is being developed to cut the cost of producing research flight software through a system of software support tools. An integrated verification and testing capability was designed as part of MUST. Documentation, verification and test options are provided with special attention on real-time, multiprocessing issues. The needs of the entire software production cycle were considered, with effective management and reduced lifecycle costs as foremost goals.
IEEE Computer Society/Software Engineering Institute Software Process Achievement (SPA) Award 2009
2011-03-01
capabilities to our GDM. We also introduced software as a service ( SaaS ) as part our technology solutions and have further enhanced our ability to...model PROSPER Infosys production support methodology Q&P quality and productivity R&D research and development SaaS software as a service ... Software Development Life Cycle (SDLC) 23 Table 10: Scientific Estimation Coverage by Service Line 27 CMU/SEI-2011-TR-008 | vi CMU/SEI-2011
Ada(R) Test and Verification System (ATVS)
NASA Technical Reports Server (NTRS)
Strelich, Tom
1986-01-01
The Ada Test and Verification System (ATVS) functional description and high level design are completed and summarized. The ATVS will provide a comprehensive set of test and verification capabilities specifically addressing the features of the Ada language, support for embedded system development, distributed environments, and advanced user interface capabilities. Its design emphasis was on effective software development environment integration and flexibility to ensure its long-term use in the Ada software development community.
Assessing the Effects of Multi-Node Sensor Network Configurations on the Operational Tempo
2014-09-01
receiver, nP is the noise power of the receiver, and iL is the implementation loss of the receiver due to hardware manufacturing. The received...13. ABSTRACT (maximum 200 words) The LPISimNet software tool provides the capability to quantify the performance of sensor network configurations by...INTENTIONALLY LEFT BLANK v ABSTRACT The LPISimNet software tool provides the capability to quantify the performance of sensor network configurations
NASA Technical Reports Server (NTRS)
Defeo, P.; Doane, D.; Saito, J.
1982-01-01
A Digital Flight Control Systems Verification Laboratory (DFCSVL) has been established at NASA Ames Research Center. This report describes the major elements of the laboratory, the research activities that can be supported in the area of verification and validation of digital flight control systems (DFCS), and the operating scenarios within which these activities can be carried out. The DFCSVL consists of a palletized dual-dual flight-control system linked to a dedicated PDP-11/60 processor. Major software support programs are hosted in a remotely located UNIVAC 1100 accessible from the PDP-11/60 through a modem link. Important features of the DFCSVL include extensive hardware and software fault insertion capabilities, a real-time closed loop environment to exercise the DFCS, an integrated set of software verification tools, and a user-oriented interface to all the resources and capabilities.
Experience Transitioning Models and Data at the NOAA Space Weather Prediction Center
NASA Astrophysics Data System (ADS)
Berger, Thomas
2016-07-01
The NOAA Space Weather Prediction Center has a long history of transitioning research data and models into operations and with the validation activities required. The first stage in this process involves demonstrating that the capability has sufficient value to customers to justify the cost needed to transition it and to run it continuously and reliably in operations. Once the overall value is demonstrated, a substantial effort is then required to develop the operational software from the research codes. The next stage is to implement and test the software and product generation on the operational computers. Finally, effort must be devoted to establishing long-term measures of performance, maintaining the software, and working with forecasters, customers, and researchers to improve over time the operational capabilities. This multi-stage process of identifying, transitioning, and improving operational space weather capabilities will be discussed using recent examples. Plans for future activities will also be described.
NASA Technical Reports Server (NTRS)
Merwarth, P., D.
1983-01-01
The Common Software Module Repository (CSMR) is computerized library system with high product and service visibility to potential users. Online capabilities of system allow both librarian and user to interact with library. Librarian is responsible for maintaining information in CSMR library. User searches library to locate software modules that meet his or her current needs.
Interactive Visualization of Assessment Data: The Software Package Mondrian
ERIC Educational Resources Information Center
Unlu, Ali; Sargin, Anatol
2009-01-01
Mondrian is state-of-the-art statistical data visualization software featuring modern interactive visualization techniques for a wide range of data types. This article reviews the capabilities, functionality, and interactive properties of this software package. Key features of Mondrian are illustrated with data from the Programme for International…
An Overview of Software for Conducting Dimensionality Assessment in Multidimensional Models
ERIC Educational Resources Information Center
Svetina, Dubravka; Levy, Roy
2012-01-01
An overview of popular software packages for conducting dimensionality assessment in multidimensional models is presented. Specifically, five popular software packages are described in terms of their capabilities to conduct dimensionality assessment with respect to the nature of analysis (exploratory or confirmatory), types of data (dichotomous,…
"New Space Explosion" and Earth Observing System Capabilities
NASA Astrophysics Data System (ADS)
Stensaas, G. L.; Casey, K.; Snyder, G. I.; Christopherson, J.
2017-12-01
This presentation will describe recent developments in spaceborne remote sensing, including introduction to some of the increasing number of new firms entering the market, along with new systems and successes from established players, as well as industry consolidation reactions to these developments from communities of users. The information in this presentation will include inputs from the results of the Joint Agency Commercial Imagery Evaluation (JACIE) 2017 Civil Commercial Imagery Evaluation Workshop and the use of the US Geological Survey's Requirements Capabilities and Analysis for Earth Observation (RCA-EO) centralized Earth observing systems database and how system performance parameters are used with user science applications requirements.
Visual abilities distinguish pitchers from hitters in professional baseball.
Klemish, David; Ramger, Benjamin; Vittetoe, Kelly; Reiter, Jerome P; Tokdar, Surya T; Appelbaum, Lawrence Gregory
2018-01-01
This study aimed to evaluate the possibility that differences in sensorimotor abilities exist between hitters and pitchers in a large cohort of baseball players of varying levels of experience. Secondary data analysis was performed on 9 sensorimotor tasks comprising the Nike Sensory Station assessment battery. Bayesian hierarchical regression modelling was applied to test for differences between pitchers and hitters in data from 566 baseball players (112 high school, 85 college, 369 professional) collected at 20 testing centres. Explanatory variables including height, handedness, eye dominance, concussion history, and player position were modelled along with age curves using basis regression splines. Regression analyses revealed better performance for hitters relative to pitchers at the professional level in the visual clarity and depth perception tasks, but these differences did not exist at the high school or college levels. No significant differences were observed in the other 7 measures of sensorimotor capabilities included in the test battery, and no systematic biases were found between the testing centres. These findings, indicating that professional-level hitters have better visual acuity and depth perception than professional-level pitchers, affirm the notion that highly experienced athletes have differing perceptual skills. Findings are discussed in relation to deliberate practice theory.
Experimental oligopolies modeling: A dynamic approach based on heterogeneous behaviors
NASA Astrophysics Data System (ADS)
Cerboni Baiardi, Lorenzo; Naimzada, Ahmad K.
2018-05-01
In the rank of behavioral rules, imitation-based heuristics has received special attention in economics (see [14] and [12]). In particular, imitative behavior is considered in order to understand the evidences arising in experimental oligopolies which reveal that the Cournot-Nash equilibrium does not emerge as unique outcome and show that an important component of the production at the competitive level is observed (see e.g.[1,3,9] or [7,10]). By considering the pioneering groundbreaking approach of [2], we build a dynamical model of linear oligopolies where heterogeneous decision mechanisms of players are made explicit. In particular, we consider two different types of quantity setting players characterized by different decision mechanisms that coexist and operate simultaneously: agents that adaptively adjust their choices towards the direction that increases their profit are embedded with imitator agents. The latter ones use a particular form of proportional imitation rule that considers the awareness about the presence of strategic interactions. It is noteworthy that the Cournot-Nash outcome is a stationary state of our models. Our thesis is that the chaotic dynamics arousing from a dynamical model, where heterogeneous players are considered, are capable to qualitatively reproduce the outcomes of experimental oligopolies.
2012-02-01
Software as a Service ( SaaS )— SaaS solutions involve conforming an organization’s...consumer of the utilized service . Service Models Software as a Service ( SaaS ) The capability provided to the consumer is to use the provider’s...operating system, platforms, and software installed. In contrast, Software as a Service ( SaaS ) abstracts the entire stack except for a few
ERIC Educational Resources Information Center
Simpson, James Daniel
2014-01-01
Free, libre, and open source software (FLOSS) is software that is collaboratively developed. FLOSS provides end-users with the source code and the freedom to adapt or modify a piece of software to fit their needs (Deek & McHugh, 2008; Stallman, 2010). FLOSS has a 30 year history that dates to the open hacker community at the Massachusetts…
Investigating Team Coordination in Baseball Using a Novel Joint Decision Making Paradigm
Gray, Rob; Cooke, Nancy J.; McNeese, Nathan J.; McNabb, Jaimie
2017-01-01
A novel joint decision making paradigm for assessing team coordination was developed and tested using baseball infielders. Balls launched onto an infield at different trajectories were filmed using four video cameras that were each placed at one of the typical positions of the four infielders. Each participant viewed temporally occluded videos for one of the four positions and were asked to say either “ball” if they would attempt to field it or the name of the bag that they would cover. The evaluation of two experienced coaches was used to assign a group coordination score for each trajectory and group decision times were calculated. Thirty groups of 4 current college baseball players were: (i) teammates (players from same team/view from own position), (ii) non-teammates (players from different teams/view from own position), or (iii) scrambled teammates (players from same team/view not from own position). Teammates performed significantly better (i.e., faster and more coordinated decisions) than the other two groups, whereas scrambled teammates performed significantly better than non-teammates. These findings suggest that team coordination is achieved through both experience with one’s teammates’ responses to particular events (e.g., a ball hit up the middle) and one’s own general action capabilities (e.g., running speed). The sensitivity of our joint decision making paradigm to group makeup provides support for its use as a method for studying team coordination. PMID:28638354
Baranowski, Tom; Thompson, Debbe
2012-01-01
Abstract Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected. PMID:24761316
Open Drug Discovery Toolkit (ODDT): a new open-source player in the drug discovery field.
Wójcikowski, Maciej; Zielenkiewicz, Piotr; Siedlecki, Pawel
2015-01-01
There has been huge progress in the open cheminformatics field in both methods and software development. Unfortunately, there has been little effort to unite those methods and software into one package. We here describe the Open Drug Discovery Toolkit (ODDT), which aims to fulfill the need for comprehensive and open source drug discovery software. The Open Drug Discovery Toolkit was developed as a free and open source tool for both computer aided drug discovery (CADD) developers and researchers. ODDT reimplements many state-of-the-art methods, such as machine learning scoring functions (RF-Score and NNScore) and wraps other external software to ease the process of developing CADD pipelines. ODDT is an out-of-the-box solution designed to be easily customizable and extensible. Therefore, users are strongly encouraged to extend it and develop new methods. We here present three use cases for ODDT in common tasks in computer-aided drug discovery. Open Drug Discovery Toolkit is released on a permissive 3-clause BSD license for both academic and industrial use. ODDT's source code, additional examples and documentation are available on GitHub (https://github.com/oddt/oddt).
NASA Technical Reports Server (NTRS)
Stinnett, W. G.
1980-01-01
The modifications, additions, and testing results for a version of the Deep Space Station command software, generated for support of the Voyager Saturn encounter, are discussed. The software update requirements included efforts to: (1) recode portions of the software to permit recovery of approximately 2000 words of memory; (2) correct five Voyager Ground data System liens; (3) provide capability to automatically turn off the command processor assembly local printer during periods of low activity; and (4) correct anomalies existing in the software.
Software engineering project management - A state-of-the-art report
NASA Technical Reports Server (NTRS)
Thayer, R. H.; Lehman, J. H.
1977-01-01
The management of software engineering projects in the aerospace industry was investigated. The survey assessed such features as contract type, specification preparation techniques, software documentation required by customers, planning and cost-estimating, quality control, the use of advanced program practices, software tools and test procedures, the education levels of project managers, programmers and analysts, work assignment, automatic software monitoring capabilities, design and coding reviews, production times, success rates, and organizational structure of the projects.
Software Product Lines: Report of the 2010 US Army Software Product Line Workshop
2010-06-01
requirements and statement of work ( SOW ) tasks can be in- cluded in the request for proposal (RFP) and the contract. 2.2.1 Basic Product Line Acquisition... SOW tasks in Figure 1. Two additional tasks (at the third tier level) ac- count for sustaining the production capability over the life cycle and...Acquisition Strategy RFP and SOW Initial Product Line Scope Product Line Business Case Capability Description Document Teaming Product Line
2011-05-10
concert with existing surveillance applications or the SAGES tools may be used en masse for an end-to-end biosurveillance capability. This flexibility...existing surveillance applications or the SAGES tools may be used en masse for an end–to-end biosurveillance capability. doi:10.1371/journal.pone...health resources, and the costs of proprietary software. The Suite for Automated Global Electronic bioSurveillance (SAGES) is a collection of modular
Maghsoudi, Zahra; Shiranian, Ashfin; Askai, Gholamreza; Ghaisvand, Reza
2016-01-01
Athletes' recovery is important in improving their performance. Nutritional strategies can be effective in enhancing recovery rate. Choosing the best food items in appropriate intervals can play effective roles in resynthesis of fuels and recovery of muscle injury. Beverage micro and macronutrient content are helpful in fuel restoration. In this study, we assess the effects of various kinds of beverages on oxidative stress, muscle injury, and metabolic risk factors in taekwondo players. This quasi-experimental study was performed on 21 taekwondo players of Isfahan. After collecting fasting blood, they performed runningbased anaerobic sprint test (RAST). Blood lactate was tested again and participants were divided into 3 intervention groups, that is, receiving 500 cc dough, non-alcoholic beer, and chocolate milk at 4 day intervals. After a 2-h recovery period, blood sampling was repeated. Elites consumed other beverages in later phases. Dietary intake and fasting triglyceride, cholesterol, blood sugar, lactate dehydrogenase, and F 2 -isoprostane concentrations were determined. Data were analyzed with a simple repeated-measures test and post-hoc tests using the Statistical Package for the Social Sciences software. Data showed that cholesterol levels non-significantly decreased after intervention. Triglyceride level was lower after taking dough and carbohydrate replacement drink. Blood glucose concentration increased after intervention periods, however, this increase was significant only after non-alcoholic beverage consumption. Lactate dehydrogenase levels reduced after all cycles, however, F 2 -isoprostane level showed no significant change. There was not significant change in lactate dehydrogenase and F 2 -isoprostane levels. Non-alcoholic beer consumption can reduce lactate dehydrogenase concentration; however, it leads to blood sugar increase. Moreover, dough consumption significantly reduced triglyceride level in taekwondo players.
Inferring Mathematical Equations Using Crowdsourcing.
Wasik, Szymon; Fratczak, Filip; Krzyskow, Jakub; Wulnikowski, Jaroslaw
2015-01-01
Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users to play a game-so-called crowdsourced serious games. Our main objective was to verify whether such an approach could be successfully applied to the discovery of mathematical equations that explain experimental data gathered during the observation of a given dynamic system. Moreover, we wanted to compare it with an approach based on artificial intelligence that uses symbolic regression to find such formulae automatically. To achieve this, we designed and implemented an Internet game in which players attempt to design a spaceship representing an equation that models the observed system. The game was designed while considering that it should be easy to use for people without strong mathematical backgrounds. Moreover, we tried to make use of the collective intelligence observed in crowdsourced systems by enabling many players to collaborate on a single solution. The idea was tested on several hundred players playing almost 10,000 games and conducting a user opinion survey. The results prove that the proposed solution has very high potential. The function generated during weeklong tests was almost as precise as the analytical solution of the model of the system and, up to a certain complexity level of the formulae, it explained data better than the solution generated automatically by Eureqa, the leading software application for the implementation of symbolic regression. Moreover, we observed benefits of using crowdsourcing; the chain of consecutive solutions that led to the best solution was obtained by the continuous collaboration of several players.
Inferring Mathematical Equations Using Crowdsourcing
Wasik, Szymon
2015-01-01
Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users to play a game—so-called crowdsourced serious games. Our main objective was to verify whether such an approach could be successfully applied to the discovery of mathematical equations that explain experimental data gathered during the observation of a given dynamic system. Moreover, we wanted to compare it with an approach based on artificial intelligence that uses symbolic regression to find such formulae automatically. To achieve this, we designed and implemented an Internet game in which players attempt to design a spaceship representing an equation that models the observed system. The game was designed while considering that it should be easy to use for people without strong mathematical backgrounds. Moreover, we tried to make use of the collective intelligence observed in crowdsourced systems by enabling many players to collaborate on a single solution. The idea was tested on several hundred players playing almost 10,000 games and conducting a user opinion survey. The results prove that the proposed solution has very high potential. The function generated during weeklong tests was almost as precise as the analytical solution of the model of the system and, up to a certain complexity level of the formulae, it explained data better than the solution generated automatically by Eureqa, the leading software application for the implementation of symbolic regression. Moreover, we observed benefits of using crowdsourcing; the chain of consecutive solutions that led to the best solution was obtained by the continuous collaboration of several players. PMID:26713846
NASA Astrophysics Data System (ADS)
Rimland, Jeffrey; McNeese, Michael; Hall, David
2013-05-01
Although the capability of computer-based artificial intelligence techniques for decision-making and situational awareness has seen notable improvement over the last several decades, the current state-of-the-art still falls short of creating computer systems capable of autonomously making complex decisions and judgments in many domains where data is nuanced and accountability is high. However, there is a great deal of potential for hybrid systems in which software applications augment human capabilities by focusing the analyst's attention to relevant information elements based on both a priori knowledge of the analyst's goals and the processing/correlation of a series of data streams too numerous and heterogeneous for the analyst to digest without assistance. Researchers at Penn State University are exploring ways in which an information framework influenced by Klein's (Recognition Primed Decision) RPD model, Endsley's model of situational awareness, and the Joint Directors of Laboratories (JDL) data fusion process model can be implemented through a novel combination of Complex Event Processing (CEP) and Multi-Agent Software (MAS). Though originally designed for stock market and financial applications, the high performance data-driven nature of CEP techniques provide a natural compliment to the proven capabilities of MAS systems for modeling naturalistic decision-making, performing process adjudication, and optimizing networked processing and cognition via the use of "mobile agents." This paper addresses the challenges and opportunities of such a framework for augmenting human observational capability as well as enabling the ability to perform collaborative context-aware reasoning in both human teams and hybrid human / software agent teams.
An Integrated Software Package to Enable Predictive Simulation Capabilities
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chen, Yousu; Fitzhenry, Erin B.; Jin, Shuangshuang
The power grid is increasing in complexity due to the deployment of smart grid technologies. Such technologies vastly increase the size and complexity of power grid systems for simulation and modeling. This increasing complexity necessitates not only the use of high-performance-computing (HPC) techniques, but a smooth, well-integrated interplay between HPC applications. This paper presents a new integrated software package that integrates HPC applications and a web-based visualization tool based on a middleware framework. This framework can support the data communication between different applications. Case studies with a large power system demonstrate the predictive capability brought by the integrated software package,more » as well as the better situational awareness provided by the web-based visualization tool in a live mode. Test results validate the effectiveness and usability of the integrated software package.« less
NASA Technical Reports Server (NTRS)
Perkins, Sharon; Martin, Andrea; Bavinger, Bill
1990-01-01
The Trajectory Operations Applications Software Task (TOAST) is a software development project whose purpose is to provide trajectory operation pre-mission and real-time support for the Space Shuttle. The purpose of the evaluation was to evaluate TOAST as an Application Manager - to assess current and planned capabilities, compare capabilities to commercially-available off the shelf (COTS) software, and analyze requirements of MCC and Flight Analysis Design System (FADS) for TOAST implementation. As a major part of the data gathering for the evaluation, interviews were conducted with NASA and contractor personnel. Real-time and flight design users, orbit navigation users, the TOAST developers, and management were interviewed. Code reviews and demonstrations were also held. Each of these interviews was videotaped and transcribed as appropriate. Transcripts were edited and are presented chronologically.
NASA Technical Reports Server (NTRS)
Reinhart, Richard C.; Kacpura, Thomas J.
2004-01-01
The NASA Glenn Research Center is investigating the development and suitability of a software-based open-architecture for space-based reconfigurable transceivers (RTs) and software-defined radios (SDRs). The main objectives of this project are to enable advanced operations and reduce mission costs. SDRs are becoming more common because of the capabilities of reconfigurable digital signal processing technologies such as field programmable gate arrays and digital signal processors, which place radio functions in firmware and software that were traditionally performed with analog hardware components. Features of interest of this communications architecture include nonproprietary open standards and application programming interfaces to enable software reuse and portability, independent hardware and software development, and hardware and software functional separation. The goals for RT and SDR technologies for NASA space missions include prelaunch and on-orbit frequency and waveform reconfigurability and programmability, high data rate capability, and overall communications and processing flexibility. These operational advances over current state-of-art transceivers will be provided to reduce the power, mass, and cost of RTs and SDRs for space communications. The open architecture for NASA communications will support existing (legacy) communications needs and capabilities while providing a path to more capable, advanced waveform development and mission concepts (e.g., ad hoc constellations with self-healing networks and high-rate science data return). A study was completed to assess the state of the art in RT architectures, implementations, and technologies. In-house researchers conducted literature searches and analysis, interviewed Government and industry contacts, and solicited information and white papers from industry on space-qualifiable RTs and SDRs and their associated technologies for space-based NASA applications. The white papers were evaluated, compiled, and used to assess RT and SDR system architectures and core technology elements to determine an appropriate investment strategy to advance these technologies to meet future mission needs. The use of these radios in the space environment represents a challenge because of the space radiation suitability of the components, which drastically reduces the processing capability. The radios available for space are considered to be RTs (as opposed to SDRs), which are digitally programmable radios with selectable changes from an architecture combining analog and digital components. The limited flexibility of this design contrasts against the desire to have a power-efficient solution and open architecture.
Software Solution Saves Dollars
ERIC Educational Resources Information Center
Trotter, Andrew
2004-01-01
This article discusses computer software that can give classrooms and computer labs the capabilities of costly PC's at a small fraction of the cost. A growing number of cost-conscious school districts are finding budget relief in low-cost computer software known as "open source" that can do everything from manage school Web sites to equip…
Microcomputer Database Management Systems that Interface with Online Public Access Catalogs.
ERIC Educational Resources Information Center
Rice, James
1988-01-01
Describes a study that assessed the availability and use of microcomputer database management interfaces to online public access catalogs. The software capabilities needed to effect such an interface are identified, and available software packages are evaluated by these criteria. A directory of software vendors is provided. (4 notes with…
Engineering Play: Children's Software and the Cultural Politics of Edutainment
ERIC Educational Resources Information Center
Ito, Mizuko
2006-01-01
The late 1980s saw the emergence of a new genre of instructional media, "edutainment", which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of…
Semantic Service Matchmaking in the ATM Domain Considering Infrastructure Capability Constraints
NASA Astrophysics Data System (ADS)
Moser, Thomas; Mordinyi, Richard; Sunindyo, Wikan Danar; Biffl, Stefan
In a service-oriented environment business processes flexibly build on software services provided by systems in a network. A key design challenge is the semantic matchmaking of business processes and software services in two steps: 1. Find for one business process the software services that meet or exceed the BP requirements; 2. Find for all business processes the software services that can be implemented within the capability constraints of the underlying network, which poses a major problem since even for small scenarios the solution space is typically very large. In this chapter we analyze requirements from mission-critical business processes in the Air Traffic Management (ATM) domain and introduce an approach for semi-automatic semantic matchmaking for software services, the “System-Wide Information Sharing” (SWIS) business process integration framework. A tool-supported semantic matchmaking process like SWIS can provide system designers and integrators with a set of promising software service candidates and therefore strongly reduces the human matching effort by focusing on a much smaller space of matchmaking candidates. We evaluate the feasibility of the SWIS approach in an industry use case from the ATM domain.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jurrus, Elizabeth; Engel, Dave; Star, Keith
The Adaptive Poisson-Boltzmann Solver (APBS) software was developed to solve the equations of continuum electrostatics for large biomolecular assemblages that has provided impact in the study of a broad range of chemical, biological, and biomedical applications. APBS addresses three key technology challenges for understanding solvation and electrostatics in biomedical applications: accurate and efficient models for biomolecular solvation and electrostatics, robust and scalable software for applying those theories to biomolecular systems, and mechanisms for sharing and analyzing biomolecular electrostatics data in the scientific community. To address new research applications and advancing computational capabilities, we have continually updated APBS and its suitemore » of accompanying software since its release in 2001. In this manuscript, we discuss the models and capabilities that have recently been implemented within the APBS software package including: a Poisson-Boltzmann analytical and a semi-analytical solver, an optimized boundary element solver, a geometry-based geometric flow solvation model, a graph theory based algorithm for determining pKa values, and an improved web-based visualization tool for viewing electrostatics.« less
Implementation of a Wavefront-Sensing Algorithm
NASA Technical Reports Server (NTRS)
Smith, Jeffrey S.; Dean, Bruce; Aronstein, David
2013-01-01
A computer program has been written as a unique implementation of an image-based wavefront-sensing algorithm reported in "Iterative-Transform Phase Retrieval Using Adaptive Diversity" (GSC-14879-1), NASA Tech Briefs, Vol. 31, No. 4 (April 2007), page 32. This software was originally intended for application to the James Webb Space Telescope, but is also applicable to other segmented-mirror telescopes. The software is capable of determining optical-wavefront information using, as input, a variable number of irradiance measurements collected in defocus planes about the best focal position. The software also uses input of the geometrical definition of the telescope exit pupil (otherwise denoted the pupil mask) to identify the locations of the segments of the primary telescope mirror. From the irradiance data and mask information, the software calculates an estimate of the optical wavefront (a measure of performance) of the telescope generally and across each primary mirror segment specifically. The software is capable of generating irradiance data, wavefront estimates, and basis functions for the full telescope and for each primary-mirror segment. Optionally, each of these pieces of information can be measured or computed outside of the software and incorporated during execution of the software.
Open Source Next Generation Visualization Software for Interplanetary Missions
NASA Technical Reports Server (NTRS)
Trimble, Jay; Rinker, George
2016-01-01
Mission control is evolving quickly, driven by the requirements of new missions, and enabled by modern computing capabilities. Distributed operations, access to data anywhere, data visualization for spacecraft analysis that spans multiple data sources, flexible reconfiguration to support multiple missions, and operator use cases, are driving the need for new capabilities. NASA's Advanced Multi-Mission Operations System (AMMOS), Ames Research Center (ARC) and the Jet Propulsion Laboratory (JPL) are collaborating to build a new generation of mission operations software for visualization, to enable mission control anywhere, on the desktop, tablet and phone. The software is built on an open source platform that is open for contributions (http://nasa.github.io/openmct).
A digital flight control system verification laboratory
NASA Technical Reports Server (NTRS)
De Feo, P.; Saib, S.
1982-01-01
A NASA/FAA program has been established for the verification and validation of digital flight control systems (DFCS), with the primary objective being the development and analysis of automated verification tools. In order to enhance the capabilities, effectiveness, and ease of using the test environment, software verification tools can be applied. Tool design includes a static analyzer, an assertion generator, a symbolic executor, a dynamic analysis instrument, and an automated documentation generator. Static and dynamic tools are integrated with error detection capabilities, resulting in a facility which analyzes a representative testbed of DFCS software. Future investigations will ensue particularly in the areas of increase in the number of software test tools, and a cost effectiveness assessment.
Software-as-a-Service Vendors: Are They Ready to Successfully Deliver?
NASA Astrophysics Data System (ADS)
Heart, Tsipi; Tsur, Noa Shamir; Pliskin, Nava
Software as a service (SaaS) is a software sourcing option that allows organizations to remotely access enterprise applications, without having to install the application in-house. In this work we study vendors' readiness to deliver SaaS, a topic scarcely studied before. The innovation classification (evolutionary vs. revolutionary) and a new, Seven Fundamental Organizational Capabilities (FOCs) Model, are used as the theoretical frameworks. The Seven FOCs model suggests generic yet comprehensive set of capabilities that are required for organizational success: 1) sensing the stakeholders, 2) sensing the business environment, 3) sensing the knowledge environment, 4) process control, 5) process improvement, 6) new process development, and 7) appropriate resolution.
Elements of strategic capability for software outsourcing enterprises based on the resource
NASA Astrophysics Data System (ADS)
Shi, Wengeng
2011-10-01
Software outsourcing enterprises as an emerging high-tech enterprises, the rise of the speed and the number was very amazing. In addition to Chinese software outsourcing for giving preferential policies, the software outsourcing business has its ability to upgrade, and in general the software companies have not had the related characteristics. View from the resource base of the theory, the analysis software outsourcing companies have the ability and resources of rare and valuable and non-mimic, we try to give an initial framework for theoretical analysis based on this.
The Legacy of Space Shuttle Flight Software
NASA Technical Reports Server (NTRS)
Hickey, Christopher J.; Loveall, James B.; Orr, James K.; Klausman, Andrew L.
2011-01-01
The initial goals of the Space Shuttle Program required that the avionics and software systems blaze new trails in advancing avionics system technology. Many of the requirements placed on avionics and software were accomplished for the first time on this program. Examples include comprehensive digital fly-by-wire technology, use of a digital databus for flight critical functions, fail operational/fail safe requirements, complex automated redundancy management, and the use of a high-order software language for flight software development. In order to meet the operational and safety goals of the program, the Space Shuttle software had to be extremely high quality, reliable, robust, reconfigurable and maintainable. To achieve this, the software development team evolved a software process focused on continuous process improvement and defect elimination that consistently produced highly predictable and top quality results, providing software managers the confidence needed to sign each Certificate of Flight Readiness (COFR). This process, which has been appraised at Capability Maturity Model (CMM)/Capability Maturity Model Integration (CMMI) Level 5, has resulted in one of the lowest software defect rates in the industry. This paper will present an overview of the evolution of the Primary Avionics Software System (PASS) project and processes over thirty years, an argument for strong statistical control of software processes with examples, an overview of the success story for identifying and driving out errors before flight, a case study of the few significant software issues and how they were either identified before flight or slipped through the process onto a flight vehicle, and identification of the valuable lessons learned over the life of the project.
The Utility of Free Software for Gravity and Magnetic Advanced Data Processing
NASA Astrophysics Data System (ADS)
Grandis, Hendra; Dahrin, Darharta
2017-04-01
The lack of computational tools, i.e. software, often hinders the proper teaching and application of geophysical data processing in academic institutions in Indonesia. Although there are academic licensing options for commercial software, such options are still way beyond the financial capability of some academic institutions. Academic community members (both lecturers and students) are supposed to be creative and resourceful to overcome such situation. Therefore, capability for writing computer programs or codes is a necessity. However, there are also many computer programs and even software that are freely available on the internet. Generally, the utility of the freely distributed software is limited for demonstration only or for visualizing and exchanging data. The paper discusses the utility of Geosoft’s Oasis Montaj Viewer along with USGS GX programs that are available for free. Useful gravity and magnetic advanced data processing (i.e. gradient calculation, spectral analysis etc.) can be performed “correctly” without any approximation that sometimes leads to dubious results and interpretation.
Table-driven configuration and formatting of telemetry data in the Deep Space Network
NASA Technical Reports Server (NTRS)
Manning, Evan
1994-01-01
With a restructured software architecture for telemetry system control and data processing, the NASA/Deep Space Network (DSN) has substantially improved its ability to accommodate a wide variety of spacecraft in an era of 'better, faster, cheaper'. In the new architecture, the permanent software implements all capabilities needed by any system user, and text tables specify how these capabilities are to be used for each spacecraft. Most changes can now be made rapidly, outside of the traditional software development cycle. The system can be updated to support a new spacecraft through table changes rather than software changes, reducing the implementation, test, and delivery cycle for such a change from three months to three weeks. The mechanical separation of the text table files from the program software, with tables only loaded into memory when that mission is being supported, dramatically reduces the level of regression testing required. The format of each table is a different compromise between ease of human interpretation, efficiency of computer interpretation, and flexibility.
Simulation and animation of sensor-driven robots.
Chen, C; Trivedi, M M; Bidlack, C R
1994-10-01
Most simulation and animation systems utilized in robotics are concerned with simulation of the robot and its environment without simulation of sensors. These systems have difficulty in handling robots that utilize sensory feedback in their operation. In this paper, a new design of an environment for simulation, animation, and visualization of sensor-driven robots is presented. As sensor technology advances, increasing numbers of robots are equipped with various types of sophisticated sensors. The main goal of creating the visualization environment is to aid the automatic robot programming and off-line programming capabilities of sensor-driven robots. The software system will help the users visualize the motion and reaction of the sensor-driven robot under their control program. Therefore, the efficiency of the software development is increased, the reliability of the software and the operation safety of the robot are ensured, and the cost of new software development is reduced. Conventional computer-graphics-based robot simulation and animation software packages lack of capabilities for robot sensing simulation. This paper describes a system designed to overcome this deficiency.
Executable assertions and flight software
NASA Technical Reports Server (NTRS)
Mahmood, A.; Andrews, D. M.; Mccluskey, E. J.
1984-01-01
Executable assertions are used to test flight control software. The techniques used for testing flight software; however, are different from the techniques used to test other kinds of software. This is because of the redundant nature of flight software. An experimental setup for testing flight software using executable assertions is described. Techniques for writing and using executable assertions to test flight software are presented. The error detection capability of assertions is studied and many examples of assertions are given. The issues of placement and complexity of assertions and the language features to support efficient use of assertions are discussed.
The Relationship between Coaches’ and Athletes’ Competitive Anxiety,and their Performance
Mottaghi, Mahmoodreza; Atarodi, Alireza; Rohani, Zahra
2013-01-01
Objective: This study was performed to survey the relationship between coaches’ and athletes’ competitive anxiety, and their performance. Methods: This is a descriptive correlational study performed using a demographic questionnaire, an athletic performance checklist, and sport competition anxiety test designed by Martens consisting of 15 questions. The study population consisted of 540 players and 60 coaches from 60 futsal teams (5 main players, 4 reserves, and 1 coach for each team). All of the players and the coaches were surveyed in a census method and no sampling was done. The data were analyzed by SPSS software, using chi-square, and Pearson correlation coefficient test. Results: The results showed a positive significant relationship between the coaches’ anxiety level and sport competition anxiety level in the athletes (p = 0.019, r = 0.56). It also showed that there was a negative significant relationship between the coaches’ anxiety level and performance level of the athletes (p = 0.012, r = -0.80). A negative significant relationship was also demonstrated between the athletes’ competitive anxiety level, and their athletic experiences (p < 0.001, r = -0.45) and age (p = 0.001, r = -0.37). Conclusions: Coaches and officials should consider sport competition anxiety among athletes before and during competitions. Formal and planned competitions, training sessions, and preparation practices can be a major factor assisting to decrease athletes' anxiety. Declaration of interest: None. PMID:24644512
Rapid Building Assessment Project
2014-05-01
ongoing management of commercial energy efficiency. No other company offers all of these proven services on a seamless, integrated Software -as-a- Service ...FirstFuel has added a suite of additional Software -as-a- Service analytics capabilities to support the entire energy efficiency lifecycle, including...the client side. In this document, we refer to the service side software as “BUILDER” and the client software as “BuilderRED,” following the Army
Improved alignment evaluation and optimization : final report.
DOT National Transportation Integrated Search
2007-09-11
This report outlines the development of an enhanced highway alignment evaluation and optimization : model. A GIS-based software tool is prepared for alignment optimization that uses genetic algorithms for : optimal search. The software is capable of ...
Computer Center: Software Review.
ERIC Educational Resources Information Center
Duhrkopf, Richard, Ed.; Belshe, John F., Ed.
1988-01-01
Reviews a software package, "Mitosis-Meiosis," available for Apple II or IBM computers with colorgraphics capabilities. Describes the documentation, presentation and flexibility of the program. Rates the program based on graphics and usability in a biology classroom. (CW)
Hadlich, Marcelo Souza; Oliveira, Gláucia Maria Moraes; Feijóo, Raúl A; Azevedo, Clerio F; Tura, Bernardo Rangel; Ziemer, Paulo Gustavo Portela; Blanco, Pablo Javier; Pina, Gustavo; Meira, Márcio; Souza e Silva, Nelson Albuquerque de
2012-10-01
The standardization of images used in Medicine in 1993 was performed using the DICOM (Digital Imaging and Communications in Medicine) standard. Several tests use this standard and it is increasingly necessary to design software applications capable of handling this type of image; however, these software applications are not usually free and open-source, and this fact hinders their adjustment to most diverse interests. To develop and validate a free and open-source software application capable of handling DICOM coronary computed tomography angiography images. We developed and tested the ImageLab software in the evaluation of 100 tests randomly selected from a database. We carried out 600 tests divided between two observers using ImageLab and another software sold with Philips Brilliance computed tomography appliances in the evaluation of coronary lesions and plaques around the left main coronary artery (LMCA) and the anterior descending artery (ADA). To evaluate intraobserver, interobserver and intersoftware agreements, we used simple and kappa statistics agreements. The agreements observed between software applications were generally classified as substantial or almost perfect in most comparisons. The ImageLab software agreed with the Philips software in the evaluation of coronary computed tomography angiography tests, especially in patients without lesions, with lesions < 50% in the LMCA and < 70% in the ADA. The agreement for lesions > 70% in the ADA was lower, but this is also observed when the anatomical reference standard is used.
Modular, Autonomous Command and Data Handling Software with Built-In Simulation and Test
NASA Technical Reports Server (NTRS)
Cuseo, John
2012-01-01
The spacecraft system that plays the greatest role throughout the program lifecycle is the Command and Data Handling System (C&DH), along with the associated algorithms and software. The C&DH takes on this role as cost driver because it is the brains of the spacecraft and is the element of the system that is primarily responsible for the integration and interoperability of all spacecraft subsystems. During design and development, many activities associated with mission design, system engineering, and subsystem development result in products that are directly supported by the C&DH, such as interfaces, algorithms, flight software (FSW), and parameter sets. A modular system architecture has been developed that provides a means for rapid spacecraft assembly, test, and integration. This modular C&DH software architecture, which can be targeted and adapted to a wide variety of spacecraft architectures, payloads, and mission requirements, eliminates the current practice of rewriting the spacecraft software and test environment for every mission. This software allows missionspecific software and algorithms to be rapidly integrated and tested, significantly decreasing time involved in the software development cycle. Additionally, the FSW includes an Onboard Dynamic Simulation System (ODySSy) that allows the C&DH software to support rapid integration and test. With this solution, the C&DH software capabilities will encompass all phases of the spacecraft lifecycle. ODySSy is an on-board simulation capability built directly into the FSW that provides dynamic built-in test capabilities as soon as the FSW image is loaded onto the processor. It includes a six-degrees- of-freedom, high-fidelity simulation that allows complete closed-loop and hardware-in-the-loop testing of a spacecraft in a ground processing environment without any additional external stimuli. ODySSy can intercept and modify sensor inputs using mathematical sensor models, and can intercept and respond to actuator commands. ODySSy integration is unique in that it allows testing of actual mission sequences on the flight vehicle while the spacecraft is in various stages of assembly, test, and launch operations all without any external support equipment or simulators. The ODySSy component of the FSW significantly decreases the time required for integration and test by providing an automated, standardized, and modular approach to integrated avionics and component interface and functional verification. ODySSy further provides the capability for on-orbit support in the form of autonomous mission planning and fault protection.
Energy accounting and optimization for mobile systems
NASA Astrophysics Data System (ADS)
Dong, Mian
Energy accounting determines how much a software process contributes to the total system energy consumption. It is the foundation for evaluating software and has been widely used by operating system based energy management. While various energy accounting policies have been tried, there is no known way to evaluate them directly simply because it is hard to track every hardware use by software in a heterogeneous multi-core system like modern smartphones and tablets. In this thesis, we provide the ground truth for energy accounting based on multi-player game theory and offer the first evaluation of existing energy accounting policies, revealing their important flaws. The proposed ground truth is based on Shapley value, a single value solution to multi-player games of which four axiomatic properties are natural and self-evident to energy accounting. To obtain the Shapley value-based ground truth, one only needs to know if a process is active during the time under question and the system energy consumption during the same time. We further provide a utility optimization formulation of energy management and show, surprisingly, that energy accounting does not matter for existing energy management solutions that control the energy use of a process by giving it an energy budget, or budget based energy management (BEM). We show an optimal energy management (OEM) framework can always outperform BEM. While OEM does not require any form of energy accounting, it is related to Shapley value in that both require the system energy consumption for all possible combination of processes under question. We provide a novel system solution that meet this requirement by acquiring system energy consumption in situ for an OS scheduler period, i.e.,10 ms. We report a prototype implementation of both Shapley value-based energy accounting and OEM based scheduling. Using this prototype and smartphone workload, we experimentally demonstrate how erroneous existing energy accounting policies can be, show that existing BEM solutions are unnecessarily complicated yet underperforming by 20% compared to OEM.
ImatraNMR: Novel software for batch integration and analysis of quantitative NMR spectra
NASA Astrophysics Data System (ADS)
Mäkelä, A. V.; Heikkilä, O.; Kilpeläinen, I.; Heikkinen, S.
2011-08-01
Quantitative NMR spectroscopy is a useful and important tool for analysis of various mixtures. Recently, in addition of traditional quantitative 1D 1H and 13C NMR methods, a variety of pulse sequences aimed for quantitative or semiquantitative analysis have been developed. To obtain actual usable results from quantitative spectra, they must be processed and analyzed with suitable software. Currently, there are many processing packages available from spectrometer manufacturers and third party developers, and most of them are capable of analyzing and integration of quantitative spectra. However, they are mainly aimed for processing single or few spectra, and are slow and difficult to use when large numbers of spectra and signals are being analyzed, even when using pre-saved integration areas or custom scripting features. In this article, we present a novel software, ImatraNMR, designed for batch analysis of quantitative spectra. In addition to capability of analyzing large number of spectra, it provides results in text and CSV formats, allowing further data-analysis using spreadsheet programs or general analysis programs, such as Matlab. The software is written with Java, and thus it should run in any platform capable of providing Java Runtime Environment version 1.6 or newer, however, currently it has only been tested with Windows and Linux (Ubuntu 10.04). The software is free for non-commercial use, and is provided with source code upon request.
Voice input/output capabilities at Perception Technology Corporation
NASA Technical Reports Server (NTRS)
Ferber, Leon A.
1977-01-01
Condensed resumes of key company personnel at the Perception Technology Corporation are presented. The staff possesses recognition, speech synthesis, speaker authentication, and language identification. Hardware and software engineers' capabilities are included.
A proven approach for more effective software development and maintenance
NASA Technical Reports Server (NTRS)
Pajerski, Rose; Hall, Dana; Sinclair, Craig
1994-01-01
Modern space flight mission operations and associated ground data systems are increasingly dependent upon reliable, quality software. Critical functions such as command load preparation, health and status monitoring, communications link scheduling and conflict resolution, and transparent gateway protocol conversion are routinely performed by software. Given budget constraints and the ever increasing capabilities of processor technology, the next generation of control centers and data systems will be even more dependent upon software across all aspects of performance. A key challenge now is to implement improved engineering, management, and assurance processes for the development and maintenance of that software; processes that cost less, yield higher quality products, and that self-correct for continual improvement evolution. The NASA Goddard Space Flight Center has a unique experience base that can be readily tapped to help solve the software challenge. Over the past eighteen years, the Software Engineering Laboratory within the code 500 Flight Dynamics Division has evolved a software development and maintenance methodology that accommodates the unique characteristics of an organization while optimizing and continually improving the organization's software capabilities. This methodology relies upon measurement, analysis, and feedback much analogous to that of control loop systems. It is an approach with a time-tested track record proven through repeated applications across a broad range of operational software development and maintenance projects. This paper describes the software improvement methodology employed by the Software Engineering Laboratory, and how it has been exploited within the Flight Dynamics Division with GSFC Code 500. Examples of specific improvement in the software itself and its processes are presented to illustrate the effectiveness of the methodology. Finally, the initial findings are given when this methodology was applied across the mission operations and ground data systems software domains throughout Code 500.
Enhancing GIS Capabilities for High Resolution Earth Science Grids
NASA Astrophysics Data System (ADS)
Koziol, B. W.; Oehmke, R.; Li, P.; O'Kuinghttons, R.; Theurich, G.; DeLuca, C.
2017-12-01
Applications for high performance GIS will continue to increase as Earth system models pursue more realistic representations of Earth system processes. Finer spatial resolution model input and output, unstructured or irregular modeling grids, data assimilation, and regional coordinate systems present novel challenges for GIS frameworks operating in the Earth system modeling domain. This presentation provides an overview of two GIS-driven applications that combine high performance software with big geospatial datasets to produce value-added tools for the modeling and geoscientific community. First, a large-scale interpolation experiment using National Hydrography Dataset (NHD) catchments, a high resolution rectilinear CONUS grid, and the Earth System Modeling Framework's (ESMF) conservative interpolation capability will be described. ESMF is a parallel, high-performance software toolkit that provides capabilities (e.g. interpolation) for building and coupling Earth science applications. ESMF is developed primarily by the NOAA Environmental Software Infrastructure and Interoperability (NESII) group. The purpose of this experiment was to test and demonstrate the utility of high performance scientific software in traditional GIS domains. Special attention will be paid to the nuanced requirements for dealing with high resolution, unstructured grids in scientific data formats. Second, a chunked interpolation application using ESMF and OpenClimateGIS (OCGIS) will demonstrate how spatial subsetting can virtually remove computing resource ceilings for very high spatial resolution interpolation operations. OCGIS is a NESII-developed Python software package designed for the geospatial manipulation of high-dimensional scientific datasets. An overview of the data processing workflow, why a chunked approach is required, and how the application could be adapted to meet operational requirements will be discussed here. In addition, we'll provide a general overview of OCGIS's parallel subsetting capabilities including challenges in the design and implementation of a scientific data subsetter.
SOA Governance: A Critical SOA Success Factor
2010-04-01
Software Perspective Service Consumer Service Providers Interface Optimize tomorrow today. ® Building Blocks...of a SOA Service – Software implemented capability that is well-defined, self contained and does not depend on context or state of other services ... Service Consumer – Service , application or other software component that requires a specific service . – Located through registry – Initiates service
NASA Technical Reports Server (NTRS)
Morgan, Timothy E.
1995-01-01
The objective of the Reusable Software System (RSS) is to provide NASA Langley Research Center and its contractor personnel with a reusable software technology through the Internet. The RSS is easily accessible, provides information that is extractable, and the capability to submit information or data for the purpose of scientific research at NASA Langley Research Center within the Atmospheric Science Division.
Punishment and reputation in spatial public goods games.
Brandt, Hannelore; Hauert, Christoph; Sigmund, Karl
2003-05-22
The puzzle of the emergence of cooperation between unrelated individuals is shared across diverse fields of behavioural sciences and economics. In this article we combine the public goods game originating in economics with evolutionary approaches traditionally used in biology. Instead of pairwise encounters, we consider the more complex case of groups of three interacting individuals. We show that territoriality is capable of promoting cooperative behaviour, as in the case of the Prisoner's Dilemma. Moreover, by adding punishment opportunities, the readiness to cooperate is greatly enhanced and asocial strategies can be largely suppressed. Finally, as soon as players carry a reputation for being willing or unwilling to punish, highly cooperative and fair outcomes are achieved. This group-beneficial result is obtained, intriguingly, by making individuals more likely to exploit their co-players if they can get away with it. Thus, less-cooperative individuals make more-cooperative societies.
ASTEC: Controls analysis for personal computers
NASA Technical Reports Server (NTRS)
Downing, John P.; Bauer, Frank H.; Thorpe, Christopher J.
1989-01-01
The ASTEC (Analysis and Simulation Tools for Engineering Controls) software is under development at Goddard Space Flight Center (GSFC). The design goal is to provide a wide selection of controls analysis tools at the personal computer level, as well as the capability to upload compute-intensive jobs to a mainframe or supercomputer. The project is a follow-on to the INCA (INteractive Controls Analysis) program that has been developed at GSFC over the past five years. While ASTEC makes use of the algorithms and expertise developed for the INCA program, the user interface was redesigned to take advantage of the capabilities of the personal computer. The design philosophy and the current capabilities of the ASTEC software are described.
ERIC Educational Resources Information Center
Miller, Michael J.
1984-01-01
Description of the Macintosh personal, educational, and business computer produced by Apple covers cost; physical characteristics including display devices, circuit boards, and built-in features; company-produced software; third-party produced software; memory and storage capacity; word-processing features; and graphics capabilities. (MBR)
Introducing PLIA: Planetary Laboratory for Image Analysis
NASA Astrophysics Data System (ADS)
Peralta, J.; Hueso, R.; Barrado, N.; Sánchez-Lavega, A.
2005-08-01
We present a graphical software tool developed under IDL software to navigate, process and analyze planetary images. The software has a complete Graphical User Interface and is cross-platform. It can also run under the IDL Virtual Machine without the need to own an IDL license. The set of tools included allow image navigation (orientation, centring and automatic limb determination), dynamical and photometric atmospheric measurements (winds and cloud albedos), cylindrical and polar projections, as well as image treatment under several procedures. Being written in IDL, it is modular and easy to modify and grow for adding new capabilities. We show several examples of the software capabilities with Galileo-Venus observations: Image navigation, photometrical corrections, wind profiles obtained by cloud tracking, cylindrical projections and cloud photometric measurements. Acknowledgements: This work has been funded by Spanish MCYT PNAYA2003-03216, fondos FEDER and Grupos UPV 15946/2004. R. Hueso acknowledges a post-doc fellowship from Gobierno Vasco.
NASA Astrophysics Data System (ADS)
Avdyushev, V.; Banshchikova, M.; Chuvashov, I.; Kuzmin, A.
2017-09-01
In the paper are presented capabilities of software "Vector-M" for a diagnostics of the ionosphere state from auroral emissions images and plasma characteristics from the different orbits as a part of the system of control of space weather. The software "Vector-M" is developed by the celestial mechanics and astrometry department of Tomsk State University in collaboration with Space Research Institute (Moscow) and Central Aerological Observatory of Russian Federal Service for Hydrometeorology and Environmental Monitoring. The software "Vector-M" is intended for calculation of attendant geophysical and astronomical information for the centre of mass of the spacecraft and the space of observations in the experiment with auroral imager Aurovisor-VIS/MP in the orbit of the perspective Meteor-MP spacecraft.
UTM TCL2 Software Requirements
NASA Technical Reports Server (NTRS)
Smith, Irene S.; Rios, Joseph L.; McGuirk, Patrick O.; Mulfinger, Daniel G.; Venkatesan, Priya; Smith, David R.; Baskaran, Vijayakumar; Wang, Leo
2017-01-01
The Unmanned Aircraft Systems (UAS) Traffic Management (UTM) Technical Capability Level (TCL) 2 software implements the UTM TCL 2 software requirements described herein. These software requirements are linked to the higher level UTM TCL 2 System Requirements. Each successive TCL implements additional UTM functionality, enabling additional use cases. TCL 2 demonstrated how to enable expanded multiple operations by implementing automation for beyond visual line-of-sight, tracking operations, and operations flying over sparsely populated areas.
Process Tailoring and the Software Capability Maturity Model(sm).
1995-11-01
A Discipline For Software Engineering, Addison-Wesley, 1995; Humphrey . This book summarizes the costs and benefits of a Personal Software Process ( PSP ...1994. [Humphrey95] Humphrey , Watts S . A Discipline For Software Engineering. Reading, MA: Addison-Wesley Publishing Company, 1995. CMUISEI-94-TR-24 43...practiced and institutionalized. 8 CMU/SEI-94-TR-24 . Leveraging mo n o s I cDocument" IRevise & Analyze Organizational LessonsApproach ’"- Define Processes
LEWICE 2.2 Capabilities and Thermal Validation
NASA Technical Reports Server (NTRS)
Wright, William B.
2002-01-01
A computational model of bleed air anti-icing and electrothermal de-icing have been added to the LEWICE 2.0 software by integrating the capabilities of two previous programs, ANTICE and LEWICE/ Thermal. This combined model has been released as LEWICE version 2.2. Several advancements have also been added to the previous capabilities of each module. This report will present the capabilities of the software package and provide results for both bleed air and electrothermal cases. A comprehensive validation effort has also been performed to compare the predictions to an existing electrothermal database. A quantitative comparison shows that for deicing cases, the average difference is 9.4 F (26%) compared to 3 F for the experimental data while for evaporative cases the average difference is 2 F (32%) compared to an experimental error of 4 F.
The use of ambient audio to increase safety and immersion in location-based games
NASA Astrophysics Data System (ADS)
Kurczak, John Jason
The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a visual interface, while players performed signifi- cantly better at the game tasks when using the visual interface. This makes ambient audio a legitimate alternative to visual interfaces for mobile users when safety and immersion are a priority.
Space Telecommunications Radio System (STRS) Architecture Standard. Release 1.02.1
NASA Technical Reports Server (NTRS)
Reinhart, Richard C.; Kacpura, Thomas J.; Handler, Louis M.; Hall, C. Steve; Mortensen, Dale J.; Johnson, Sandra K.; Briones, Janette C.; Nappier, Jennifer M.; Downey, Joseph A.; Lux, James P.
2012-01-01
This document contains the NASA architecture standard for software defined radios used in space- and ground-based platforms to enable commonality among radio developments to enhance capability and services while reducing mission and programmatic risk. Transceivers (or transponders) with functionality primarily defined in software (e.g., firmware) have the ability to change their functional behavior through software alone. This radio architecture standard offers value by employing common waveform software interfaces, method of instantiation, operation, and testing among different compliant hardware and software products. These common interfaces within the architecture abstract application software from the underlying hardware to enable technology insertion independently at either the software or hardware layer.
Software For Computing Reliability Of Other Software
NASA Technical Reports Server (NTRS)
Nikora, Allen; Antczak, Thomas M.; Lyu, Michael
1995-01-01
Computer Aided Software Reliability Estimation (CASRE) computer program developed for use in measuring reliability of other software. Easier for non-specialists in reliability to use than many other currently available programs developed for same purpose. CASRE incorporates mathematical modeling capabilities of public-domain Statistical Modeling and Estimation of Reliability Functions for Software (SMERFS) computer program and runs in Windows software environment. Provides menu-driven command interface; enabling and disabling of menu options guides user through (1) selection of set of failure data, (2) execution of mathematical model, and (3) analysis of results from model. Written in C language.
Iran’s Reemergence as a Major Player in Global Security
2013-05-21
economic sanctions levied against the Islamic Republic. Iran continues to deny International Atomic Energy Agency inspectors’ access to possible uranium ...build nuclear weapons.”55 Mr. Clapper went on to say that “Iran’s technical advancement, particularly in uranium enrichment, strengthens our assessment...will to do so.”56 During the briefing, he made clear that Iran is technically capable of producing enough highly enriched uranium for a weapon
Proceedings of the Workshop on Computational Aspects in the Control of Flexible Systems, part 2
NASA Technical Reports Server (NTRS)
Taylor, Lawrence W., Jr. (Compiler)
1989-01-01
The Control/Structures Integration Program, a survey of available software for control of flexible structures, computational efficiency and capability, modeling and parameter estimation, and control synthesis and optimization software are discussed.
ERIC Educational Resources Information Center
Ditlea, Steve
1982-01-01
Describes and evaluates the features, performance, peripheral devices, available software, and capabilities of the Apple III microcomputer. The computer's operating system, its hardware, and the commercially produced software it accepts are discussed. Specific applications programs for financial planning, accounting, and word processing are…
11 CFR 9033.12 - Production of computerized information.
Code of Federal Regulations, 2010 CFR
2010-01-01
...) Disbursements made and reimbursements received for the cost of transportation, ground services and facilities...'s software capabilities, such as user guides, technical manuals, formats, layouts and other... software and the computerized information prepared or maintained by the committee. ...
Avila, Javier; Sostmann, Kai; Breckwoldt, Jan; Peters, Harm
2016-06-03
Electronic portfolios (ePortfolios) are used to document and support learning activities. E-portfolios with mobile capabilities allow even more flexibility. However, the development or acquisition of ePortfolio software is often costly, and at the same time, commercially available systems may not sufficiently fit the institution's needs. The aim of this study was to design and evaluate an ePortfolio system with mobile capabilities using a commercially free and open source software solution. We created an online ePortfolio environment using the blogging software WordPress based on reported capability features of such software by a qualitative weight and sum method. Technical implementation and usability were evaluated by 25 medical students during their clinical training by quantitative and qualitative means using online questionnaires and focus groups. The WordPress ePortfolio environment allowed students a broad spectrum of activities - often documented via mobile devices - like collection of multimedia evidences, posting reflections, messaging, web publishing, ePortfolio searches, collaborative learning, knowledge management in a content management system including a wiki and RSS feeds, and the use of aid tools for studying. The students' experience with WordPress revealed a few technical problems, and this report provides workarounds. The WordPress ePortfolio was rated positively by the students as a content management system (67 % of the students), for exchange with other students (74 %), as a note pad for reflections (53 %) and for its potential as an information source for assessment (48 %) and exchange with a mentor (68 %). On the negative side, 74 % of the students in this pilot study did not find it easy to get started with the system, and 63 % rated the ePortfolio as not being user-friendly. Qualitative analysis indicated a need for more introductory information and training. It is possible to build an advanced ePortfolio system with mobile capabilities with the free and open source software WordPress. This allows institutions without proprietary software to build a sophisticated ePortfolio system adapted to their needs with relatively few resources. The implementation of WordPress should be accompanied by introductory courses in the use of the software and its apps in order to facilitate its usability.
Relationships Among Two Repeated Activity Tests and Aerobic Fitness of Volleyball Players.
Meckel, Yoav; May-Rom, Moran; Ekshtien, Aya; Eisenstein, Tamir; Nemet, Dan; Eliakim, Alon
2015-08-01
The purpose of the study was to determine performance indices of a repeated sprint test (RST) and to examine their relationships with performance indices of a repeated jump test (RJT) and with aerobic fitness among trained volleyball players. Sixteen male volleyball players performed RST (6 × 30 m sprints), RJT (6 sets of 6 consecutive jumps), and an aerobic power test (20-m Shuttle Run Test). Performance indices for the RST and the RJT were (a) the ideal 30-m run time (IS), the total run time (TS) of the 6 sprints, and the performance decrement (PD) during the test and (b) the ideal jump height (IJ), the total jump height (TJ) of all the jumps, and the PD during the test, respectively. No significant correlations were found between performance indices of the RST and RJT. Significant correlations were found between PD, IS, and TS in the RST protocol and predicted peak V[Combining Dot Above]O2 (r = -0.60, -0.75, -0.77, respectively). No significant correlations were found between performance indices of the RJT (IJ, TJ, and PD) and peak V[Combining Dot Above]O2. The findings suggest that a selection of repeated activity test protocols should acknowledge the specific technique used in the sport, and that a distinct RJT, rather than the classic RST, is more appropriate for assessing the anaerobic capabilities of volleyball players. The findings also suggest that aerobic fitness plays only a minor role in performance maintenance throughout characteristic repeated jumping activity of a volleyball game.
Marzullo, Giovanni
2014-05-30
Based on pre-mid-20th-century data, the same photoperiod-related birth seasonality previously observed in schizophrenia was also recently found in neural-tube defects and in extreme left-handedness among professional baseball players. This led to a hypothesis implicating maternal melatonin and other mediators of sunlight actions capable of affecting 4th-embryonic-week developments including neural-tube closure and left-right differentiation of the brain. Here, new studies of baseball players suggest that the same sunlight actions could also affect testosterone-dependent male-female differentiation in the 4-month-old fetus. Independently of hand-preferences, baseball players (n=6829), and particularly the stronger hitters among them, showed a unique birth seasonality with an excess around early-November and an equally significant deficit 6 months later around early-May. In two smaller studies, north-American and other northern-hemisphere born lesbians showed the same strong-hitter birth seasonality while gay men showed the opposite seasonality. The sexual dimorphism-critical 4th-fetal-month testosterone surge coincides with the summer-solstice in early-November births and the winter-solstice in early-May births. These coincidences are discussed and a "melatonin mechanism" is proposed based on evidence that in seasonal breeders maternal melatonin imparts "photoperiodic history" to the newborn by direct inhibition of fetal testicular testosterone synthesis. The present effects could represent a vestige of this same phenomenon in man. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Making star teams out of star players.
Mankins, Michael; Bird, Alan; Root, James
2013-01-01
Top talent is an invaluable asset: In highly specialized or creative work, for instance, "A" players are likely to be six times as productive as "B" players. So when your company has a crucial strategic project, why not multiply all that firepower and have a team of your best performers tackle it? Yet many companies hesitate to do this, believing that all-star teams don't work: Big egos will get in the way. The stars won't be able to work with one another. They'll drive the team Leader crazy. Mankins, Bird, and Root of Bain & Company believe it's time to set aside that thinking. They have seen all-star teams do extraordinary work. But there is a right way and a wrong way to organize them. Before you can even begin to assemble such a team, you need to have the right talent management practices, so you hire and develop the best people and know what they're capable of. You have to give the team appropriate incentives and leaders and support staffers who are stars in their own right. And projects that are ill-defined or small scale are not for all-star teams. Use them only for critical missions, and make sure their objectives are clear. Even with the right setup, things can still go wrong. The wise executive will take steps to manage egos, prune non-team-players, and prevent average coworkers from feeling completely undervalued. She will also invest a lot of time in choosing the right team Leader and will ask members for lots of feedback to monitor how that leader is doing.
Lockie, Robert G; Stage, Alyssa A; Stokes, John J; Orjalo, Ashley J; Davis, DeShaun L; Giuliano, Dominic V; Moreno, Matthew R; Risso, Fabrice G; Lazar, Adrina; Birmingham-Babauta, Samantha A; Tomita, Tricia M
2016-12-03
Leg power is an important characteristic for soccer, and jump tests can measure this capacity. Limited research has analyzed relationships between jumping and soccer-specific field test performance in collegiate male players. Nineteen Division I players completed tests of: leg power (vertical jump (VJ), standing broad jump (SBJ), left- and right-leg triple hop (TH)); linear (30 m sprint; 0⁻5 m, 5⁻10 m, 0⁻10, 0⁻30 m intervals) and change-of-direction (505) speed; soccer-specific fitness (Yo-Yo Intermittent Recovery Test Level 2); and 7 × 30-m sprints to measure repeated-sprint ability (RSA; total time (TT), performance decrement (PD)). Pearson's correlations ( r ) determined jump and field test relationships; stepwise regression ascertained jump predictors of the tests ( p < 0.05). All jumps correlated with the 0⁻5, 0⁻10, and 0⁻30 m sprint intervals ( r = -0.65⁻-0.90). VJ, SBJ, and left- and right-leg TH correlated with RSA TT ( r = -0.51⁻-0.59). Right-leg TH predicted the 0⁻5 and 0⁻10 m intervals (R² = 0.55⁻0.81); the VJ predicted the 0⁻30 m interval and RSA TT (R² = 0.41⁻0.84). Between-leg TH asymmetry correlated with and predicted left-leg 505 and RSA PD ( r = -0.68⁻0.62; R² = 0.39⁻0.46). Improvements in jumping ability could contribute to faster speed and RSA performance in collegiate soccer players.
NASA Astrophysics Data System (ADS)
Versteeg, R.; Johnson, D. V.; Rodzianko, A.; Zhou, H.; Dafflon, B.; Leger, E.; de Kleine, M.
2017-12-01
Understanding of processes in the shallow subsurface requires that geophysical, biogeochemical, hydrological and remote sensing datasets are assimilated, processed and interpreted. Multiple enabling software capabilities for process understanding have been developed by the science community. These include information models (ODM2), reactive transport modeling (PFLOTRAN, Modflow, CLM, Landlab), geophysical inversion (E4D, BERT), parameter estimation (PEST, DAKOTA), visualization (ViSiT, Paraview, D3, QGIS) as well as numerous tools written in python and R for petrophysical mapping, stochastic modeling, data analysis and so on. These capabilities use data collected using sensors and analytical tools developed by multiple manufacturers which produce many different measurements. While scientists obviously leverage tools, capabilities and lessons learned from one site at other sites, the current approach to site characterization and monitoring is very labor intensive and does not scale well. Our objective is to be able to monitor many (hundreds - thousands) of sites. This requires that monitoring can be done in a near time, affordable, auditable and essentially autonomous manner. For this we have developed a modular vertically integrated cloud based software framework which was designed from the ground up for effective site and process monitoring. This software framework (PAF - Predictive Assimilation Framework) is multitenant software and provides automation of data ingestion, processing and visualization of hydrological, geochemical and geophysical (ERT/DTS) data. The core organizational element of PAF is a project/user one in which capabilities available to users are controlled by a combination of available data and access permissions. All PAF capabilities are exposed through APIs, making it easy to quickly add new components. PAF is fully integrated with newly developed autonomous electrical geophysical hardware and thus allows for automation of electrical geophysical ingestion and processing and the ability for co analysis and visualization of the raw and processed data with other data of interest (e.g. soil temperature, soil moisture, precipitation). We will demonstrate current PAF capabilities and discuss future efforts.
76 FR 70721 - Voltage Coordination on High Voltage Grids; Notice of Staff Workshop
Federal Register 2010, 2011, 2012, 2013, 2014
2011-11-15
... and the capability of existing and emerging software to improve coordination and optimization of transfer capability across the Bulk-Power System from a reliability and economic perspective. The agenda...
A review of some problems in global-local stress analysis
NASA Technical Reports Server (NTRS)
Nelson, Richard B.
1989-01-01
The various types of local-global finite-element problems point out the need to develop a new generation of software. First, this new software needs to have a complete analysis capability, encompassing linear and nonlinear analysis of 1-, 2-, and 3-dimensional finite-element models, as well as mixed dimensional models. The software must be capable of treating static and dynamic (vibration and transient response) problems, including the stability effects of initial stress, and the software should be able to treat both elastic and elasto-plastic materials. The software should carry a set of optional diagnostics to assist the program user during model generation in order to help avoid obvious structural modeling errors. In addition, the program software should be well documented so the user has a complete technical reference for each type of element contained in the program library, including information on such topics as the type of numerical integration, use of underintegration, and inclusion of incompatible modes, etc. Some packaged information should also be available to assist the user in building mixed-dimensional models. An important advancement in finite-element software should be in the development of program modularity, so that the user can select from a menu various basic operations in matrix structural analysis.
Telescience Resource Kit Software Capabilities and Future Enhancements
NASA Technical Reports Server (NTRS)
Schneider, Michelle
2004-01-01
The Telescience Resource Kit (TReK) is a suite of PC-based software applications that can be used to monitor and control a payload on board the International Space Station (ISS). This software provides a way for payload users to operate their payloads from their home sites. It can be used by an individual or a team of people. TReK provides both local ground support system services and an interface to utilize remote services provided by the Payload Operations Integration Center (POIC). by the POIC and to perform local data functions such as processing the data, storing it in local files, and forwarding it to other computer systems. TReK can also be used to build, send, and track payload commands. In addition to these features, work is in progress to add a new command management capability. This capability will provide a way to manage a multi- platform command environment that can include geographically distributed computers. This is intended to help those teams that need to manage a shared on-board resource such as a facility class payload. The environment can be configured such that one individual can manage all the command activities associated with that payload. This paper will provide a summary of existing TReK capabilities and a description of the new command management capability. For example, 7'ReK can be used to receive payload data distributed
ERIC Educational Resources Information Center
Kyng, Timothy; Tickle, Leonie; Wood, Leigh
2013-01-01
Software may be used in university teaching both to enhance student learning of discipline-content knowledge and skills, and to equip students with capabilities that will be useful in their future careers. Although research has indicated that software may be used as an effective way of engaging students and enhancing learning in certain scenarios,…
Collaborative Software Development Approach Used to Deliver the New Shuttle Telemetry Ground Station
NASA Technical Reports Server (NTRS)
Kirby, Randy L.; Mann, David; Prenger, Stephen G.; Craig, Wayne; Greenwood, Andrew; Morsics, Jonathan; Fricker, Charles H.; Quach, Son; Lechese, Paul
2003-01-01
United Space Alliance (USA) developed and used a new software development method to meet technical, schedule, and budget challenges faced during the development and delivery of the new Shuttle Telemetry Ground Station at Kennedy Space Center. This method, called Collaborative Software Development, enabled KSC to effectively leverage industrial software and build additional capabilities to meet shuttle system and operational requirements. Application of this method resulted in reduced time to market, reduced development cost, improved product quality, and improved programmer competence while developing technologies of benefit to a small company in California (AP Labs Inc.). Many modifications were made to the baseline software product (VMEwindow), which improved its quality and functionality. In addition, six new software capabilities were developed, which are the subject of this article and add useful functionality to the VMEwindow environment. These new software programs are written in C or VXWorks and are used in conjunction with other ground station software packages, such as VMEwindow, Matlab, Dataviews, and PVWave. The Space Shuttle Telemetry Ground Station receives frequency-modulation (FM) and pulse-code-modulated (PCM) signals from the shuttle and support equipment. The hardware architecture (see figure) includes Sun workstations connected to multiple PCM- and FM-processing VersaModule Eurocard (VME) chassis. A reflective memory network transports raw data from PCM Processors (PCMPs) to the programmable digital-to-analog (D/A) converters, strip chart recorders, and analysis and controller workstations.
CrowdPhase: crowdsourcing the phase problem
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jorda, Julien; Sawaya, Michael R.; Yeates, Todd O., E-mail: yeates@mbi.ucla.edu
The idea of attacking the phase problem by crowdsourcing is introduced. Using an interactive, multi-player, web-based system, participants work simultaneously to select phase sets that correspond to better electron-density maps in order to solve low-resolution phasing problems. The human mind innately excels at some complex tasks that are difficult to solve using computers alone. For complex problems amenable to parallelization, strategies can be developed to exploit human intelligence in a collective form: such approaches are sometimes referred to as ‘crowdsourcing’. Here, a first attempt at a crowdsourced approach for low-resolution ab initio phasing in macromolecular crystallography is proposed. A collaborativemore » online game named CrowdPhase was designed, which relies on a human-powered genetic algorithm, where players control the selection mechanism during the evolutionary process. The algorithm starts from a population of ‘individuals’, each with a random genetic makeup, in this case a map prepared from a random set of phases, and tries to cause the population to evolve towards individuals with better phases based on Darwinian survival of the fittest. Players apply their pattern-recognition capabilities to evaluate the electron-density maps generated from these sets of phases and to select the fittest individuals. A user-friendly interface, a training stage and a competitive scoring system foster a network of well trained players who can guide the genetic algorithm towards better solutions from generation to generation via gameplay. CrowdPhase was applied to two synthetic low-resolution phasing puzzles and it was shown that players could successfully obtain phase sets in the 30° phase error range and corresponding molecular envelopes showing agreement with the low-resolution models. The successful preliminary studies suggest that with further development the crowdsourcing approach could fill a gap in current crystallographic methods by making it possible to extract meaningful information in cases where limited resolution might otherwise prevent initial phasing.« less
Lockie, Robert G; Jalilvand, Farzad; Moreno, Matthew R; Orjalo, Ashley J; Risso, Fabrice G; Nimphius, Sophia
2017-10-01
The ability to complete high-intensity running is essential for soccer. The Yo-Yo Intermittent Recovery Test Level 2 (YYIRT2) can measure this capacity, but there is limited information regarding this assessment in collegiate female soccer players. This study investigated the YYIRT2 as a measure of high-intensity running in this population, and its relationship to other soccer field tests. Twenty-one players from a Division I team were recruited. In addition to the YYIRT2, subjects completed linear (0-5, 0-10, and 0-30 m sprint intervals) and change-of-direction (pro-agility and 60-yard shuttle) speed tests, as well as the YYIRT Level 1 (YYIRT1), to assess relationships with YYIRT2 by correlations (p ≤ 0.05). The correlation of YYIRT1 with the speed tests was also assessed. The YYIRT1 and YYIRT2 were standardized using z-scores for comparison with elite benchmarks to investigate relative performance on each test. The YYIRT2 and YYIRT1 distances did not significantly correlate with those of the speed tests (r = -0.251 to 0.274). There was a large relationship between YYIRT2 and YYIRT1 distances (r = 0.582), although the explained variance was low (33.87%). Mean YYIRT2 z-scores (-4.29 ± 1.66) indicated a performance further from elite benchmarks than those of the YYIRT1 (-1.92 ± 1.61), and 90.5% (19 of 21) subjects performed relatively better in the YYIRT1 than YYIRT2. The YYIRT2 provided a more specific measure of high-intensity running to that of the YYIRT1 in collegiate female soccer players. Coaches may consider using the YYIRT2 to gauge and track progress of high-intensity running capabilities and create training programs to improve this ability in female players.
Predicting protein structures with a multiplayer online game.
Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit
2010-08-05
People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.
Neural basis of superior performance of action videogame players in an attention-demanding task.
Mishra, Jyoti; Zinni, Marla; Bavelier, Daphne; Hillyard, Steven A
2011-01-19
Steady-state visual evoked potentials (SSVEPs) were recorded from action videogame players (VGPs) and from non-videogame players (NVGPs) during an attention-demanding task. Participants were presented with a multi-stimulus display consisting of rapid sequences of alphanumeric stimuli presented at rates of 8.6/12 Hz in the left/right peripheral visual fields, along with a central square at fixation flashing at 5.5 Hz and a letter sequence flashing at 15 Hz at an upper central location. Subjects were cued to attend to one of the peripheral or central stimulus sequences and detect occasional targets. Consistent with previous behavioral studies, VGPs detected targets with greater speed and accuracy than NVGPs. This behavioral advantage was associated with an increased suppression of SSVEP amplitudes to unattended peripheral sequences in VGPs relative to NVGPs, whereas the magnitude of the attended SSVEPs was equivalent in the two groups. Group differences were also observed in the event-related potentials to targets in the alphanumeric sequences, with the target-elicited P300 component being of larger amplitude in VGPS than NVGPs. These electrophysiological findings suggest that the superior target detection capabilities of the VGPs are attributable, at least in part, to enhanced suppression of distracting irrelevant information and more effective perceptual decision processes.
Hsu, Wellington K; McCarthy, Kathryn J; Savage, Jason W; Roberts, David W; Roc, Gilbert C; Micev, Alan J; Terry, Michael A; Gryzlo, Stephen M; Schafer, Michael F
2011-03-01
Although clinical outcomes after lumbar disc herniations (LDHs) in the general population have been well studied, those in elite professional athletes have not. Because these athletes have different measures of success, studies on long-term outcomes in this patient population are necessary. This study seeks to define the outcomes after an LDH in a large cohort of professional athletes of American football, baseball, hockey, and basketball. Retrospective cohort study. A total of 342 professional athletes from four major North American sports from 1972 to 2008 diagnosed with an LDH were identified via a previously published protocol. Two hundred twenty-six players underwent lumbar discectomy, and 116 athletes were treated nonoperatively. Only those players who had at least 2 years of follow-up were included. Functional outcome measures as defined by successful return-to-play (RTP), career games, and years played for each player cohort were recorded both before and after treatment. Conversion factors based on games/regular season and expected career length (based on individual sport) were used to standardize the outcomes across each sport. Using Statistical Analysis Software v. 9.1, outcome measures were compared in each cohort both before and after treatment using linear and mixed regression analyses and Cox proportional hazards models. A Kaplan-Meier survivorship curve was calculated for career length after injury. Statistical significance was defined as p<.05. After the diagnosis of an LDH, professional athletes successfully returned to sport 82% of the time, with an average career length of 3.4 years. Of the 226 patients who underwent surgical treatment, 184 successfully returned to play (81%), on average, for 3.3 years after surgery. Survivorship analysis demonstrated that 62.3% of players were expected to remain active 2 years after diagnosis. There were no statistically significant differences in outcome in the surgical and nonoperative cohorts. Age at diagnosis was a negative predictor of career length after injury, whereas games played before injury had a positive effect on outcome after injury. Major League Baseball (MLB) players demonstrated a significantly higher RTP rate than those of other sports, and conversely, National Football League (NFL) athletes had a lower RTP rate than players of other sports (p<.05). However, the greatest positive treatment effect from surgery for LDH was seen in NFL players, whereas for MLB athletes, a lumbar discectomy led to a shorter career compared with the nonoperative cohort (p<.05). Professional athletes diagnosed with an LDH successfully returned to play at a high rate with productive careers after injury. Whereas older athletes have a shorter career length after diagnosis of LDH, experienced players (high number of games played) demonstrate more games played after treatment than inexperienced athletes. Notably, surgical treatment in baseball players led to significantly shorter careers, whereas for NFL athletes, posttreatment careers were longer than those of the corresponding nonoperative cohort. The explanation for this is likely multifactorial, including the age at diagnosis, respective contractual obligations, and different physical demands imposed by each individual professional sport. Copyright © 2011 Elsevier Inc. All rights reserved.
Yu, Xunyi; Ganz, Aura
2011-01-01
In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.
Hop, Skip and Jump: Animation Software.
ERIC Educational Resources Information Center
Eiser, Leslie
1986-01-01
Discusses the features of animation software packages, reviewing eight commercially available programs. Information provided for each program includes name, publisher, current computer(s) required, cost, documentation, input device, import/export capabilities, printing possibilities, what users can originate, types of image manipulation possible,…
Improvements to the APBS biomolecular solvation software suite.
Jurrus, Elizabeth; Engel, Dave; Star, Keith; Monson, Kyle; Brandi, Juan; Felberg, Lisa E; Brookes, David H; Wilson, Leighton; Chen, Jiahui; Liles, Karina; Chun, Minju; Li, Peter; Gohara, David W; Dolinsky, Todd; Konecny, Robert; Koes, David R; Nielsen, Jens Erik; Head-Gordon, Teresa; Geng, Weihua; Krasny, Robert; Wei, Guo-Wei; Holst, Michael J; McCammon, J Andrew; Baker, Nathan A
2018-01-01
The Adaptive Poisson-Boltzmann Solver (APBS) software was developed to solve the equations of continuum electrostatics for large biomolecular assemblages that have provided impact in the study of a broad range of chemical, biological, and biomedical applications. APBS addresses the three key technology challenges for understanding solvation and electrostatics in biomedical applications: accurate and efficient models for biomolecular solvation and electrostatics, robust and scalable software for applying those theories to biomolecular systems, and mechanisms for sharing and analyzing biomolecular electrostatics data in the scientific community. To address new research applications and advancing computational capabilities, we have continually updated APBS and its suite of accompanying software since its release in 2001. In this article, we discuss the models and capabilities that have recently been implemented within the APBS software package including a Poisson-Boltzmann analytical and a semi-analytical solver, an optimized boundary element solver, a geometry-based geometric flow solvation model, a graph theory-based algorithm for determining pK a values, and an improved web-based visualization tool for viewing electrostatics. © 2017 The Protein Society.
Simulation and animation of sensor-driven robots
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chen, C.; Trivedi, M.M.; Bidlack, C.R.
1994-10-01
Most simulation and animation systems utilized in robotics are concerned with simulation of the robot and its environment without simulation of sensors. These systems have difficulty in handling robots that utilize sensory feedback in their operation. In this paper, a new design of an environment for simulation, animation, and visualization of sensor-driven robots is presented. As sensor technology advances, increasing numbers of robots are equipped with various types of sophisticated sensors. The main goal of creating the visualization environment is to aide the automatic robot programming and off-line programming capabilities of sensor-driven robots. The software system will help the usersmore » visualize the motion and reaction of the sensor-driven robot under their control program. Therefore, the efficiency of the software development is increased, the reliability of the software and the operation safety of the robot are ensured, and the cost of new software development is reduced. Conventional computer-graphics-based robot simulation and animation software packages lack of capabilities for robot sensing simulation. This paper describes a system designed to overcome this deficiency.« less
NASA Technical Reports Server (NTRS)
Grantham, C.
1979-01-01
The Interactive Software Invocation (ISIS), an interactive data management system, was developed to act as a buffer between the user and host computer system. The user is provided by ISIS with a powerful system for developing software or systems in the interactive environment. The user is protected from the idiosyncracies of the host computer system by providing such a complete range of capabilities that the user should have no need for direct access to the host computer. These capabilities are divided into four areas: desk top calculator, data editor, file manager, and tool invoker.
Core Technical Capability Laboratory Management System
NASA Technical Reports Server (NTRS)
Shaykhian, Linda; Dugger, Curtis; Griffin, Laurie
2008-01-01
The Core Technical Capability Lab - oratory Management System (CTCLMS) consists of dynamically generated Web pages used to access a database containing detailed CTC lab data with the software hosted on a server that allows users to have remote access.
NASA Technical Reports Server (NTRS)
Reph, M. G.; Treinish, L. A.; Smith, P. H.
1984-01-01
The Pilot Climate Data System (PCDS) is an interactive scientific information management system for locating, obtaining, manipulating, and displaying climate-research data. The PCDS was developed to manage a large collection of data of interest to the National Aeronautics and Space Administration's (NASA) research community and currently provides such support for approximately twenty data sets. In order to provide the PCDS capabilities, NASA's Goddard Space Flight Center (NASA/GSFC) has integrated the capabilities of several general-purpose software packages with specialized software for reading and reformatting the supported data sets. These capabilities were integrated in a manner which allows the PCDS to be easily expanded, either to provide support for additional data sets or to provide additional functional capabilities. This also allows the PCDS to take advantage of new technology as it becomes available, since parts of the system can be replaced with more powerful components without significantly affecting the user interface.
Kamel Boulos, Maged N; Wheeler, Steve
2007-03-01
Web 2.0 sociable technologies and social software are presented as enablers in health and health care, for organizations, clinicians, patients and laypersons. They include social networking services, collaborative filtering, social bookmarking, folksonomies, social search engines, file sharing and tagging, mashups, instant messaging, and online multi-player games. The more popular Web 2.0 applications in education, namely wikis, blogs and podcasts, are but the tip of the social software iceberg. Web 2.0 technologies represent a quite revolutionary way of managing and repurposing/remixing online information and knowledge repositories, including clinical and research information, in comparison with the traditional Web 1.0 model. The paper also offers a glimpse of future software, touching on Web 3.0 (the Semantic Web) and how it could be combined with Web 2.0 to produce the ultimate architecture of participation. Although the tools presented in this review look very promising and potentially fit for purpose in many health care applications and scenarios, careful thinking, testing and evaluation research are still needed in order to establish 'best practice models' for leveraging these emerging technologies to boost our teaching and learning productivity, foster stronger 'communities of practice', and support continuing medical education/professional development (CME/CPD) and patient education.
ImatraNMR: novel software for batch integration and analysis of quantitative NMR spectra.
Mäkelä, A V; Heikkilä, O; Kilpeläinen, I; Heikkinen, S
2011-08-01
Quantitative NMR spectroscopy is a useful and important tool for analysis of various mixtures. Recently, in addition of traditional quantitative 1D (1)H and (13)C NMR methods, a variety of pulse sequences aimed for quantitative or semiquantitative analysis have been developed. To obtain actual usable results from quantitative spectra, they must be processed and analyzed with suitable software. Currently, there are many processing packages available from spectrometer manufacturers and third party developers, and most of them are capable of analyzing and integration of quantitative spectra. However, they are mainly aimed for processing single or few spectra, and are slow and difficult to use when large numbers of spectra and signals are being analyzed, even when using pre-saved integration areas or custom scripting features. In this article, we present a novel software, ImatraNMR, designed for batch analysis of quantitative spectra. In addition to capability of analyzing large number of spectra, it provides results in text and CSV formats, allowing further data-analysis using spreadsheet programs or general analysis programs, such as Matlab. The software is written with Java, and thus it should run in any platform capable of providing Java Runtime Environment version 1.6 or newer, however, currently it has only been tested with Windows and Linux (Ubuntu 10.04). The software is free for non-commercial use, and is provided with source code upon request. Copyright © 2011 Elsevier Inc. All rights reserved.
User Interface Design for Dynamic Geometry Software
ERIC Educational Resources Information Center
Kortenkamp, Ulrich; Dohrmann, Christian
2010-01-01
In this article we describe long-standing user interface issues with Dynamic Geometry Software and common approaches to address them. We describe first prototypes of multi-touch-capable DGS. We also give some hints on the educational benefits of proper user interface design.
Using Visual Basic to Teach Programming for Geographers.
ERIC Educational Resources Information Center
Slocum, Terry A.; Yoder, Stephen C.
1996-01-01
Outlines reasons why computer programming should be taught to geographers. These include experience using macro (scripting) languages and sophisticated visualization software, and developing a deeper understanding of general hardware and software capabilities. Discusses the distinct advantages and few disadvantages of the programming language…
Computer Aided Teaching of Digital Signal Processing.
ERIC Educational Resources Information Center
Castro, Ian P.
1990-01-01
Describes a microcomputer-based software package developed at the University of Surrey for teaching digital signal processing to undergraduate science and engineering students. Menu-driven software capabilities are explained, including demonstration of qualitative concepts and experimentation with quantitative data, and examples are given of…
Collecting Unsolicited User-Generated Change Requests
2015-12-01
change requests, although the core principles of the steps apply equally to non- software change requests ( Champagne and April, 2014:pp 6-9). The...Capabilities Integration and Development System (JCIDS). JCIDS Manual. Washington: CJCS, 12 February 2015. Champagne , Roger and Alain April. “Software
A Brief Study of Software Engineering Professional Continuing Education in DoD Acquisition
2010-04-01
Lifecycle Processes (IEEE 12207 ) (810) 37% 61% 2% Guide to the Software Engineering Body of K l d (SWEBOK) (804) 67% 31% 2% now e ge Software...Engineering-Software Measurement Process ( ISO /IEC 15939) (797) 55% 44% 2% Capability Maturity Model Integration (806) 17% 81% 2% Six Sigma Process...Improvement (804) 7% 91% 1% ISO 9000 Quality Management Systems (803) 10% 89% 1% 28 Conclusions Significant problem areas R i tequ remen s Management Very
1988-09-01
software programs capable of being used on a microcomputer will be considered for analysis. No software intended for use on a miniframe or mainframe...Dial-A-Log consists of a program written in a computer language called L-10 that is run on a DEC-20 miniframe . The combination of the specific...proliferation of software dealing with microcomputers. Instead, they were geared more towards managing the use of miniframe or mainframe computer
Seven Processes that Enable NASA Software Engineering Technologies
NASA Technical Reports Server (NTRS)
Housch, Helen; Godfrey, Sally
2011-01-01
This slide presentation reviews seven processes that NASA uses to ensure that software is developed, acquired and maintained as specified in the NPR 7150.2A requirement. The requirement is to ensure that all software be appraised for the Capability Maturity Model Integration (CMMI). The enumerated processes are: (7) Product Integration, (6) Configuration Management, (5) Verification, (4) Software Assurance, (3) Measurement and Analysis, (2) Requirements Management and (1) Planning & Monitoring. Each of these is described and the group(s) that are responsible is described.
2015-09-30
originate from NASA , NOAA , and community modeling efforts, and support for creation of the suite was shared by sponsors from other agencies. ESPS...Framework (ESMF) Software and Application Development Cecelia Deluca NESII/CIRES/ NOAA Earth System Research Laboratory 325 Broadway Boulder, CO...Capability (NUOPC) was established between NOAA and Navy to develop a common software architecture for easy and efficient interoperability. The
2005-01-01
developed a partnership with the Defense Acquisition University to in- tegrate DISA’s systems engineering processes, software , and network...in place, with processes being implemented: deployment management; systems engineering ; software engineering ; configuration man- agement; test and...CSS systems engineering is a transition partner with Carnegie Mellon University’s Software Engineering Insti- tute and its work on the capability
NASA Technical Reports Server (NTRS)
Harper, R. Stephen
1999-01-01
COSS (Crew On-Orbit System Support) is changing. Designed as computer based in-flight refresher training, it is getting good reviews and the demands on the product can be expected to increase. Last year, the lessons were written using Authorware, which had a number of limitations. The most important one was that the navigation and the layout functions were both in one package that was not easy to learn. The lesson creator had to be good at both programming and design. There were also a number of other problems, as detailed in my report last year. This year the COSS unit made the switch to embrace modularity. The navigation function is handled by a player that was custom-written using Delphi. The layout pages are now standard HTML files that can be created using any number of products. This new system gives new flexibility and unties the process from one product (and one company). The player can be re-written by a programmer without affecting the lesson pages. It is also now possible for anybody with a word-processor to make part of the HTML lesson pages and to use many of the new commercially available tools that are being designed for web pages. This summer I created a computer-based training (CBT) lesson on the IBM ThinkPad 760 ED and 760XD laptop computers that should fly on the International Space Station. I also examined the COSS system, the new player and the other new software products.
Yates, John R
2015-11-01
Advances in computer technology and software have driven developments in mass spectrometry over the last 50 years. Computers and software have been impactful in three areas: the automation of difficult calculations to aid interpretation, the collection of data and control of instruments, and data interpretation. As the power of computers has grown, so too has the utility and impact on mass spectrometers and their capabilities. This has been particularly evident in the use of tandem mass spectrometry data to search protein and nucleotide sequence databases to identify peptide and protein sequences. This capability has driven the development of many new approaches to study biological systems, including the use of "bottom-up shotgun proteomics" to directly analyze protein mixtures. Graphical Abstract ᅟ.
Compact disk error measurements
NASA Technical Reports Server (NTRS)
Howe, D.; Harriman, K.; Tehranchi, B.
1993-01-01
The objectives of this project are as follows: provide hardware and software that will perform simple, real-time, high resolution (single-byte) measurement of the error burst and good data gap statistics seen by a photoCD player read channel when recorded CD write-once discs of variable quality (i.e., condition) are being read; extend the above system to enable measurement of the hard decision (i.e., 1-bit error flags) and soft decision (i.e., 2-bit error flags) decoding information that is produced/used by the Cross Interleaved - Reed - Solomon - Code (CIRC) block decoder employed in the photoCD player read channel; construct a model that uses data obtained via the systems described above to produce meaningful estimates of output error rates (due to both uncorrected ECC words and misdecoded ECC words) when a CD disc having specific (measured) error statistics is read (completion date to be determined); and check the hypothesis that current adaptive CIRC block decoders are optimized for pressed (DAD/ROM) CD discs. If warranted, do a conceptual design of an adaptive CIRC decoder that is optimized for write-once CD discs.
Joint angles during successful and unsuccessful tennis serves kinematics of tennis serve.
Göktepe, Ayhan; Ak, Emre; Söğüt, Mustafa; Karabörk, Hakan; Korkusuz, Feza
2009-01-01
The aim of this study was to investigate the joint angle differences in successful and unsuccessful tennis serves of junior tennis players. Nine healthy junior tennis players (5 girls, 4 boys; mean age 11.8+/-0.8 years; height 153.6+/-7.2 cm; body mass index 42.3+/-4.1 kg; playing experience 6.2+/-1.5 years) volunteered to participate in this study. They were asked to perform tennis serves as fast as they can as if they were in an actual game. Successful and unsuccessful serves were recorded using two high speed cameras and then analyzed using Pictran software. Angle changes in pre-impact, impact and post-impact phases were compared. The results of paired sample t-tests revealed nosignificant differences between successful and unsuccessful tennis serves in all three phases. This study failed to show differences between successful and unsuccessful tennis serves in pre-impact, impact and post-impact phases. However, future research with more detailed analyses would be needed to reveal the possible changes in the joints while serving.
A high order approach to flight software development and testing
NASA Technical Reports Server (NTRS)
Steinbacher, J.
1981-01-01
The use of a software development facility is discussed as a means of producing a reliable and maintainable ECS software system, and as a means of providing efficient use of the ECS hardware test facility. Principles applied to software design are given, including modularity, abstraction, hiding, and uniformity. The general objectives of each phase of the software life cycle are also given, including testing, maintenance, code development, and requirement specifications. Software development facility tools are summarized, and tool deficiencies recognized in the code development and testing phases are considered. Due to limited lab resources, the functional simulation capabilities may be indispensable in the testing phase.
China’s S&T Emergence: A Proposal for U.S. DOD-China Collaboration in Fundamental Research
2008-03-01
U.S. National Science Foundation points out the rise of S&T capability in Asia.3 Within Asia, China is rapidly becoming a major player in S&T...3 National Science Foundation , Division of Science Resources Statistics, “Asia’s Rising Science and Technology Strength: Comparative...example, the National Science Foundation awarded the University of California Santa Barbara (UCSB) a $1.5 million grant to establish a research and
Simulation of cyber attacks with applications in homeland defense training
NASA Astrophysics Data System (ADS)
Brown, Bill; Cutts, Andrew; McGrath, Dennis; Nicol, David M.; Smith, Timothy P.; Tofel, Brett
2003-09-01
We describe a tool to help exercise and train IT managers who make decisions about IP networks in the midst of cyber calamity. Our tool is interactive, centered around a network simulation. It includes various modes of communications one would use to make informed decisions. Our tool is capable of simulating networks with hundreds of components and dozens of players. Test indicate that it could support an exercise an order of magnitude larger and more complex.
RAPTOR: An Enterprise Knowledge Discovery Engine
DOE Office of Scientific and Technical Information (OSTI.GOV)
2010-11-11
SharePoint search capability is commonly criticized by users due to the limited functionality provided. This software takes a world class search capability (Piranha) and integrates it with an Enterprise Level Collaboration Application installed on most major government and commercial sites.
Detection of sinkholes or anomalies using full seismic wave fields : phase II.
DOT National Transportation Integrated Search
2016-08-01
A new 2-D Full Waveform Inversion (FWI) software code was developed to characterize layering and anomalies beneath the ground surface using seismic testing. The software is capable of assessing the shear and compression wave velocities (Vs and Vp) fo...
New generation of exploration tools: interactive modeling software and microcomputers
DOE Office of Scientific and Technical Information (OSTI.GOV)
Krajewski, S.A.
1986-08-01
Software packages offering interactive modeling techniques are now available for use on microcomputer hardware systems. These packages are reasonably priced for both company and independent explorationists; they do not require users to have high levels of computer literacy; they are capable of rapidly completing complex ranges of sophisticated geologic and geophysical modeling tasks; and they can produce presentation-quality output for comparison with real-world data. For example, interactive packages are available for mapping, log analysis, seismic modeling, reservoir studies, and financial projects as well as for applying a variety of statistical and geostatistical techniques to analysis of exploration data. More importantly,more » these packages enable explorationists to directly apply their geologic expertise when developing and fine-tuning models for identifying new prospects and for extending producing fields. As a result of these features, microcomputers and interactive modeling software are becoming common tools in many exploration offices. Gravity and magnetics software programs illustrate some of the capabilities of such exploration tools.« less
PScan 1.0: flexible software framework for polygon based multiphoton microscopy
NASA Astrophysics Data System (ADS)
Li, Yongxiao; Lee, Woei Ming
2016-12-01
Multiphoton laser scanning microscopes exhibit highly localized nonlinear optical excitation and are powerful instruments for in-vivo deep tissue imaging. Customized multiphoton microscopy has a significantly superior performance for in-vivo imaging because of precise control over the scanning and detection system. To date, there have been several flexible software platforms catered to custom built microscopy systems i.e. ScanImage, HelioScan, MicroManager, that perform at imaging speeds of 30-100fps. In this paper, we describe a flexible software framework for high speed imaging systems capable of operating from 5 fps to 1600 fps. The software is based on the MATLAB image processing toolbox. It has the capability to communicate directly with a high performing imaging card (Matrox Solios eA/XA), thus retaining high speed acquisition. The program is also designed to communicate with LabVIEW and Fiji for instrument control and image processing. Pscan 1.0 can handle high imaging rates and contains sufficient flexibility for users to adapt to their high speed imaging systems.
SHINE Virtual Machine Model for In-flight Updates of Critical Mission Software
NASA Technical Reports Server (NTRS)
Plesea, Lucian
2008-01-01
This software is a new target for the Spacecraft Health Inference Engine (SHINE) knowledge base that compiles a knowledge base to a language called Tiny C - an interpreted version of C that can be embedded on flight processors. This new target allows portions of a running SHINE knowledge base to be updated on a "live" system without needing to halt and restart the containing SHINE application. This enhancement will directly provide this capability without the risk of software validation problems and can also enable complete integration of BEAM and SHINE into a single application. This innovation enables SHINE deployment in domains where autonomy is used during flight-critical applications that require updates. This capability eliminates the need for halting the application and performing potentially serious total system uploads before resuming the application with the loss of system integrity. This software enables additional applications at JPL (microsensors, embedded mission hardware) and increases the marketability of these applications outside of JPL.
Advanced multilateration theory, software development, and data processing: The MICRODOT system
NASA Technical Reports Server (NTRS)
Escobal, P. R.; Gallagher, J. F.; Vonroos, O. H.
1976-01-01
The process of geometric parameter estimation to accuracies of one centimeter, i.e., multilateration, is defined and applications are listed. A brief functional explanation of the theory is presented. Next, various multilateration systems are described in order of increasing system complexity. Expected systems accuracy is discussed from a general point of view and a summary of the errors is listed. An outline of the design of a software processing system for multilateration, called MICRODOT, is presented next. The links of this software, which can be used for multilateration data simulations or operational data reduction, are examined on an individual basis. Functional flow diagrams are presented to aid in understanding the software capability. MICRODOT capability is described with respect to vehicle configurations, interstation coordinate reduction, geophysical parameter estimation, and orbit determination. Numerical results obtained from MICRODOT via data simulations are displayed both for hypothetical and real world vehicle/station configurations such as used in the GEOS-3 Project. These simulations show the inherent power of the multilateration procedure.
Practical Applications of Digital Pathology.
Saeed-Vafa, Daryoush; Magliocco, Anthony M
2015-04-01
Virtual microscopy and advances in machine learning have paved the way for the ever-expanding field of digital pathology. Multiple image-based computing environments capable of performing automated quantitative and morphological analyses are the foundation on which digital pathology is built. The applications for digital pathology in the clinical setting are numerous and are explored along with the digital software environments themselves, as well as the different analytical modalities specific to digital pathology. Prospective studies, case-control analyses, meta-analyses, and detailed descriptions of software environments were explored that pertained to digital pathology and its use in the clinical setting. Many different software environments have advanced platforms capable of improving digital pathology and potentially influencing clinical decisions. The potential of digital pathology is vast, particularly with the introduction of numerous software environments available for use. With all the digital pathology tools available as well as those in development, the field will continue to advance, particularly in the era of personalized medicine, providing health care professionals with more precise prognostic information as well as helping them guide treatment decisions.
Acuña, Gonzalo; Ramirez, Cristian; Curilem, Millaray
2014-01-01
The lack of sensors for some relevant state variables in fermentation processes can be coped by developing appropriate software sensors. In this work, NARX-ANN, NARMAX-ANN, NARX-SVM and NARMAX-SVM models are compared when acting as software sensors of biomass concentration for a solid substrate cultivation (SSC) process. Results show that NARMAX-SVM outperforms the other models with an SMAPE index under 9 for a 20 % amplitude noise. In addition, NARMAX models perform better than NARX models under the same noise conditions because of their better predictive capabilities as they include prediction errors as inputs. In the case of perturbation of initial conditions of the autoregressive variable, NARX models exhibited better convergence capabilities. This work also confirms that a difficult to measure variable, like biomass concentration, can be estimated on-line from easy to measure variables like CO₂ and O₂ using an adequate software sensor based on computational intelligence techniques.
Reuse of Software Assets for the NASA Earth Science Decadal Survey Missions
NASA Technical Reports Server (NTRS)
Mattmann, Chris A.; Downs, Robert R.; Marshall, James J.; Most, Neal F.; Samadi, Shahin
2010-01-01
Software assets from existing Earth science missions can be reused for the new decadal survey missions that are being planned by NASA in response to the 2007 Earth Science National Research Council (NRC) Study. The new missions will require the development of software to curate, process, and disseminate the data to science users of interest and to the broader NASA mission community. In this paper, we discuss new tools and a blossoming community that are being developed by the Earth Science Data System (ESDS) Software Reuse Working Group (SRWG) to improve capabilities for reusing NASA software assets.
Programming Language Software For Graphics Applications
NASA Technical Reports Server (NTRS)
Beckman, Brian C.
1993-01-01
New approach reduces repetitive development of features common to different applications. High-level programming language and interactive environment with access to graphical hardware and software created by adding graphical commands and other constructs to standardized, general-purpose programming language, "Scheme". Designed for use in developing other software incorporating interactive computer-graphics capabilities into application programs. Provides alternative to programming entire applications in C or FORTRAN, specifically ameliorating design and implementation of complex control and data structures typifying applications with interactive graphics. Enables experimental programming and rapid development of prototype software, and yields high-level programs serving as executable versions of software-design documentation.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Willenbring, James M.; Bartlett, Roscoe Ainsworth; Heroux, Michael Allen
2012-01-01
Software lifecycles are becoming an increasingly important issue for computational science and engineering (CSE) software. The process by which a piece of CSE software begins life as a set of research requirements and then matures into a trusted high-quality capability is both commonplace and extremely challenging. Although an implicit lifecycle is obviously being used in any effort, the challenges of this process - respecting the competing needs of research vs. production - cannot be overstated. Here we describe a proposal for a well-defined software lifecycle process based on modern Lean/Agile software engineering principles. What we propose is appropriate for manymore » CSE software projects that are initially heavily focused on research but also are expected to eventually produce usable high-quality capabilities. The model is related to TriBITS, a build, integration and testing system, which serves as a strong foundation for this lifecycle model, and aspects of this lifecycle model are ingrained in the TriBITS system. Here, we advocate three to four phases or maturity levels that address the appropriate handling of many issues associated with the transition from research to production software. The goals of this lifecycle model are to better communicate maturity levels with customers and to help to identify and promote Software Engineering (SE) practices that will help to improve productivity and produce better software. An important collection of software in this domain is Trilinos, which is used as the motivation and the initial target for this lifecycle model. However, many other related and similar CSE (and non-CSE) software projects can also make good use of this lifecycle model, especially those that use the TriBITS system. Indeed this lifecycle process, if followed, will enable large-scale sustainable integration of many complex CSE software efforts across several institutions.« less
The Physics of Traffic Congestion and Road Pricing in Transportation Planning
NASA Astrophysics Data System (ADS)
Levinson, David
2010-03-01
This presentation develops congestion theory and congestion pricing theory from its micro- foundations, the interaction of two or more vehicles. Using game theory, with a two- player game it is shown that the emergence of congestion depends on the players' relative valuations of early arrival, late arrival, and journey delay. Congestion pricing can be used as a cooperation mechanism to minimize total costs (if returned to the players). The analysis is then extended to the case of the three- player game, which illustrates congestion as a negative externality imposed on players who do not themselves contribute to it. A multi-agent model of travelers competing to utilize a roadway in time and space is presented. To realize the spillover effect among travelers, N-player games are constructed in which the strategy set includes N+1 strategies. We solve the N-player game (for N = 7) and find Nash equilibria if they exist. This model is compared to the bottleneck model. The results of numerical simulation show that the two models yield identical results in terms of lowest total costs and marginal costs when a social optimum exists. Moving from temporal dynamics to spatial complexity, using consistent agent- based techniques, we model the decision-making processes of users and infrastructure owner/operators to explore the welfare consequence of price competition, capacity choice, and product differentiation on congested transportation networks. Component models include: (1) An agent-based travel demand model wherein each traveler has learning capabilities and unique characteristics (e.g. value of time); (2) Econometric facility provision cost models; and (3) Representations of road authorities making pricing and capacity decisions. Different from small-network equilibrium models in prior literature, this agent- based model is applicable to pricing and investment analyses on large complex networks. The subsequent economic analysis focuses on the source, evolution, measurement, and impact of product differentiation with heterogeneous users on a mixed ownership network (with tolled and untolled roads). Two types of product differentiation in the presence of toll roads, path differentiation and space differentiation, are defined and measured for a base case and several variants with different types of price and capacity competition and with various degrees of user heterogeneity. The findings favor a fixed-rate road pricing policy compared to complete pricing freedom on toll roads. It is also shown that the relationship between net social benefit and user heterogeneity is not monotonic on a complex network with toll roads.
1980-01-31
Nuclear Agency 13 NUMFIER OF PAGES Washington, D.C. 20305 534 14 MONITORING AGENCY NAME 8 ADDRESS(,! itI(reI t &,n, ( f n ... o.I.n. Offi,e) 15...Initialization 13 3. Storage Management 13 4. Event Control 14 E. Diagnostics 17 1. Debug Routines 17 2. Data Structure Display Routines 19 F . Software...Structures 71 1. Player Lists 72 2. C2 Trees 78 3. Passive Target List 86 F . RED Structures 89 1. Red Theater Commander 90 2. Potential Target List 98 3
Analysis of the Capability Portfolio Review (CPR)
2014-06-01
facilitated by the MRM feature. PAT allows the analyst to quickly change how summary depictions are generated. Choices include; simple linear...database with supporting software that documents relationships between warfighting activities, the UJTL, systems, ACTDs, roadmaps, and capability areas. It
2006-11-01
engines will involve a family of common components. It will consist of a real - time operating system and partitioned application software (AS...system will employ a standard hardware and software architecture. It will consist of a real time operating system and partitioned application...Inputs - Enables Large Cost Reduction 3. Software - FAA Certified Auto Code - Real Time Operating System - Commercial
DSN system performance test software
NASA Technical Reports Server (NTRS)
Martin, M.
1978-01-01
The system performance test software is currently being modified to include additional capabilities and enhancements. Additional software programs are currently being developed for the Command Store and Forward System and the Automatic Total Recall System. The test executive is the main program. It controls the input and output of the individual test programs by routing data blocks and operator directives to those programs. It also processes data block dump requests from the operator.
2015-05-30
scalable application of cutting edge technologies. 20 4. Responding to changing resources—With likely significant resource reductions the depot...deal with underutilized organic capability while continuing to increase outsourcing of depot workload. In addition the study states that a...the unique organic skills that TYAD could 40 bring to the software sustainment mission could be valuable based on the specific type of software
Western aeronautical test range real-time graphics software package MAGIC
NASA Technical Reports Server (NTRS)
Malone, Jacqueline C.; Moore, Archie L.
1988-01-01
The master graphics interactive console (MAGIC) software package used on the Western Aeronautical Test Range (WATR) of the NASA Ames Research Center is described. MAGIC is a resident real-time research tool available to flight researchers-scientists in the NASA mission control centers of the WATR at the Dryden Flight Research Facility at Edwards, California. The hardware configuration and capabilities of the real-time software package are also discussed.
Equivalent source modeling of the main field using MAGSAT data
NASA Technical Reports Server (NTRS)
1980-01-01
The software was considerably enhanced to accommodate a more comprehensive examination of data available for field modeling using the equivalent sources method by (1) implementing a dynamic core allocation capability into the software system for the automatic dimensioning of the normal matrix; (2) implementing a time dependent model for the dipoles; (3) incorporating the capability to input specialized data formats in a fashion similar to models in spherical harmonics; and (4) implementing the optional ability to simultaneously estimate observatory anomaly biases where annual means data is utilized. The time dependence capability was demonstrated by estimating a component model of 21 deg resolution using the 14 day MAGSAT data set of Goddard's MGST (12/80). The equivalent source model reproduced both the constant and the secular variation found in MGST (12/80).
Current trends in hardware and software for brain-computer interfaces (BCIs)
NASA Astrophysics Data System (ADS)
Brunner, P.; Bianchi, L.; Guger, C.; Cincotti, F.; Schalk, G.
2011-04-01
A brain-computer interface (BCI) provides a non-muscular communication channel to people with and without disabilities. BCI devices consist of hardware and software. BCI hardware records signals from the brain, either invasively or non-invasively, using a series of device components. BCI software then translates these signals into device output commands and provides feedback. One may categorize different types of BCI applications into the following four categories: basic research, clinical/translational research, consumer products, and emerging applications. These four categories use BCI hardware and software, but have different sets of requirements. For example, while basic research needs to explore a wide range of system configurations, and thus requires a wide range of hardware and software capabilities, applications in the other three categories may be designed for relatively narrow purposes and thus may only need a very limited subset of capabilities. This paper summarizes technical aspects for each of these four categories of BCI applications. The results indicate that BCI technology is in transition from isolated demonstrations to systematic research and commercial development. This process requires several multidisciplinary efforts, including the development of better integrated and more robust BCI hardware and software, the definition of standardized interfaces, and the development of certification, dissemination and reimbursement procedures.
Zhai, Chao; Alderisio, Francesco; Slowinski, Piotr; Tsaneva-Atanasova, Krasimira; di Bernardo, Mario
2018-03-01
The mirror game has been recently proposed as a simple, yet powerful paradigm for studying interpersonal interactions. It has been suggested that a virtual partner able to play the game with human subjects can be an effective tool to affect the underlying neural processes needed to establish the necessary connections between the players, and also to provide new clinical interventions for rehabilitation of patients suffering from social disorders. Inspired by the motor processes of the central nervous system (CNS) and the musculoskeletal system in the human body, in this paper we develop a novel interactive cognitive architecture based on nonlinear control theory to drive a virtual player (VP) to play the mirror game with a human player (HP) in different configurations. Specifically, we consider two cases: 1) the VP acts as leader and 2) the VP acts as follower. The crucial problem is to design a feedback control architecture capable of imitating and following or leading an HP in a joint action task. The movement of the end-effector of the VP is modeled by means of a feedback controlled Haken-Kelso-Bunz (HKB) oscillator, which is coupled with the observed motion of the HP measured in real time. To this aim, two types of control algorithms (adaptive control and optimal control) are used and implemented on the HKB model so that the VP can generate a human-like motion while satisfying certain kinematic constraints. A proof of convergence of the control algorithms is presented together with an extensive numerical and experimental validation of their effectiveness. A comparison with other existing designs is also discussed, showing the flexibility and the advantages of our control-based approach.
Reliability and Validity of a New Test of Agility and Skill for Female Amateur Soccer Players
Kutlu, Mehmet; Yapici, Hakan; Yilmaz, Abdullah
2017-01-01
Abstract The aim of this study was to evaluate the Agility and Skill Test, which had been recently developed to assess agility and skill in female athletes. Following a 10 min warm-up, two trials to test the reliability and validity of the test were conducted one week apart. Measurements were collected to compare soccer players’ physical performance in a 20 m sprint, a T-Drill test, the Illinois Agility Run Test, change-of-direction and acceleration, as well as agility and skill. All tests were completed following the same order. Thirty-four amateur female soccer players were recruited (age = 20.8 ± 1.9 years; body height = 166 ± 6.9 cm; body mass = 55.5 ± 5.8 kg). To determine the reliability and usefulness of these tests, paired sample t-tests, intra-class correlation coefficients, typical error, coefficient of variation, and differences between the typical error and smallest worthwhile change statistics were computed. Test results showed no significant differences between the two sessions (p > 0.01). There were higher intra-class correlations between the test and retest values (r = 0.94–0.99) for all tests. Typical error values were below the smallest worthwhile change, indicating ‘good’ usefulness for these tests. A near perfect Pearson correlation between the Agility and Skill Test (r = 0.98) was found, and there were moderate-to-large levels of correlation between the Agility and Skill Test and other measures (r = 0.37 to r = 0.56). The results of this study suggest that the Agility and Skill Test is a reliable and valid test for female soccer players and has significant value for assessing the integrative agility and skill capability of soccer players. PMID:28469760
Lockie, Robert G.; Stage, Alyssa A.; Stokes, John J.; Orjalo, Ashley J.; Davis, DeShaun L.; Giuliano, Dominic V.; Moreno, Matthew R.; Risso, Fabrice G.; Lazar, Adrina; Birmingham-Babauta, Samantha A.; Tomita, Tricia M.
2016-01-01
Leg power is an important characteristic for soccer, and jump tests can measure this capacity. Limited research has analyzed relationships between jumping and soccer-specific field test performance in collegiate male players. Nineteen Division I players completed tests of: leg power (vertical jump (VJ), standing broad jump (SBJ), left- and right-leg triple hop (TH)); linear (30 m sprint; 0–5 m, 5–10 m, 0–10, 0–30 m intervals) and change-of-direction (505) speed; soccer-specific fitness (Yo-Yo Intermittent Recovery Test Level 2); and 7 × 30-m sprints to measure repeated-sprint ability (RSA; total time (TT), performance decrement (PD)). Pearson’s correlations (r) determined jump and field test relationships; stepwise regression ascertained jump predictors of the tests (p < 0.05). All jumps correlated with the 0–5, 0–10, and 0–30 m sprint intervals (r = −0.65–−0.90). VJ, SBJ, and left- and right-leg TH correlated with RSA TT (r = −0.51–−0.59). Right-leg TH predicted the 0–5 and 0–10 m intervals (R2 = 0.55–0.81); the VJ predicted the 0–30 m interval and RSA TT (R2 = 0.41–0.84). Between-leg TH asymmetry correlated with and predicted left-leg 505 and RSA PD (r = −0.68–0.62; R2 = 0.39–0.46). Improvements in jumping ability could contribute to faster speed and RSA performance in collegiate soccer players. PMID:29910304
Robinson, N; Taroni, F; Saugy, M; Ayotte, C; Mangin, P; Dvorak, J
2001-11-01
Nandrolone (19-nortestosterone) is a widely used anabolic steroid in sports where strength plays an essential role. Once nandrolone has been metabolised, two major metabolites are excreted in urine, 19-norandrosterone (NA) and 19-noretiocholanolone (NE). In 1997, in France, quite a few sportsmen had concentrations of 19-norandrosterone very close to the IOC cut off limit (2ng/ml). At that time, a debate took place about the capability of the human male body to produce by itself these metabolites without any intake of nandrolone or related compounds. The International Football Federation (FIFA) was very concerned with this problematic, especially because the World Cup was about to start in France. In this respect, a statistical study was held with all football players from the first and second divisions of the Swiss Football National League. All players gave a urine sample after effort and around 6% of them showed traces of 19-norandrosterone. These results were compared with amateur football players (control group) and around 6% of them had very small amounts of 19-norandrosterone and/or 19-noretiocholanolone in urine after effort, whereas none of them had detectable traces of one or the other metabolite before effort. The origin of these compounds in urine after a strenuous physical activity is still unknown, but three hypotheses can be put forward. First, an endogenous production of nandrolone metabolites takes place. Second, nandrolone metabolites are released from the fatty tissues after an intake of nandrolone, some related compounds or some contaminated nutritive supplements. Finally, the sportsmen may have taken something during or just before the football game.
CrowdPhase: crowdsourcing the phase problem
Jorda, Julien; Sawaya, Michael R.; Yeates, Todd O.
2014-01-01
The human mind innately excels at some complex tasks that are difficult to solve using computers alone. For complex problems amenable to parallelization, strategies can be developed to exploit human intelligence in a collective form: such approaches are sometimes referred to as ‘crowdsourcing’. Here, a first attempt at a crowdsourced approach for low-resolution ab initio phasing in macromolecular crystallography is proposed. A collaborative online game named CrowdPhase was designed, which relies on a human-powered genetic algorithm, where players control the selection mechanism during the evolutionary process. The algorithm starts from a population of ‘individuals’, each with a random genetic makeup, in this case a map prepared from a random set of phases, and tries to cause the population to evolve towards individuals with better phases based on Darwinian survival of the fittest. Players apply their pattern-recognition capabilities to evaluate the electron-density maps generated from these sets of phases and to select the fittest individuals. A user-friendly interface, a training stage and a competitive scoring system foster a network of well trained players who can guide the genetic algorithm towards better solutions from generation to generation via gameplay. CrowdPhase was applied to two synthetic low-resolution phasing puzzles and it was shown that players could successfully obtain phase sets in the 30° phase error range and corresponding molecular envelopes showing agreement with the low-resolution models. The successful preliminary studies suggest that with further development the crowdsourcing approach could fill a gap in current crystallographic methods by making it possible to extract meaningful information in cases where limited resolution might otherwise prevent initial phasing. PMID:24914965
Using Automation to Improve the Flight Software Testing Process
NASA Technical Reports Server (NTRS)
ODonnell, James R., Jr.; Andrews, Stephen F.; Morgenstern, Wendy M.; Bartholomew, Maureen O.; McComas, David C.; Bauer, Frank H. (Technical Monitor)
2001-01-01
One of the critical phases in the development of a spacecraft attitude control system (ACS) is the testing of its flight software. The testing (and test verification) of ACS flight software requires a mix of skills involving software, attitude control, data manipulation, and analysis. The process of analyzing and verifying flight software test results often creates a bottleneck which dictates the speed at which flight software verification can be conducted. In the development of the Microwave Anisotropy Probe (MAP) spacecraft ACS subsystem, an integrated design environment was used that included a MAP high fidelity (HiFi) simulation, a central database of spacecraft parameters, a script language for numeric and string processing, and plotting capability. In this integrated environment, it was possible to automate many of the steps involved in flight software testing, making the entire process more efficient and thorough than on previous missions. In this paper, we will compare the testing process used on MAP to that used on previous missions. The software tools that were developed to automate testing and test verification will be discussed, including the ability to import and process test data, synchronize test data and automatically generate HiFi script files used for test verification, and an automated capability for generating comparison plots. A summary of the perceived benefits of applying these test methods on MAP will be given. Finally, the paper will conclude with a discussion of re-use of the tools and techniques presented, and the ongoing effort to apply them to flight software testing of the Triana spacecraft ACS subsystem.
Using Automation to Improve the Flight Software Testing Process
NASA Technical Reports Server (NTRS)
ODonnell, James R., Jr.; Morgenstern, Wendy M.; Bartholomew, Maureen O.
2001-01-01
One of the critical phases in the development of a spacecraft attitude control system (ACS) is the testing of its flight software. The testing (and test verification) of ACS flight software requires a mix of skills involving software, knowledge of attitude control, and attitude control hardware, data manipulation, and analysis. The process of analyzing and verifying flight software test results often creates a bottleneck which dictates the speed at which flight software verification can be conducted. In the development of the Microwave Anisotropy Probe (MAP) spacecraft ACS subsystem, an integrated design environment was used that included a MAP high fidelity (HiFi) simulation, a central database of spacecraft parameters, a script language for numeric and string processing, and plotting capability. In this integrated environment, it was possible to automate many of the steps involved in flight software testing, making the entire process more efficient and thorough than on previous missions. In this paper, we will compare the testing process used on MAP to that used on other missions. The software tools that were developed to automate testing and test verification will be discussed, including the ability to import and process test data, synchronize test data and automatically generate HiFi script files used for test verification, and an automated capability for generating comparison plots. A summary of the benefits of applying these test methods on MAP will be given. Finally, the paper will conclude with a discussion of re-use of the tools and techniques presented, and the ongoing effort to apply them to flight software testing of the Triana spacecraft ACS subsystem.
Development of visual 3D virtual environment for control software
NASA Technical Reports Server (NTRS)
Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence
1991-01-01
Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D environment has considerable potential in the field of software engineering.
World Reaction to Virtual Space
NASA Technical Reports Server (NTRS)
1999-01-01
DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.
Proceedings of the Workshop on Computational Aspects in the Control of Flexible Systems, part 1
NASA Technical Reports Server (NTRS)
Taylor, Lawrence W., Jr. (Compiler)
1989-01-01
Control/Structures Integration program software needs, computer aided control engineering for flexible spacecraft, computer aided design, computational efficiency and capability, modeling and parameter estimation, and control synthesis and optimization software for flexible structures and robots are among the topics discussed.
Evaluating Digital Authoring Tools
ERIC Educational Resources Information Center
Wilde, Russ
2004-01-01
As the quality of authoring software increases, online course developers become less reliant on proprietary learning management systems, and develop skills in the design of original, in-house materials and the delivery platforms for them. This report examines the capabilities of digital authoring software tools for the development of learning…
The Bartlesville System; TGISS Software Documentation.
ERIC Educational Resources Information Center
Roberts, Tommy L.; And Others
TGISS (Total Guidance Information Support System) is an information storage and retrieval system specifically designed to meet the needs and requirements of a counselor in the Bartlesville Public School environment. The system, which is a combination of man/machine capabilities, includes the hardware and software necessary to extend the…
SMP: A solid modeling program version 2.0
NASA Technical Reports Server (NTRS)
Randall, D. P.; Jones, K. H.; Vonofenheim, W. H.; Gates, R. L.; Matthews, C. G.
1986-01-01
The Solid Modeling Program (SMP) provides the capability to model complex solid objects through the composition of primitive geometric entities. In addition to the construction of solid models, SMP has extensive facilities for model editing, display, and analysis. The geometric model produced by the software system can be output in a format compatible with existing analysis programs such as PATRAN-G. The present version of the SMP software supports six primitives: boxes, cones, spheres, paraboloids, tori, and trusses. The details for creating each of the major primitive types is presented. The analysis capabilities of SMP, including interfaces to existing analysis programs, are discussed.
Opportunities for leveraging OS virtualization in high-end supercomputing.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bridges, Patrick G.; Pedretti, Kevin Thomas Tauke
2010-11-01
This paper examines potential motivations for incorporating virtualization support in the system software stacks of high-end capability supercomputers. We advocate that this will increase the flexibility of these platforms significantly and enable new capabilities that are not possible with current fixed software stacks. Our results indicate that compute, virtual memory, and I/O virtualization overheads are low and can be further mitigated by utilizing well-known techniques such as large paging and VMM bypass. Furthermore, since the addition of virtualization support does not affect the performance of applications using the traditional native environment, there is essentially no disadvantage to its addition.
Bisschoff, Christo A; Coetzee, Ben; Esco, Michael R
2016-12-01
The primary aim of the study was to determine if heart rate variability (HRV), and heart rate recovery (HRR) are related to several subjective indicators of recovery status (muscle soreness, hydration status, sleep quality and quantity as well as pre-competition mood states) for different match periods in male, elite, African, singles badminton players. HRV and HRR were measured in twenty-two badminton players before (pre-match), during (in-match), after (post-match) and during rest periods (in-match rest) of 46 national and international matches. Muscle soreness, hydration status, and sleep quality and quantity were measured on a daily basis whereas mood states were measured just before each match via questionnaires. Prior to each match warm-up, players were fitted with a Fix Polar Heart Rate Transmitter Belt to record heart rate every second during each match and HRR during service breaks and after matches. Kubios HRV software was used for final HRV analyses from the series of R-R-intervals. A strong, significant canonical correlation (Rc = 0.96, p = 0.014) was found between HRV, HRR and subjective indicators of recovery status for the in-match period, but only strong, non-significant relationships were observed for pre-match (Rc = 0.98, p = 0.626) and post-match periods (Rc = 0.98, p = 0.085) and a low non-significant relationship (Rc = 0.69, p = 0.258) for the in-match rest period. Canonical functions accounted for between 47.89% and 96.43% of the total variation between the two canonical variants. Results further revealed that Ln-HFnu, the energy index and vigour were the most prominent variables in the relationship between the autonomic markers of heart rate and recovery-related variables. In conclusion, this study proved that subjective indicators of recovery status influence HRV and HRR measures obtained in a competitive badminton environment and should therefore be incorporated in protocols that evaluate these ANS-related parameters.
High School Concussions in the 2008–2009 Academic Year
Meehan, William P.; d’Hemecourt, Pierre; Comstock, R. Dawn
2011-01-01
Background An estimated 136 000 concussions occur per academic year in high schools alone. The effects of repetitive concussions and the potential for catastrophic injury have made concussion an injury of significant concern for young athletes. Purpose The objective of this study was to describe the mechanism of injury, symptoms, and management of sport-related concussions using the High School Reporting Information Online (HS RIO) surveillance system. Study Design Descriptive epidemiology study. Methods All concussions recorded by HS RIO during the 2008–2009 academic year were included. Analyses were performed using SPSS software. Chi-square analysis was performed for all categorical variables. Statistical significance was considered for P < .05. Results A total of 544 concussions were recorded. The most common mechanism (76.2%) was contact with another player, usually a head-to-head collision (52.7%). Headache was experienced in 93.4%; 4.6% lost consciousness. Most (83.4%) had resolution of their symptoms within 1 week. Symptoms lasted longer than 1 month in 1.5%. Computerized neuropsychological testing was used in 25.7% of concussions. When neuropsychological testing was used, athletes were less likely to return to play within 1 week than those for whom it was not used (13.6% vs 32.9%; P < .01). Athletes who had neuropsychological testing appeared less likely to return to play on the same day (0.8% vs 4.2%; P = .056). A greater proportion of injured, nonfootball athletes had computerized neuropsychological testing than injured football players (23% vs 32%; P = .02) Conclusion When computerized neuropsychological testing is used, high school athletes are less likely to be returned to play within 1 week of their injury. Concussed football players are less likely to have computerized neuropsychological testing than those participating in other sports. Loss of consciousness is relatively uncommon among high school athletes who sustain a sport-related concussion. The most common mechanism is contact with another player. Some athletes (1.5%) report symptoms lasting longer than 1 month. PMID:20716683
PT-SAFE: a software tool for development and annunciation of medical audible alarms.
Bennett, Christopher L; McNeer, Richard R
2012-03-01
Recent reports by The Joint Commission as well as the Anesthesia Patient Safety Foundation have indicated that medical audible alarm effectiveness needs to be improved. Several recent studies have explored various approaches to improving the audible alarms, motivating the authors to develop real-time software capable of comparing such alarms. We sought to devise software that would allow for the development of a variety of audible alarm designs that could also integrate into existing operating room equipment configurations. The software is meant to be used as a tool for alarm researchers to quickly evaluate novel alarm designs. A software tool was developed for the purpose of creating and annunciating audible alarms. The alarms consisted of annunciators that were mapped to vital sign data received from a patient monitor. An object-oriented approach to software design was used to create a tool that is flexible and modular at run-time, can annunciate wave-files from disk, and can be programmed with MATLAB by the user to create custom alarm algorithms. The software was tested in a simulated operating room to measure technical performance and to validate the time-to-annunciation against existing equipment alarms. The software tool showed efficacy in a simulated operating room environment by providing alarm annunciation in response to physiologic and ventilator signals generated by a human patient simulator, on average 6.2 seconds faster than existing equipment alarms. Performance analysis showed that the software was capable of supporting up to 15 audible alarms on a mid-grade laptop computer before audio dropouts occurred. These results suggest that this software tool provides a foundation for rapidly staging multiple audible alarm sets from the laboratory to a simulation environment for the purpose of evaluating novel alarm designs, thus producing valuable findings for medical audible alarm standardization.
Towards an Open, Distributed Software Architecture for UxS Operations
NASA Technical Reports Server (NTRS)
Cross, Charles D.; Motter, Mark A.; Neilan, James H.; Qualls, Garry D.; Rothhaar, Paul M.; Tran, Loc; Trujillo, Anna C.; Allen, B. Danette
2015-01-01
To address the growing need to evaluate, test, and certify an ever expanding ecosystem of UxS platforms in preparation of cultural integration, NASA Langley Research Center's Autonomy Incubator (AI) has taken on the challenge of developing a software framework in which UxS platforms developed by third parties can be integrated into a single system which provides evaluation and testing, mission planning and operation, and out-of-the-box autonomy and data fusion capabilities. This software framework, named AEON (Autonomous Entity Operations Network), has two main goals. The first goal is the development of a cross-platform, extensible, onboard software system that provides autonomy at the mission execution and course-planning level, a highly configurable data fusion framework sensitive to the platform's available sensor hardware, and plug-and-play compatibility with a wide array of computer systems, sensors, software, and controls hardware. The second goal is the development of a ground control system that acts as a test-bed for integration of the proposed heterogeneous fleet, and allows for complex mission planning, tracking, and debugging capabilities. The ground control system should also be highly extensible and allow plug-and-play interoperability with third party software systems. In order to achieve these goals, this paper proposes an open, distributed software architecture which utilizes at its core the Data Distribution Service (DDS) standards, established by the Object Management Group (OMG), for inter-process communication and data flow. The design decisions proposed herein leverage the advantages of existing robotics software architectures and the DDS standards to develop software that is scalable, high-performance, fault tolerant, modular, and readily interoperable with external platforms and software.
Software-Based Safety Systems in Space - Learning from other Domains
NASA Astrophysics Data System (ADS)
Klicker, M.; Putzer, H.
2012-01-01
Increasing complexity and new emerging capabilities for manned and unmanned missions have been the hallmark of the past decades of space exploration. One of the drivers in this process was the ever increasing use of software and software-intensive systems to implement system functions necessary to the capabilities needed. The course of technological evolution suggests that this development will continue well into the future with a number of challenges for the safety community some of which shall be discussed in this paper. The current state of the art reveals a number of problems with developing and assessing safety critical software which explains the reluctance of the space community to rely on software-based safety measures to mitigate hazards. Among others, usually lack of trustworthy evidence of software integrity in all foreseeable situations and the difficulties to integrate software in the traditional safety analysis framework are cited. Experience from other domains and recent developments in modern software development methodologies and verification techniques are analysed for the suitability for space systems and an avionics architectural framework (see STANAG 4626) for the implementation of safety critical software is proposed. This is shown to create among other features the possibility of numerous degradation modes enhancing overall system safety and interoperability of computerized space systems. It also potentially simplifies international cooperation on a technical level by introducing a higher degree of compatibility. As software safety cannot be tested or argued into a system in hindsight, the development process and especially the architecture chosen are essential to establish safety properties for the software used to implement safety functions. The core of the safety argument revolves around the separation of different functions and software modules from each other by minimal coupling of functions and credible separation mechanisms in the architecture combined with rigorous development methodologies for the software itself.
Advanced software development workstation project: Engineering scripting language. Graphical editor
NASA Technical Reports Server (NTRS)
1992-01-01
Software development is widely considered to be a bottleneck in the development of complex systems, both in terms of development and in terms of maintenance of deployed systems. Cost of software development and maintenance can also be very high. One approach to reducing costs and relieving this bottleneck is increasing the reuse of software designs and software components. A method for achieving such reuse is a software parts composition system. Such a system consists of a language for modeling software parts and their interfaces, a catalog of existing parts, an editor for combining parts, and a code generator that takes a specification and generates code for that application in the target language. The Advanced Software Development Workstation is intended to be an expert system shell designed to provide the capabilities of a software part composition system.
Open Architecture Standard for NASA's Software-Defined Space Telecommunications Radio Systems
NASA Technical Reports Server (NTRS)
Reinhart, Richard C.; Johnson, Sandra K.; Kacpura, Thomas J.; Hall, Charles S.; Smith, Carl R.; Liebetreu, John
2008-01-01
NASA is developing an architecture standard for software-defined radios used in space- and ground-based platforms to enable commonality among radio developments to enhance capability and services while reducing mission and programmatic risk. Transceivers (or transponders) with functionality primarily defined in software (e.g., firmware) have the ability to change their functional behavior through software alone. This radio architecture standard offers value by employing common waveform software interfaces, method of instantiation, operation, and testing among different compliant hardware and software products. These common interfaces within the architecture abstract application software from the underlying hardware to enable technology insertion independently at either the software or hardware layer. This paper presents the initial Space Telecommunications Radio System (STRS) Architecture for NASA missions to provide the desired software abstraction and flexibility while minimizing the resources necessary to support the architecture.
NASA Technical Reports Server (NTRS)
Easterly, Jill
1993-01-01
This software package does ergonomic human modeling for maintenance tasks. Technician capabilities can be directed to represent actual situations of work environment, strengths and capabilities of the individual, particular limitations (such as constraining characteristics of a particular space suit), tools required, and procedures or tasks to be performed.
NASA Experience with CMM and CMMI
NASA Technical Reports Server (NTRS)
Crumbley, Tim; Kelly, John C.
2010-01-01
This slide presentation reviews the experience NASA has had in using Capability Maturity Model (CMM) and Capability Maturity Model Integration (CMMI). In particular this presentation reviews the agency's experience within the software engineering discipline and the lessons learned and key impacts from using CMMI.
Use of the NetBeans Platform for NASA Robotic Conjunction Assessment Risk Analysis
NASA Technical Reports Server (NTRS)
Sabey, Nickolas J.
2014-01-01
The latest Java and JavaFX technologies are very attractive software platforms for customers involved in space mission operations such as those of NASA and the US Air Force. For NASA Robotic Conjunction Assessment Risk Analysis (CARA), the NetBeans platform provided an environment in which scalable software solutions could be developed quickly and efficiently. Both Java 8 and the NetBeans platform are in the process of simplifying CARA development in secure environments by providing a significant amount of capability in a single accredited package, where accreditation alone can account for 6-8 months for each library or software application. Capabilities either in use or being investigated by CARA include: 2D and 3D displays with JavaFX, parallelization with the new Streams API, and scalability through the NetBeans plugin architecture.
Digital image processing of bone - Problems and potentials
NASA Technical Reports Server (NTRS)
Morey, E. R.; Wronski, T. J.
1980-01-01
The development of a digital image processing system for bone histomorphometry and fluorescent marker monitoring is discussed. The system in question is capable of making measurements of UV or light microscope features on a video screen with either video or computer-generated images, and comprises a microscope, low-light-level video camera, video digitizer and display terminal, color monitor, and PDP 11/34 computer. Capabilities demonstrated in the analysis of an undecalcified rat tibia include the measurement of perimeter and total bone area, and the generation of microscope images, false color images, digitized images and contoured images for further analysis. Software development will be based on an existing software library, specifically the mini-VICAR system developed at JPL. It is noted that the potentials of the system in terms of speed and reliability far exceed any problems associated with hardware and software development.
Remotely Monitored Sealing Array Software
DOE Office of Scientific and Technical Information (OSTI.GOV)
2012-09-12
The Remotely Monitored Sealing Array (RMSA) utilizes the Secure Sensor Platform (SSP) framework to establish the fundamental operating capabilities for communication, security, power management, and cryptography. In addition to the SSP framework the RMSA software has unique capabilities to support monitoring a fiber optic seal. Fiber monitoring includes open and closed as well as parametric monitoring to detect tampering attacks. The fiber monitoring techniques, using the SSP power management processes, allow the seals to last for years while maintaining the security requirements of the monitoring application. The seal is enclosed in a tamper resistant housing with software to support activemore » tamper monitoring. New features include LED notification of fiber closure, the ability to retrieve the entire fiber optic history via translator command, separate memory storage for fiber optic events, and a more robust method for tracking and resending failed messages.« less
Domain specific software architectures: Command and control
NASA Technical Reports Server (NTRS)
Braun, Christine; Hatch, William; Ruegsegger, Theodore; Balzer, Bob; Feather, Martin; Goldman, Neil; Wile, Dave
1992-01-01
GTE is the Command and Control contractor for the Domain Specific Software Architectures program. The objective of this program is to develop and demonstrate an architecture-driven, component-based capability for the automated generation of command and control (C2) applications. Such a capability will significantly reduce the cost of C2 applications development and will lead to improved system quality and reliability through the use of proven architectures and components. A major focus of GTE's approach is the automated generation of application components in particular subdomains. Our initial work in this area has concentrated in the message handling subdomain; we have defined and prototyped an approach that can automate one of the most software-intensive parts of C2 systems development. This paper provides an overview of the GTE team's DSSA approach and then presents our work on automated support for message processing.
NewSpace: The Emerging Commercial Space Industry
NASA Technical Reports Server (NTRS)
Martin, Gary L.
2014-01-01
Presenter will give a lecture on the emerging commercial space industry at International Space University's 2014 Space Studies Program (SSP) at McGill University in Montreal, Canada. The presentation consists of 38 Powerpoint slides and describes the emerging commercial space sector, key players and capabilities. The slides explain which areas that the commercial sector is taking hold, what new markets are attracting start up companies, and which companies are participating. A discussion of how governments can help with the new industry's development is offered.
Full Dome Development for Interactive Immersive Training Capabilities
2015-04-03
called the the vDome Player. This application serves as a familiar user interface for direct media playback. Modeled after the widely used VLC ...charrette challenge to task. Below are my notes on where everyone is in planning thei r f inal proj ects . Please let me know (comments or emai l...space with a lot of sound and feeling. What is challenging ? The challenge is how to get depth of field in the dome. Trying to gently allure people into
2013-06-01
Much of Progress and Promise discusses and reviews the Pro - gram’s activities, accomplishments, and impacts. The DDR&E report also spurred activity...recommendations of that report (hereafter referred to as the SPG report), which pro - vided a vital impetus for the next six years of Department of Defense (DoD...selection to allow more time for planning. It draws on historical data about the players and their standard operating pro - cedures, commander’s preference
NASA Technical Reports Server (NTRS)
Jakeman, Hali L.
2013-01-01
The Ka-Band Object Observation and Monitoring, or KaBOOM, project is designed mainly to track and characterize near Earth objects. However, a smaller goal of the project would be to monitor pulsars and study their radio frequency signals for use as a clock in interstellar travel. The use of pulsars and their timing accuracy has been studied for decades, but never in the Ka-band of the radio frequency spectrum. In order to begin the use of KaBOOM for this research, the control systems need to be analyzed to ensure its capability. Flaws in the control documentation leave it unclear as to whether the control software processes coordinates from the J200 epoch. This experiment will examine the control software of the Intertronic 12m antennas used for the KaBOOM project and detail its capabilities in its "equatorial mode." The antennas will be pointed at 4 chosen points in the sky on several days while probing the virtual azimuth and elevation (horizon coordinate) registers. The input right ascension and declination coordinates will then be converted separately from the control software to horizontal coordinates and compared, thus determining the ability of the control software to process equatorial coordinates.
Software Comparison for Renewable Energy Deployment in a Distribution Network
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gao, David Wenzhong; Muljadi, Eduard; Tian, Tian
The main objective of this report is to evaluate different software options for performing robust distributed generation (DG) power system modeling. The features and capabilities of four simulation tools, OpenDSS, GridLAB-D, CYMDIST, and PowerWorld Simulator, are compared to analyze their effectiveness in analyzing distribution networks with DG. OpenDSS and GridLAB-D, two open source software, have the capability to simulate networks with fluctuating data values. These packages allow the running of a simulation each time instant by iterating only the main script file. CYMDIST, a commercial software, allows for time-series simulation to study variations on network controls. PowerWorld Simulator, another commercialmore » tool, has a batch mode simulation function through the 'Time Step Simulation' tool, which obtains solutions for a list of specified time points. PowerWorld Simulator is intended for analysis of transmission-level systems, while the other three are designed for distribution systems. CYMDIST and PowerWorld Simulator feature easy-to-use graphical user interfaces (GUIs). OpenDSS and GridLAB-D, on the other hand, are based on command-line programs, which increase the time necessary to become familiar with the software packages.« less
Software Implemented Fault-Tolerant (SIFT) user's guide
NASA Technical Reports Server (NTRS)
Green, D. F., Jr.; Palumbo, D. L.; Baltrus, D. W.
1984-01-01
Program development for a Software Implemented Fault Tolerant (SIFT) computer system is accomplished in the NASA LaRC AIRLAB facility using a DEC VAX-11 to interface with eight Bendix BDX 930 flight control processors. The interface software which provides this SIFT program development capability was developed by AIRLAB personnel. This technical memorandum describes the application and design of this software in detail, and is intended to assist both the user in performance of SIFT research and the systems programmer responsible for maintaining and/or upgrading the SIFT programming environment.
Hypersonic Navier Stokes Comparisons to Orbiter Flight Data
NASA Technical Reports Server (NTRS)
Campbell, Charles H.; Nompelis, Ioannis; Candler, Graham; Barnhart, Michael; Yoon, Seokkwan
2009-01-01
Hypersonic chemical nonequilibrium simulations of low earth orbit entry flow fields are becoming increasingly commonplace as software and computational capabilities become more capable. However, development of robust and accurate software to model these environments will always encounter a significant barrier in developing a suite of high quality calibration cases. The US3D hypersonic nonequilibrium Navier Stokes analysis capability has been favorably compared to a number of wind tunnel test cases. Extension of the calibration basis for this software to Orbiter flight conditions will provide an incremental increase in confidence. As part of the Orbiter Boundary Layer Transition Flight Experiment and the Hypersonic Thermodynamic Infrared Measurements project, NASA is performing entry flight testing on the Orbiter to provide valuable aerothermodynamic heating data. An increase in interest related to orbiter entry environments is resulting from this activity. With the advent of this new data, comparisons of the US3D software to the new flight testing data is warranted. This paper will provide information regarding the framework of analyses that will be applied with the US3D analysis tool. In addition, comparisons will be made to entry flight testing data provided by the Orbiter BLT Flight Experiment and HYTHIRM projects. If data from digital scans of the Orbiter windward surface become available, simulations will also be performed to characterize the difference in surface heating between the CAD reference OML and the digitized surface provided by the surface scans.
Evaluating computer capabilities in a primary care practice-based research network.
Ariza, Adolfo J; Binns, Helen J; Christoffel, Katherine Kaufer
2004-01-01
We wanted to assess computer capabilities in a primary care practice-based research network and to understand how receptive the practices were to new ideas for automation of practice activities and research. This study was conducted among members of the Pediatric Practice Research Group (PPRG). A survey to assess computer capabilities was developed to explore hardware types, software programs, Internet connectivity and data transmission; views on privacy and security; and receptivity to future electronic data collection approaches. Of the 40 PPRG practices participating in the study during the autumn of 2001, all used IBM-compatible systems. Of these, 45% used stand-alone desktops, 40% had networked desktops, and approximately 15% used laptops and minicomputers. A variety of software packages were used, with most practices (82%) having software for some aspect of patient care documentation, patient accounting (90%), business support (60%), and management reports and analysis (97%). The main obstacles to expanding use of computers in patient care were insufficient staff training (63%) and privacy concerns (82%). If provided with training and support, most practices indicated they were willing to consider an array of electronic data collection options for practice-based research activities. There is wide variability in hardware and software use in the pediatric practice setting. Implementing electronic data collection in the PPRG would require a substantial start-up effort and ongoing training and support at the practice site.
Kiesel, Andrea; Kunde, Wilfried; Pohl, Carsten; Berner, Michael P; Hoffmann, Joachim
2009-01-01
Expertise in a certain stimulus domain enhances perceptual capabilities. In the present article, the authors investigate whether expertise improves perceptual processing to an extent that allows complex visual stimuli to bias behavior unconsciously. Expert chess players judged whether a target chess configuration entailed a checking configuration. These displays were preceded by masked prime configurations that either represented a checking or a nonchecking configuration. Chess experts, but not novice chess players, revealed a subliminal response priming effect, that is, faster responding when prime and target displays were congruent (both checking or both nonchecking) rather than incongruent. Priming generalized to displays that were not used as targets, ruling out simple repetition priming effects. Thus, chess experts were able to judge unconsciously presented chess configurations as checking or nonchecking. A 2nd experiment demonstrated that experts' priming does not occur for simpler but uncommon chess configurations. The authors conclude that long-term practice prompts the acquisition of visual memories of chess configurations with integrated form-location conjunctions. These perceptual chunks enable complex visual processing outside of conscious awareness.
Inclusive Competitive Game Play Through Balanced Sensory Feedback.
Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil
2017-01-01
While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.
Secret Sharing of a Quantum State.
Lu, He; Zhang, Zhen; Chen, Luo-Kan; Li, Zheng-Da; Liu, Chang; Li, Li; Liu, Nai-Le; Ma, Xiongfeng; Chen, Yu-Ao; Pan, Jian-Wei
2016-07-15
Secret sharing of a quantum state, or quantum secret sharing, in which a dealer wants to share a certain amount of quantum information with a few players, has wide applications in quantum information. The critical criterion in a threshold secret sharing scheme is confidentiality: with less than the designated number of players, no information can be recovered. Furthermore, in a quantum scenario, one additional critical criterion exists: the capability of sharing entangled and unknown quantum information. Here, by employing a six-photon entangled state, we demonstrate a quantum threshold scheme, where the shared quantum secrecy can be efficiently reconstructed with a state fidelity as high as 93%. By observing that any one or two parties cannot recover the secrecy, we show that our scheme meets the confidentiality criterion. Meanwhile, we also demonstrate that entangled quantum information can be shared and recovered via our setting, which shows that our implemented scheme is fully quantum. Moreover, our experimental setup can be treated as a decoding circuit of the five-qubit quantum error-correcting code with two erasure errors.
Senior-driven design and development of tablet-based cognitive games.
Marques, João; Vasconcelos, Ana; Teixeira, Luís F
2013-01-01
This paper describes the design and development of a tablet-based gaming platform targeting the senior population, aiming at improving their overall wellbeing by stimulating their cognitive capabilities and promoting social interaction between players. To achieve these goals, we started by performing a study of the specific characteristics of the senior user as well as what makes a game appealing to the player. Furthermore we investigated why the tablet proves to be an advantageous device to our target audience. Based on the results of our research, we developed a solution that incorporates cognitive and social mechanisms into its games, while performing iterative evaluations together with the final user by adopting a user-centered design methodology. In each design phase, a pre-selected group of senior participants experimented with the game platform and provided feedback to improve its features and usability. Through a series of short-term and a long-term evaluation, the game platform proved to be appealing to its intended users, providing an enjoyable gaming experience.
Tug-Of-War Model for Two-Bandit Problem
NASA Astrophysics Data System (ADS)
Kim, Song-Ju; Aono, Masashi; Hara, Masahiko
The amoeba of the true slime mold Physarum polycephalum shows high computational capabilities. In the so-called amoeba-based computing, some computing tasks including combinatorial optimization are performed by the amoeba instead of a digital computer. We expect that there must be problems living organisms are good at solving. The “multi-armed bandit problem” would be the one of such problems. Consider a number of slot machines. Each of the machines has an arm which gives a player a reward with a certain probability when pulled. The problem is to determine the optimal strategy for maximizing the total reward sum after a certain number of trials. To maximize the total reward sum, it is necessary to judge correctly and quickly which machine has the highest reward probability. Therefore, the player should explore many machines to gather much knowledge on which machine is the best, but should not fail to exploit the reward from the known best machine. We consider that living organisms follow some efficient method to solve the problem.
Triangular Plots and Spreadsheet Software.
ERIC Educational Resources Information Center
Holm, Paul Eric
1988-01-01
Describes how the limitations of the built-in graphics capabilities of spreadsheet software can be overcome by making full use of the flexibility of the grahics options. Uses triangular plots with labeled field boundaries produced using Lotus 1-2-3 to demonstrate these techniques and their use in teaching geology. (CW)
ERIC Educational Resources Information Center
Chester, Ivan
2007-01-01
CAD (Computer Aided Design) has now become an integral part of Technology Education. The recent introduction of highly sophisticated, low-cost CAD software and CAM hardware capable of running on desktop computers has accelerated this trend. There is now quite widespread introduction of solid modeling CAD software into secondary schools but how…
48 CFR 52.227-14 - Rights in Data-General.
Code of Federal Regulations, 2011 CFR
2011-10-01
... database or database means a collection of recorded information in a form capable of, and for the purpose... enable the computer program to be produced, created, or compiled. (2) Does not include computer databases... databases and computer software documentation). This term does not include computer software or financial...
48 CFR 52.227-14 - Rights in Data-General.
Code of Federal Regulations, 2014 CFR
2014-10-01
... database or database means a collection of recorded information in a form capable of, and for the purpose... enable the computer program to be produced, created, or compiled. (2) Does not include computer databases... databases and computer software documentation). This term does not include computer software or financial...
48 CFR 52.227-14 - Rights in Data-General.
Code of Federal Regulations, 2012 CFR
2012-10-01
... database or database means a collection of recorded information in a form capable of, and for the purpose... enable the computer program to be produced, created, or compiled. (2) Does not include computer databases... databases and computer software documentation). This term does not include computer software or financial...
48 CFR 52.227-14 - Rights in Data-General.
Code of Federal Regulations, 2013 CFR
2013-10-01
... database or database means a collection of recorded information in a form capable of, and for the purpose... enable the computer program to be produced, created, or compiled. (2) Does not include computer databases... databases and computer software documentation). This term does not include computer software or financial...
Smart Sensor Network for Aircraft Corrosion Monitoring
2010-02-01
Network Elements – Hub, Network capable application processor ( NCAP ) – Node, Smart transducer interface module (STIM) Corrosion Sensing and...software Transducer software Network Protocol 1451.2 1451.3 1451.5 1451.6 1451.7 I/O Node -processor Power TEDS Smart Sensor Hub ( NCAP ) IEEE 1451.0 and
Autonomous Real Time Requirements Tracing
NASA Technical Reports Server (NTRS)
Plattsmier, George I.; Stetson, Howard K.
2014-01-01
One of the more challenging aspects of software development is the ability to verify and validate the functional software requirements dictated by the Software Requirements Specification (SRS) and the Software Detail Design (SDD). Insuring the software has achieved the intended requirements is the responsibility of the Software Quality team and the Software Test team. The utilization of Timeliner-TLX(sup TM) Auto-Procedures for relocating ground operations positions to ISS automated on-board operations has begun the transition that would be required for manned deep space missions with minimal crew requirements. This transition also moves the auto-procedures from the procedure realm into the flight software arena and as such the operational requirements and testing will be more structured and rigorous. The autoprocedures would be required to meet NASA software standards as specified in the Software Safety Standard (NASASTD- 8719), the Software Engineering Requirements (NPR 7150), the Software Assurance Standard (NASA-STD-8739) and also the Human Rating Requirements (NPR-8705). The Autonomous Fluid Transfer System (AFTS) test-bed utilizes the Timeliner-TLX(sup TM) Language for development of autonomous command and control software. The Timeliner- TLX(sup TM) system has the unique feature of providing the current line of the statement in execution during real-time execution of the software. The feature of execution line number internal reporting unlocks the capability of monitoring the execution autonomously by use of a companion Timeliner-TLX(sup TM) sequence as the line number reporting is embedded inside the Timeliner-TLX(sup TM) execution engine. This negates I/O processing of this type data as the line number status of executing sequences is built-in as a function reference. This paper will outline the design and capabilities of the AFTS Autonomous Requirements Tracker, which traces and logs SRS requirements as they are being met during real-time execution of the targeted system. It is envisioned that real time requirements tracing will greatly assist the movement of autoprocedures to flight software enhancing the software assurance of auto-procedures and also their acceptance as reliable commanders
Autonomous Real Time Requirements Tracing
NASA Technical Reports Server (NTRS)
Plattsmier, George; Stetson, Howard
2014-01-01
One of the more challenging aspects of software development is the ability to verify and validate the functional software requirements dictated by the Software Requirements Specification (SRS) and the Software Detail Design (SDD). Insuring the software has achieved the intended requirements is the responsibility of the Software Quality team and the Software Test team. The utilization of Timeliner-TLX(sup TM) Auto- Procedures for relocating ground operations positions to ISS automated on-board operations has begun the transition that would be required for manned deep space missions with minimal crew requirements. This transition also moves the auto-procedures from the procedure realm into the flight software arena and as such the operational requirements and testing will be more structured and rigorous. The autoprocedures would be required to meet NASA software standards as specified in the Software Safety Standard (NASASTD- 8719), the Software Engineering Requirements (NPR 7150), the Software Assurance Standard (NASA-STD-8739) and also the Human Rating Requirements (NPR-8705). The Autonomous Fluid Transfer System (AFTS) test-bed utilizes the Timeliner-TLX(sup TM) Language for development of autonomous command and control software. The Timeliner-TLX(sup TM) system has the unique feature of providing the current line of the statement in execution during real-time execution of the software. The feature of execution line number internal reporting unlocks the capability of monitoring the execution autonomously by use of a companion Timeliner-TLX(sup TM) sequence as the line number reporting is embedded inside the Timeliner-TLX(sup TM) execution engine. This negates I/O processing of this type data as the line number status of executing sequences is built-in as a function reference. This paper will outline the design and capabilities of the AFTS Autonomous Requirements Tracker, which traces and logs SRS requirements as they are being met during real-time execution of the targeted system. It is envisioned that real time requirements tracing will greatly assist the movement of autoprocedures to flight software enhancing the software assurance of auto-procedures and also their acceptance as reliable commanders.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Soubies, B.; Henry, J.Y.; Le Meur, M.
1300 MWe pressurised water reactors (PWRs), like the 1400 MWe reactors, operate with microprocessor-based safety systems. This is particularly the case for the Digital Integrated Protection System (SPIN), which trips the reactor in an emergency and sets in action the safeguard functions. The softwares used in these systems must therefore be highly dependable in the execution of their functions. In the case of SPIN, three players are working at different levels to achieve this goal: the protection system manufacturer, Merlin Gerin; the designer of the nuclear steam supply system, Framatome; the operator of the nuclear power plants, Electricite de Francemore » (EDF), which is also responsible for the safety of its installations. Regulatory licenses are issued by the French safety authority, the Nuclear Installations Safety Directorate (French abbreviation DSIN), subsequent to a successful examination of the technical provisions adopted by the operator. This examination is carried out by the IPSN and the standing group on nuclear reactors. This communication sets out: the methods used by the manufacturer to develop SPIN software for the 1400 MWe PWRs (N4 series); the approach adopted by the IPSN to evaluate the safety software of the protection system for the N4 series of reactors.« less
A Software Tool for the Annotation of Embolic Events in Echo Doppler Audio Signals
Pierleoni, Paola; Maurizi, Lorenzo; Palma, Lorenzo; Belli, Alberto; Valenti, Simone; Marroni, Alessandro
2017-01-01
The use of precordial Doppler monitoring to prevent decompression sickness (DS) is well known by the scientific community as an important instrument for early diagnosis of DS. However, the timely and correct diagnosis of DS without assistance from diving medical specialists is unreliable. Thus, a common protocol for the manual annotation of echo Doppler signals and a tool for their automated recording and annotation are necessary. We have implemented original software for efficient bubble appearance annotation and proposed a unified annotation protocol. The tool auto-sets the response time of human “bubble examiners,” performs playback of the Doppler file by rendering it independent of the specific audio player, and enables the annotation of individual bubbles or multiple bubbles known as “showers.” The tool provides a report with an optimized data structure and estimates the embolic risk level according to the Extended Spencer Scale. The tool is built in accordance with ISO/IEC 9126 on software quality and has been projected and tested with assistance from the Divers Alert Network (DAN) Europe Foundation, which employs this tool for its diving data acquisition campaigns. PMID:29242701
Loturco, Irineu; Pereira, Lucas A.; Moraes, José E.; Kitamura, Katia; Cal Abad, César C.; Kobal, Ronaldo; Nakamura, Fábio Y.
2017-01-01
The aim of this study was to evaluate the relation between the maximum mean propulsive power (MPP) obtained in the loaded jump squat (JS) and half squat (HS) exercises and functional performances in vertical jumps, 40 m linear speed (VEL) and change-of-direction (COD) tests, using the median split technique. Twenty-two male rugby sevens players from the Brazilian National Olympic Team (Rio-2016) performed vertical jumping tests (squat and countermovement jumps [SJ and CMJ]), JS and HS exercises, COD speed test and sprinting velocity in 40 m, in this order. Based on the results of the MPP in the JS and HS exercises the participants were divided, using the median split, into four groups as follows: higher JS, lower JS, higher HS, and lower HS. Between-group differences in the functional tasks were detected via magnitude-based inferences. The athletes with higher MPP in the JS were capable of jumping higher and sprinting faster (including the COD speed test) than their weaker counterparts. This pattern was not observed in the HS exercise. To conclude, JS was shown to be more connected to sprinting, COD speed and jumping abilities than HS in elite rugby sevens players and should be preferred for assessing and possibly training elite athletes needing to improve speed-power related abilities. PMID:28114431
Loturco, Irineu; Pereira, Lucas A; Moraes, José E; Kitamura, Katia; Cal Abad, César C; Kobal, Ronaldo; Nakamura, Fábio Y
2017-01-01
The aim of this study was to evaluate the relation between the maximum mean propulsive power (MPP) obtained in the loaded jump squat (JS) and half squat (HS) exercises and functional performances in vertical jumps, 40 m linear speed (VEL) and change-of-direction (COD) tests, using the median split technique. Twenty-two male rugby sevens players from the Brazilian National Olympic Team (Rio-2016) performed vertical jumping tests (squat and countermovement jumps [SJ and CMJ]), JS and HS exercises, COD speed test and sprinting velocity in 40 m, in this order. Based on the results of the MPP in the JS and HS exercises the participants were divided, using the median split, into four groups as follows: higher JS, lower JS, higher HS, and lower HS. Between-group differences in the functional tasks were detected via magnitude-based inferences. The athletes with higher MPP in the JS were capable of jumping higher and sprinting faster (including the COD speed test) than their weaker counterparts. This pattern was not observed in the HS exercise. To conclude, JS was shown to be more connected to sprinting, COD speed and jumping abilities than HS in elite rugby sevens players and should be preferred for assessing and possibly training elite athletes needing to improve speed-power related abilities.
A Novel Computer-Based Set-Up to Study Movement Coordination in Human Ensembles
Alderisio, Francesco; Lombardi, Maria; Fiore, Gianfranco; di Bernardo, Mario
2017-01-01
Existing experimental works on movement coordination in human ensembles mostly investigate situations where each subject is connected to all the others through direct visual and auditory coupling, so that unavoidable social interaction affects their coordination level. Here, we present a novel computer-based set-up to study movement coordination in human groups so as to minimize the influence of social interaction among participants and implement different visual pairings between them. In so doing, players can only take into consideration the motion of a designated subset of the others. This allows the evaluation of the exclusive effects on coordination of the structure of interconnections among the players in the group and their own dynamics. In addition, our set-up enables the deployment of virtual computer players to investigate dyadic interaction between a human and a virtual agent, as well as group synchronization in mixed teams of human and virtual agents. We show how this novel set-up can be employed to study coordination both in dyads and in groups over different structures of interconnections, in the presence as well as in the absence of virtual agents acting as followers or leaders. Finally, in order to illustrate the capabilities of the architecture, we describe some preliminary results. The platform is available to any researcher who wishes to unfold the mechanisms underlying group synchronization in human ensembles and shed light on its socio-psychological aspects. PMID:28649217
NASA Technical Reports Server (NTRS)
Clancey, William J.; Lowry, Michael R.; Nado, Robert Allen; Sierhuis, Maarten
2011-01-01
We analyzed a series of ten systematically developed surface exploration systems that integrated a variety of hardware and software components. Design, development, and testing data suggest that incremental buildup of an exploration system for long-duration capabilities is facilitated by an open architecture with appropriate-level APIs, specifically designed to facilitate integration of new components. This improves software productivity by reducing changes required for reconfiguring an existing system.
Integrated Software Development System/Higher Order Software Conceptual Description (ISDS/HOS)
1976-11-01
Structured Flowchart Conventions 270 6.3.5.3 Design Diagram Notation 273 xii HIGHER ORDER SOFTWARE, INC. 843 MASSACHUSETTS AVENUE. CAMBRIDGE, MASSACHUSETTS...associated with the process steps. They also reference other HIPO diagrams as well an non-HIPO documentation such as flowcharts or decision tables of...syntax that is easy to learn and must provide the novice with some prompting to help him avoid classic beginner errors. Desirable editing capabilities
An Open Avionics and Software Architecture to Support Future NASA Exploration Missions
NASA Technical Reports Server (NTRS)
Schlesinger, Adam
2017-01-01
The presentation describes an avionics and software architecture that has been developed through NASAs Advanced Exploration Systems (AES) division. The architecture is open-source, highly reliable with fault tolerance, and utilizes standard capabilities and interfaces, which are scalable and customizable to support future exploration missions. Specific focus areas of discussion will include command and data handling, software, human interfaces, communication and wireless systems, and systems engineering and integration.
Component Verification and Certification in NASA Missions
NASA Technical Reports Server (NTRS)
Giannakopoulou, Dimitra; Penix, John; Norvig, Peter (Technical Monitor)
2001-01-01
Software development for NASA missions is a particularly challenging task. Missions are extremely ambitious scientifically, have very strict time frames, and must be accomplished with a maximum degree of reliability. Verification technologies must therefore be pushed far beyond their current capabilities. Moreover, reuse and adaptation of software architectures and components must be incorporated in software development within and across missions. This paper discusses NASA applications that we are currently investigating from these perspectives.
The People Capability Maturity Model
ERIC Educational Resources Information Center
Wademan, Mark R.; Spuches, Charles M.; Doughty, Philip L.
2007-01-01
The People Capability Maturity Model[R] (People CMM[R]) advocates a staged approach to organizational change. Developed by the Carnegie Mellon University Software Engineering Institute, this model seeks to bring discipline to the people side of management by promoting a structured, repeatable, and predictable approach for improving an…
Self-assembled software and method of overriding software execution
Bouchard, Ann M.; Osbourn, Gordon C.
2013-01-08
A computer-implemented software self-assembled system and method for providing an external override and monitoring capability to dynamically self-assembling software containing machines that self-assemble execution sequences and data structures. The method provides an external override machine that can be introduced into a system of self-assembling machines while the machines are executing such that the functionality of the executing software can be changed or paused without stopping the code execution and modifying the existing code. Additionally, a monitoring machine can be introduced without stopping code execution that can monitor specified code execution functions by designated machines and communicate the status to an output device.
Software support environment design knowledge capture
NASA Technical Reports Server (NTRS)
Dollman, Tom
1990-01-01
The objective of this task is to assess the potential for using the software support environment (SSE) workstations and associated software for design knowledge capture (DKC) tasks. This assessment will include the identification of required capabilities for DKC and hardware/software modifications needed to support DKC. Several approaches to achieving this objective are discussed and interim results are provided: (1) research into the problem of knowledge engineering in a traditional computer-aided software engineering (CASE) environment, like the SSE; (2) research into the problem of applying SSE CASE tools to develop knowledge based systems; and (3) direct utilization of SSE workstations to support a DKC activity.
The software system development for the TAMU real-time fan beam scatterometer data processors
NASA Technical Reports Server (NTRS)
Clark, B. V.; Jean, B. R.
1980-01-01
A software package was designed and written to process in real-time any one quadrature channel pair of radar scatterometer signals form the NASA L- or C-Band radar scatterometer systems. The software was successfully tested in the C-Band processor breadboard hardware using recorded radar and NERDAS (NASA Earth Resources Data Annotation System) signals as the input data sources. The processor development program and the overall processor theory of operation and design are described. The real-time processor software system is documented and the results of the laboratory software tests, and recommendations for the efficient application of the data processing capabilities are presented.
Overview of an Integrated Medical System for Exploration Missions
NASA Technical Reports Server (NTRS)
Watkins, Sharmila; Rubin, David
2013-01-01
The Exploration Medical Capability (ExMC) element of the NASA Human Research Program (HRP) is charged with addressing the risk of unacceptable health and mission outcomes due to limitations of inflight medical capabilities. The Exploration Medical System Demonstration (EMSD) is a project within the ExMC element aimed at reducing this risk by improving the medical capabilities available for exploration missions. The EMSD project will demonstrate, on the ground and on ISS, the integration of several components felt to be essential to the delivery of medical care during long ]duration missions outside of low Earth orbit. The components of the EMSD include the electronic medical record, assisted medical procedure software, medical consumables tracking technology and RFID ] tagged consumables, video conferencing capability, ultrasound device and probes (ground demonstration only), peripheral biosensors, and the software to allow communication among the various components (middleware). This presentation seeks to inform our international partners of the goals and objectives of the EMSD and to foster collaboration opportunities related to this and future projects.
SCaN Testbed Software Development and Lessons Learned
NASA Technical Reports Server (NTRS)
Kacpura, Thomas J.; Varga, Denise M.
2012-01-01
National Aeronautics and Space Administration (NASA) has developed an on-orbit, adaptable, Software Defined Radio (SDR)Space Telecommunications Radio System (STRS)-based testbed facility to conduct a suite of experiments to advance technologies, reduce risk, and enable future mission capabilities on the International Space Station (ISS). The SCAN Testbed Project will provide NASA, industry, other Government agencies, and academic partners the opportunity to develop and field communications, navigation, and networking technologies in the laboratory and space environment based on reconfigurable, SDR platforms and the STRS Architecture.The SDRs are a new technology for NASA, and the support infrastructure they require is different from legacy, fixed function radios. SDRs offer the ability to reconfigure on-orbit communications by changing software for new waveforms and operating systems to enable new capabilities or fix any anomalies, which was not a previous option. They are not stand alone devices, but required a new approach to effectively control them and flow data. This requires extensive software to be developed to utilize the full potential of these reconfigurable platforms. The paper focuses on development, integration and testing as related to the avionics processor system, and the software required to command, control, monitor, and interact with the SDRs, as well as the other communication payload elements. An extensive effort was required to develop the flight software and meet the NASA requirements for software quality and safety. The flight avionics must be radiation tolerant, and these processors have limited capability in comparison to terrestrial counterparts. A big challenge was that there are three SDRs onboard, and interfacing with multiple SDRs simultaneously complicatesd the effort. The effort also includes ground software, which is a key element for both the command of the payload, and displaying data created by the payload. The verification of the software was an extensive effort. The challenges of specifying a suitable test matrix with reconfigurable systems that offer numerous configurations is highlighted. Since the flight system testing requires methodical, controlled testing that limits risk, a nearly identical ground system to the on-orbit flight system was required to develop the software and write verification procedures before it was installed and tested on the flight system. The development of the SCAN testbed was an accelerated effort to meet launch constraints, and this paper discusses tradeoffs made to balance needed software functionality and still maintain the schedule. Future upgrades are discussed that optimize the avionics and allow experimenters to utilize the SCAN testbed potential.
A Real-Time Capable Software-Defined Receiver Using GPU for Adaptive Anti-Jam GPS Sensors
Seo, Jiwon; Chen, Yu-Hsuan; De Lorenzo, David S.; Lo, Sherman; Enge, Per; Akos, Dennis; Lee, Jiyun
2011-01-01
Due to their weak received signal power, Global Positioning System (GPS) signals are vulnerable to radio frequency interference. Adaptive beam and null steering of the gain pattern of a GPS antenna array can significantly increase the resistance of GPS sensors to signal interference and jamming. Since adaptive array processing requires intensive computational power, beamsteering GPS receivers were usually implemented using hardware such as field-programmable gate arrays (FPGAs). However, a software implementation using general-purpose processors is much more desirable because of its flexibility and cost effectiveness. This paper presents a GPS software-defined radio (SDR) with adaptive beamsteering capability for anti-jam applications. The GPS SDR design is based on an optimized desktop parallel processing architecture using a quad-core Central Processing Unit (CPU) coupled with a new generation Graphics Processing Unit (GPU) having massively parallel processors. This GPS SDR demonstrates sufficient computational capability to support a four-element antenna array and future GPS L5 signal processing in real time. After providing the details of our design and optimization schemes for future GPU-based GPS SDR developments, the jamming resistance of our GPS SDR under synthetic wideband jamming is presented. Since the GPS SDR uses commercial-off-the-shelf hardware and processors, it can be easily adopted in civil GPS applications requiring anti-jam capabilities. PMID:22164116
A real-time capable software-defined receiver using GPU for adaptive anti-jam GPS sensors.
Seo, Jiwon; Chen, Yu-Hsuan; De Lorenzo, David S; Lo, Sherman; Enge, Per; Akos, Dennis; Lee, Jiyun
2011-01-01
Due to their weak received signal power, Global Positioning System (GPS) signals are vulnerable to radio frequency interference. Adaptive beam and null steering of the gain pattern of a GPS antenna array can significantly increase the resistance of GPS sensors to signal interference and jamming. Since adaptive array processing requires intensive computational power, beamsteering GPS receivers were usually implemented using hardware such as field-programmable gate arrays (FPGAs). However, a software implementation using general-purpose processors is much more desirable because of its flexibility and cost effectiveness. This paper presents a GPS software-defined radio (SDR) with adaptive beamsteering capability for anti-jam applications. The GPS SDR design is based on an optimized desktop parallel processing architecture using a quad-core Central Processing Unit (CPU) coupled with a new generation Graphics Processing Unit (GPU) having massively parallel processors. This GPS SDR demonstrates sufficient computational capability to support a four-element antenna array and future GPS L5 signal processing in real time. After providing the details of our design and optimization schemes for future GPU-based GPS SDR developments, the jamming resistance of our GPS SDR under synthetic wideband jamming is presented. Since the GPS SDR uses commercial-off-the-shelf hardware and processors, it can be easily adopted in civil GPS applications requiring anti-jam capabilities.
The JPL telerobotic Manipulator Control and Mechanization (MCM) subsystem
NASA Technical Reports Server (NTRS)
Hayati, Samad; Lee, Thomas S.; Tso, Kam; Backes, Paul; Kan, Edwin; Lloyd, J.
1989-01-01
The Manipulator Control and Mechanization (MCM) subsystem of the telerobot system provides the real-time control of the robot manipulators in autonomous and teleoperated modes and real time input/output for a variety of sensors and actuators. Substantial hardware and software are included in this subsystem which interfaces in the hierarchy of the telerobot system with the other subsystems. The other subsystems are: run time control, task planning and reasoning, sensing and perception, and operator control subsystem. The architecture of the MCM subsystem, its capabilities, and details of various hardware and software elements are described. Important improvements in the MCM subsystem over the first version are: dual arm coordinated trajectory generation and control, addition of integrated teleoperation, shared control capability, replacement of the ultimate controllers with motor controllers, and substantial increase in real time processing capability.
NASA Astrophysics Data System (ADS)
Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.
2011-12-01
The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer with a Windows operating system (Mac users can use a Windows emulator); and (3) our free QCN game software (available from http://quakeinfo.ucsd.edu/ dkilb/WEB/QCN/Downloads.html).
Autonomous robot software development using simple software components
NASA Astrophysics Data System (ADS)
Burke, Thomas M.; Chung, Chan-Jin
2004-10-01
Developing software to control a sophisticated lane-following, obstacle-avoiding, autonomous robot can be demanding and beyond the capabilities of novice programmers - but it doesn"t have to be. A creative software design utilizing only basic image processing and a little algebra, has been employed to control the LTU-AISSIG autonomous robot - a contestant in the 2004 Intelligent Ground Vehicle Competition (IGVC). This paper presents a software design equivalent to that used during the IGVC, but with much of the complexity removed. The result is an autonomous robot software design, that is robust, reliable, and can be implemented by programmers with a limited understanding of image processing. This design provides a solid basis for further work in autonomous robot software, as well as an interesting and achievable robotics project for students.
Advanced Autonomous Systems for Space Operations
NASA Astrophysics Data System (ADS)
Gross, A. R.; Smith, B. D.; Muscettola, N.; Barrett, A.; Mjolssness, E.; Clancy, D. J.
2002-01-01
New missions of exploration and space operations will require unprecedented levels of autonomy to successfully accomplish their objectives. Inherently high levels of complexity, cost, and communication distances will preclude the degree of human involvement common to current and previous space flight missions. With exponentially increasing capabilities of computer hardware and software, including networks and communication systems, a new balance of work is being developed between humans and machines. This new balance holds the promise of not only meeting the greatly increased space exploration requirements, but simultaneously dramatically reducing the design, development, test, and operating costs. New information technologies, which take advantage of knowledge-based software, model-based reasoning, and high performance computer systems, will enable the development of a new generation of design and development tools, schedulers, and vehicle and system health management capabilities. Such tools will provide a degree of machine intelligence and associated autonomy that has previously been unavailable. These capabilities are critical to the future of advanced space operations, since the science and operational requirements specified by such missions, as well as the budgetary constraints will limit the current practice of monitoring and controlling missions by a standing army of ground-based controllers. System autonomy capabilities have made great strides in recent years, for both ground and space flight applications. Autonomous systems have flown on advanced spacecraft, providing new levels of spacecraft capability and mission safety. Such on-board systems operate by utilizing model-based reasoning that provides the capability to work from high-level mission goals, while deriving the detailed system commands internally, rather than having to have such commands transmitted from Earth. This enables missions of such complexity and communication` distances as are not otherwise possible, as well as many more efficient and low cost applications. In addition, utilizing component and system modeling and reasoning capabilities, autonomous systems will play an increasing role in ground operations for space missions, where they will both reduce the human workload as well as provide greater levels of monitoring and system safety. This paper will focus specifically on new and innovative software for remote, autonomous, space systems flight operations. Topics to be presented will include a brief description of key autonomous control concepts, the Remote Agent program that commanded the Deep Space 1 spacecraft to new levels of system autonomy, recent advances in distributed autonomous system capabilities, and concepts for autonomous vehicle health management systems. A brief description of teaming spacecraft and rovers for complex exploration missions will also be provided. New on-board software for autonomous science data acquisition for planetary exploration will be described, as well as advanced systems for safe planetary landings. A new multi-agent architecture that addresses some of the challenges of autonomous systems will be presented. Autonomous operation of ground systems will also be considered, including software for autonomous in-situ propellant production and management, and closed- loop ecological life support systems (CELSS). Finally, plans and directions for the future will be discussed.
NASA Astrophysics Data System (ADS)
Mbaya, Timmy
Embedded Aerospace Systems have to perform safety and mission critical operations in a real-time environment where timing and functional correctness are extremely important. Guidance, Navigation, and Control (GN&C) systems substantially rely on complex software interfacing with hardware in real-time; any faults in software or hardware, or their interaction could result in fatal consequences. Integrated Software Health Management (ISWHM) provides an approach for detection and diagnosis of software failures while the software is in operation. The ISWHM approach is based on probabilistic modeling of software and hardware sensors using a Bayesian network. To meet memory and timing constraints of real-time embedded execution, the Bayesian network is compiled into an Arithmetic Circuit, which is used for on-line monitoring. This type of system monitoring, using an ISWHM, provides automated reasoning capabilities that compute diagnoses in a timely manner when failures occur. This reasoning capability enables time-critical mitigating decisions and relieves the human agent from the time-consuming and arduous task of foraging through a multitude of isolated---and often contradictory---diagnosis data. For the purpose of demonstrating the relevance of ISWHM, modeling and reasoning is performed on a simple simulated aerospace system running on a real-time operating system emulator, the OSEK/Trampoline platform. Models for a small satellite and an F-16 fighter jet GN&C (Guidance, Navigation, and Control) system have been implemented. Analysis of the ISWHM is then performed by injecting faults and analyzing the ISWHM's diagnoses.
Kim, Hyungjin; Lee, Sang Min; Lee, Hyun-Ju; Goo, Jin Mo
2013-01-01
Objective To compare the segmentation capability of the 2 currently available commercial volumetry software programs with specific segmentation algorithms for pulmonary ground-glass nodules (GGNs) and to assess their measurement accuracy. Materials and Methods In this study, 55 patients with 66 GGNs underwent unenhanced low-dose CT. GGN segmentation was performed by using 2 volumetry software programs (LungCARE, Siemens Healthcare; LungVCAR, GE Healthcare). Successful nodule segmentation was assessed visually and morphologic features of GGNs were evaluated to determine factors affecting segmentation by both types of software. In addition, the measurement accuracy of the software programs was investigated by using an anthropomorphic chest phantom containing simulated GGNs. Results The successful nodule segmentation rate was significantly higher in LungCARE (90.9%) than in LungVCAR (72.7%) (p = 0.012). Vascular attachment was a negatively influencing morphologic feature of nodule segmentation for both software programs. As for measurement accuracy, mean relative volume measurement errors in nodules ≥ 10 mm were 14.89% with LungCARE and 19.96% with LungVCAR. The mean relative attenuation measurement errors in nodules ≥ 10 mm were 3.03% with LungCARE and 5.12% with LungVCAR. Conclusion LungCARE shows significantly higher segmentation success rates than LungVCAR. Measurement accuracy of volume and attenuation of GGNs is acceptable in GGNs ≥ 10 mm by both software programs. PMID:23901328
Space-Based Reconfigurable Software Defined Radio Test Bed Aboard International Space Station
NASA Technical Reports Server (NTRS)
Reinhart, Richard C.; Lux, James P.
2014-01-01
The National Aeronautical and Space Administration (NASA) recently launched a new software defined radio research test bed to the International Space Station. The test bed, sponsored by the Space Communications and Navigation (SCaN) Office within NASA is referred to as the SCaN Testbed. The SCaN Testbed is a highly capable communications system, composed of three software defined radios, integrated into a flight system, and mounted to the truss of the International Space Station. Software defined radios offer the future promise of in-flight reconfigurability, autonomy, and eventually cognitive operation. The adoption of software defined radios offers space missions a new way to develop and operate space transceivers for communications and navigation. Reconfigurable or software defined radios with communications and navigation functions implemented in software or VHDL (Very High Speed Hardware Description Language) provide the capability to change the functionality of the radio during development or after launch. The ability to change the operating characteristics of a radio through software once deployed to space offers the flexibility to adapt to new science opportunities, recover from anomalies within the science payload or communication system, and potentially reduce development cost and risk by adapting generic space platforms to meet specific mission requirements. The software defined radios on the SCaN Testbed are each compliant to NASA's Space Telecommunications Radio System (STRS) Architecture. The STRS Architecture is an open, non-proprietary architecture that defines interfaces for the connections between radio components. It provides an operating environment to abstract the communication waveform application from the underlying platform specific hardware such as digital-to-analog converters, analog-to-digital converters, oscillators, RF attenuators, automatic gain control circuits, FPGAs, general-purpose processors, etc. and the interconnections among different radio components.
A Deep Space Orbit Determination Software: Overview and Event Prediction Capability
NASA Astrophysics Data System (ADS)
Kim, Youngkwang; Park, Sang-Young; Lee, Eunji; Kim, Minsik
2017-06-01
This paper presents an overview of deep space orbit determination software (DSODS), as well as validation and verification results on its event prediction capabilities. DSODS was developed in the MATLAB object-oriented programming environment to support the Korea Pathfinder Lunar Orbiter (KPLO) mission. DSODS has three major capabilities: celestial event prediction for spacecraft, orbit determination with deep space network (DSN) tracking data, and DSN tracking data simulation. To achieve its functionality requirements, DSODS consists of four modules: orbit propagation (OP), event prediction (EP), data simulation (DS), and orbit determination (OD) modules. This paper explains the highest-level data flows between modules in event prediction, orbit determination, and tracking data simulation processes. Furthermore, to address the event prediction capability of DSODS, this paper introduces OP and EP modules. The role of the OP module is to handle time and coordinate system conversions, to propagate spacecraft trajectories, and to handle the ephemerides of spacecraft and celestial bodies. Currently, the OP module utilizes the General Mission Analysis Tool (GMAT) as a third-party software component for highfidelity deep space propagation, as well as time and coordinate system conversions. The role of the EP module is to predict celestial events, including eclipses, and ground station visibilities, and this paper presents the functionality requirements of the EP module. The validation and verification results show that, for most cases, event prediction errors were less than 10 millisec when compared with flight proven mission analysis tools such as GMAT and Systems Tool Kit (STK). Thus, we conclude that DSODS is capable of predicting events for the KPLO in real mission applications.
The JPL Library information retrieval system
NASA Technical Reports Server (NTRS)
Walsh, J.
1975-01-01
The development, capabilities, and products of the computer-based retrieval system of the Jet Propulsion Laboratory Library are described. The system handles books and documents, produces a book catalog, and provides a machine search capability. Programs and documentation are available to the public through NASA's computer software dissemination program.
Systems Engineering | Wind | NREL
platform to leverage its research capabilities toward integrating wind energy engineering and cost models achieve a better understanding of how to improve system-level performance and achieve system-level cost research capabilities to: Integrate wind plant engineering performance and cost software modeling to enable
Hecimovich, Mark; Marais, Ida
2017-06-26
Awareness of sport-related concussion (SRC) is an essential step in increasing the number of athletes or parents who report on SRC. This awareness is important, as there is no established data on medical care at youth-level sports and may be limited to individuals with only first aid training. In this circumstance, aside from the coach, it is the players and their parents who need to be aware of possible signs and symptoms. The aim of this study was to examine the psychometric properties of a parent and player concussion survey intended for use before and after an education campaign regarding SRC. 1441 questionnaires were received from parents and 284 questionnaires from players. The responses to the sixteen-item section of the questionnaire's 'recognition of signs and symptoms' were submitted to psychometric analysis using the dichotomous and polytomous Rasch model via the Rasch Unidimensional Measurement Model software RUMM2030. The Rasch model of Modern Test Theory can be considered a refinement of, or advance on, traditional analyses of an instrument's psychometric properties. The main finding is that these sixteen items measure two factors: items that are symptoms of concussion and items that are not symptoms of concussion. Parents and athletes were able to identify most or all of the symptoms, but were not as good at distinguishing symptoms that are not symptoms of concussion. Analyzing these responses revealed differential item functioning for parents and athletes on non-symptom items. When the DIF was resolved a significant difference was found between parents and athletes. The main finding is that the items measure two 'dimensions' in concussion symptom recognition. The first dimension consists of those items that are symptoms of concussion and the second dimension of those items that are not symptoms of concussion. Parents and players were able to identify most or all of the symptoms of concussion, so one would not expect to pick up any positive change on these items after an education campaign. Parents and players were not as good at distinguishing symptoms that are not symptoms of concussion. It is on these items that one may possibly expect improvement to manifest, so to evaluate the effectiveness of an education campaign it would pay to look for improvement in distinguishing symptoms that are not symptoms of concussion.
Hardware for dynamic quantum computing.
Ryan, Colm A; Johnson, Blake R; Ristè, Diego; Donovan, Brian; Ohki, Thomas A
2017-10-01
We describe the hardware, gateware, and software developed at Raytheon BBN Technologies for dynamic quantum information processing experiments on superconducting qubits. In dynamic experiments, real-time qubit state information is fed back or fed forward within a fraction of the qubits' coherence time to dynamically change the implemented sequence. The hardware presented here covers both control and readout of superconducting qubits. For readout, we created a custom signal processing gateware and software stack on commercial hardware to convert pulses in a heterodyne receiver into qubit state assignments with minimal latency, alongside data taking capability. For control, we developed custom hardware with gateware and software for pulse sequencing and steering information distribution that is capable of arbitrary control flow in a fraction of superconducting qubit coherence times. Both readout and control platforms make extensive use of field programmable gate arrays to enable tailored qubit control systems in a reconfigurable fabric suitable for iterative development.
Proteopedia: Exciting Advances in the 3D Encyclopedia of Biomolecular Structure
NASA Astrophysics Data System (ADS)
Prilusky, Jaime; Hodis, Eran; Sussman, Joel L.
Proteopedia is a collaborative, 3D web-encyclopedia of protein, nucleic acid and other structures. Proteopedia ( http://www.proteopedia.org ) presents 3D biomolecule structures in a broadly accessible manner to a diverse scientific audience through easy-to-use molecular visualization tools integrated into a wiki environment that anyone with a user account can edit. We describe recent advances in the web resource in the areas of content and software. In terms of content, we describe a large growth in user-added content as well as improvements in automatically-generated content for all PDB entry pages in the resource. In terms of software, we describe new features ranging from the capability to create pages hidden from public view to the capability to export pages for offline viewing. New software features also include an improved file-handling system and availability of biological assemblies of protein structures alongside their asymmetric units.