WorldWideScience

Sample records for game advanced manufacturing

  1. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994. This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  2. Space Technology Mission Directorate Game Changing Development Program FY2015 Annual Program Review: Advanced Manufacturing Technology

    Science.gov (United States)

    Vickers, John; Fikes, John

    2015-01-01

    The Advance Manufacturing Technology (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of the Initiative is the Advanced Manufacturing National Program Office (AMNPO), which includes participation from all federal agencies involved in U.S. manufacturing. In support of the AMNPO the AMT Project supports building and Growing the National Network for Manufacturing Innovation through a public-private partnership designed to help the industrial community accelerate manufacturing innovation. Integration with other projects/programs and partnerships: STMD (Space Technology Mission Directorate), HEOMD, other Centers; Industry, Academia; OGA's (e.g., DOD, DOE, DOC, USDA, NASA, NSF); Office of Science and Technology Policy, NIST Advanced Manufacturing Program Office; Generate insight within NASA and cross-agency for technology development priorities and investments. Technology Infusion Plan: PC; Potential customer infusion (TDM, HEOMD, SMD, OGA, Industry); Leverage; Collaborate with other Agencies, Industry and Academia; NASA roadmap. Initiatives include: Advanced Near Net Shape Technology Integrally Stiffened Cylinder Process Development (launch vehicles, sounding rockets); Materials Genome; Low Cost Upper Stage-Class Propulsion; Additive Construction with Mobile Emplacement (ACME); National Center for Advanced Manufacturing.

  3. Advanced Manufacturing Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The Advanced Manufacturing Laboratory at the University of Maryland provides the state of the art facilities for realizing next generation products and educating the...

  4. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  5. Advanced Manufacturing Technologies (AMT): Manufacturing Initiative Project

    Data.gov (United States)

    National Aeronautics and Space Administration — NASA supports the Advanced Manufacturing National Program Office (AMNPO). Hosted by the National Institute of Standards and Technology (NIST) the AMNPO is...

  6. Advanced manufacturing: Technology diffusion

    Energy Technology Data Exchange (ETDEWEB)

    Tesar, A.

    1995-12-01

    In this paper we examine how manufacturing technology diffuses rom the developers of technology across national borders to those who do not have the capability or resources to develop advanced technology on their own. None of the wide variety of technology diffusion mechanisms discussed in this paper are new, yet the opportunities to apply these mechanisms are growing. A dramatic increase in technology diffusion occurred over the last decade. The two major trends which probably drive this increase are a worldwide inclination towards ``freer`` markets and diminishing isolation. Technology is most rapidly diffusing from the US In fact, the US is supplying technology for the rest of the world. The value of the technology supplied by the US more than doubled from 1985 to 1992 (see the Introduction for details). History shows us that technology diffusion is inevitable. It is the rates at which technologies diffuse to other countries which can vary considerably. Manufacturers in these countries are increasingly able to absorb technology. Their manufacturing efficiency is expected to progress as technology becomes increasingly available and utilized.

  7. Advanced manufacturing technologies modern machining, advanced joining, sustainable manufacturing

    CERN Document Server

    2017-01-01

    This book provides details and collective information on working principle, process mechanism, salient features, and unique applications of various advanced manufacturing techniques and processes belong. The book is divided in three sessions covering modern machining methods, advanced repair and joining techniques and, finally, sustainable manufacturing. The latest trends and research aspects of those fields are highlighted.

  8. NASA Game Changing Development Program Manufacturing Innovation Project

    Science.gov (United States)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  9. Advanced Manufacture of Reflectors

    Energy Technology Data Exchange (ETDEWEB)

    Angel, Roger [Univ. of Arizona, Tucson, AZ (United States)

    2014-12-17

    The main project objective has been to develop an advanced gravity sag method for molding large glass solar reflectors with either line or point focus, and with long or short focal length. The method involves taking standard sized squares of glass, 1.65 m x 1.65 m, and shaping them by gravity sag into precision steel molds. The method is designed for high volume manufacture when incorporated into a production line with separate pre-heating and cooling. The performance objectives for the self-supporting glass mirrors made by this project include mirror optical accuracy of 2 mrad root mean square (RMS), requiring surface slope errors less than 1 mrad rms, a target not met by current production of solar reflectors. Our objective also included development of new methods for rapidly shaping glass mirrors and coating them for higher reflectivity and soil resistance. Reflectivity of 95% for a glass mirror with anti-soil coating was targeted, compared to the present ~94% with no anti-soil coating. Our mirror cost objective is ~$20/m2 in 2020, a significant reduction compared to the present ~$35/m2 for solar trough mirrors produced for trough solar plants.

  10. Advances in Dynamic Games

    CERN Document Server

    Breton, Michele

    2011-01-01

    This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a testament to the vitality and growth of the field of dynamic games and their applications. The selected contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 13th International Symposium of Dynamic Games and Applications held in WrocACaw. The book covers a variety of topics, ranging from theoretical developments in game theory and algorithmic methods to applications, examples, and analysis in fields as varied as

  11. Advances in Additive Manufacturing

    Science.gov (United States)

    2016-07-14

    State University, Applied Research Laboratory • Rich Martukanitz • Ken Meinert • Ted Reutzel • Jay Keist • Griffin Jones • Jay Tressler...Directorate. In this talk we highlight a few projects in additively manufactured electronics (e.g., batteries, capacitors, antennas) that span bench

  12. Ohio Advanced Energy Manufacturing Center

    Energy Technology Data Exchange (ETDEWEB)

    Kimberly Gibson; Mark Norfolk

    2012-07-30

    The program goal of the Ohio Advanced Energy Manufacturing Center (OAEMC) is to support advanced energy manufacturing and to create responsive manufacturing clusters that will support the production of advanced energy and energy-efficient products to help ensure the nation's energy and environmental security. This goal cuts across a number of existing industry segments critical to the nation's future. Many of the advanced energy businesses are starting to make the transition from technology development to commercial production. Historically, this transition from laboratory prototypes through initial production for early adopters to full production for mass markets has taken several years. Developing and implementing manufacturing technology to enable production at a price point the market will accept is a key step. Since these start-up operations are configured to advance the technology readiness of the core energy technology, they have neither the expertise nor the resources to address manufacturing readiness issues they encounter as the technology advances toward market entry. Given the economic realities of today's business environment, finding ways to accelerate this transition can make the difference between success and failure for a new product or business. The advanced energy industry touches a wide range of industry segments that are not accustomed to working together in complex supply chains to serve large markets such as automotive and construction. During its first three years, the Center has catalyzed the communication between companies and industry groups that serve the wide range of advanced energy markets. The Center has also found areas of common concern, and worked to help companies address these concerns on a segment or industry basis rather than having each company work to solve common problems individually. EWI worked with three industries through public-private partnerships to sew together disparate segments helping to promote

  13. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  14. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  15. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  16. Recent Advances in Real Options Signaling Games

    Directory of Open Access Journals (Sweden)

    George Rigopoulos

    2014-12-01

    Full Text Available Financial economics have benefited from game theory advances and its application to various domains where competition is present. Following relevant research this paper presents a literature review of recent works on the intersection of real options and game theory, especially on signaling games. A preliminary background is presented initially and next a review of the works is presented. The paper compiles existing works to a useful reference for researchers in the field. Keywords: Signaling games; Capital budgeting, Real options, Game theory, Discrete time games

  17. Advanced Manufacturing Technologies (AMT): Modular Rapidly Manufactured SmallSat

    Data.gov (United States)

    National Aeronautics and Space Administration — Utilize advanced manufacturing processes to design and fabricate a fully functional prototype flight model, with the goal of demonstrating rapid on-orbit assembly of...

  18. Advance Manufacturing Office FY 2017 Budget At-A-Glance

    Energy Technology Data Exchange (ETDEWEB)

    None

    2016-03-01

    The Advanced Manufacturing Office (AMO) brings together manufacturers, research institutions, suppliers, and universities to investigate manufacturing processes, information, and materials technologies critical to advance domestic manufacturing of clean energy products, and to support energy productivity across the entire manufacturing sector.

  19. Manufacturing development of DC-10 advanced rudder

    Science.gov (United States)

    Cominsky, A.

    1979-01-01

    The design, manufacture, and ground test activities during development of production methods for an advanced composite rudder for the DC-10 transport aircraft are described. The advanced composite aft rudder is satisfactory for airline service and a cost saving in a full production manufacturing mode is anticipated.

  20. Advanced manufacturing: Technology and international competitiveness

    Energy Technology Data Exchange (ETDEWEB)

    Tesar, A.

    1995-02-01

    Dramatic changes in the competitiveness of German and Japanese manufacturing have been most evident since 1988. All three countries are now facing similar challenges, and these challenges are clearly observed in human capital issues. Our comparison of human capital issues in German, Japanese, and US manufacturing leads us to the following key judgments: Manufacturing workforces are undergoing significant changes due to advanced manufacturing technologies. As companies are forced to develop and apply these technologies, the constituency of the manufacturing workforce (especially educational requirements, contingent labor, job content, and continuing knowledge development) is being dramatically and irreversibly altered. The new workforce requirements which result due to advanced manufacturing require a higher level of worker sophistication and responsibility.

  1. Research overview: Advanced Manufacturing in Switzerland

    OpenAIRE

    Schärer, Claudia

    2016-01-01

    SATW is convinced that industrial production methods will see fundamental changes over the coming years. Mastering new production technologies (advanced manufacturing) such as additive manufacturing and industry 4.0 will be vital to keep Swiss production at a competitive level. New additive manufacturing processes such as 3D printing offer revolutionary opportunities and have the potential to replace traditional production methods. Industry 4.0 has seen the definition of a new concept for...

  2. Advanced Manufacturing Office Clean Water Processing Technologies

    Energy Technology Data Exchange (ETDEWEB)

    None

    2018-03-01

    The DOE Office of Energy Efficiency and Renewable Energy (EERE)’s Advanced Manufacturing Office partners with industry, small business, universities, and other stakeholders to identify and invest in emerging technologies with the potential to create high-quality domestic manufacturing jobs and enhance the global competitiveness of the United States.

  3. Advances in Games Technology: Software, Models, and Intelligence

    Science.gov (United States)

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  4. USCAR LEP ESST Advanced Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Lazarus, L.J.

    2000-09-25

    The objective of this task was to provide processing information data summaries on powder metallurgy (PM) alloys that meet the partner requirements for the production of low mass, highly accurate, near-net-shape powertrain components. This required modification to existing ISO machinability test procedures and development of a new drilling test procedure. These summaries could then be presented in a web page format. When combined with information generated from the USCAR CRADA this would allow chemical, metallurgical, and machining data on PM alloys to be available to all engineering and manufacturing personnel that have access to in-house networks. The web page format also allows for the additions of other wrought materials, making this a valuable tool to the technical staffs.

  5. Development of Advanced Ceramic Manufacturing Technology; FINAL

    International Nuclear Information System (INIS)

    Pujari, V.K.

    2001-01-01

    Advanced structural ceramics are enabling materials for new transportation engine systems that have the potential for significantly reducing energy consumption and pollution in automobiles and heavy vehicles. Ceramic component reliability and performance have been demonstrated in previous U.S. DOE initiatives, but high manufacturing cost was recognized as a major barrier to commercialization. Norton Advanced Ceramics (NAC), a division of Saint-Gobain Industrial Ceramics, Inc. (SGIC), was selected to perform a major Advanced Ceramics Manufacturing Technology (ACMT) Program. The overall objectives of NAC's program were to design, develop, and demonstrate advanced manufacturing technology for the production of ceramic exhaust valves for diesel engines. The specific objectives were (1) to reduce the manufacturing cost by an order of magnitude, (2) to develop and demonstrate process capability and reproducibility, and (3) to validate ceramic valve performance, durability, and reliability. I n order to achieve these objectives, NAC, a leading U.S. advanced ceramics component manufacturer, assembled a multidisciplinary, vertically integrated team. This team included: a major diesel engine builder, Detroit Diesel Corporation (DDC); a corporate ceramics research division, SGIC's Northboro R and D Center; intelligent processing system developers, BDM Federal/MATSYS; a furnace equipment company, Centorr/Vacuum Industries; a sintering expert, Wittmer Consultants; a production OEM, Deco-Grand; a wheel manufacturer and grinding operation developer, Norton Company's Higgins Grinding Technology Center (HGTC); a ceramic machine shop, Chand Kare Technical Ceramics; and a manufacturing cost consultant, IBIS Associates. The program was divided into four major tasks: Component Design and Specification, Component Manufacturing Technology Development, Inspection and Testing, and Process Demonstration

  6. Advanced Manufacturing Technologies (AMT): Advanced Near Net Shape Technology

    Data.gov (United States)

    National Aeronautics and Space Administration — The objective of the Advanced Near Net Shape Technology (ANNST) project is to radically improve near net shape manufacturing methods from the current...

  7. Innovations in Advanced Materials and Metals Manufacturing Project (IAM2)

    Energy Technology Data Exchange (ETDEWEB)

    Scott, Elizabeth [Columbia River Economic Development Council, Vancouver, WA (United States)

    2017-01-06

    This project, under the Jobs and Innovation Accelerator Challenge, Innovations in Advanced Materials and Metals Manufacturing Project, contracted with Cascade Energy to provide a shared energy project manager engineer to work with five different companies throughout the Portland metro grant region to implement ten energy efficiency projects and develop a case study to analyze the project model. As a part of the project, the energy project manager also looked into specific new technologies and methodologies that could change the way energy is consumed by manufacturers—from game-changing equipment and technology to monitor energy use to methodologies that change the way companies interact and use their machines to reduce energy consumption.

  8. Development of Advanced Ceramic Manufacturing Technology

    Energy Technology Data Exchange (ETDEWEB)

    Pujari, V.K.

    2001-04-05

    Advanced structural ceramics are enabling materials for new transportation engine systems that have the potential for significantly reducing energy consumption and pollution in automobiles and heavy vehicles. Ceramic component reliability and performance have been demonstrated in previous U.S. DOE initiatives, but high manufacturing cost was recognized as a major barrier to commercialization. Norton Advanced Ceramics (NAC), a division of Saint-Gobain Industrial Ceramics, Inc. (SGIC), was selected to perform a major Advanced Ceramics Manufacturing Technology (ACMT) Program. The overall objectives of NAC's program were to design, develop, and demonstrate advanced manufacturing technology for the production of ceramic exhaust valves for diesel engines. The specific objectives were (1) to reduce the manufacturing cost by an order of magnitude, (2) to develop and demonstrate process capability and reproducibility, and (3) to validate ceramic valve performance, durability, and reliability. The program was divided into four major tasks: Component Design and Specification, Component Manufacturing Technology Development, Inspection and Testing, and Process Demonstration. A high-power diesel engine valve for the DDC Series 149 engine was chosen as the demonstration part for this program. This was determined to be an ideal component type to demonstrate cost-effective process enhancements, the beneficial impact of advanced ceramics on transportation systems, and near-term commercialization potential. The baseline valve material was NAC's NT451 SiAION. It was replaced, later in the program, by an alternate silicon nitride composition (NT551), which utilized a lower cost raw material and a simplified powder-processing approach. The material specifications were defined based on DDC's engine requirements, and the initial and final component design tasks were completed.

  9. NASA's National Center for Advanced Manufacturing

    Science.gov (United States)

    Vickers, John

    2003-01-01

    NASA has designated the Principal Center Assignment to the Marshall Space Flight Center (MSFC) for implementation of the National Center for Advanced Manufacturing (NCAM). NCAM is NASA s leading resource for the aerospace manufacturing research, development, and innovation needs that are critical to the goals of the Agency. Through this initiative NCAM s people work together with government, industry, and academia to ensure the technology base and national infrastructure are available to develop innovative manufacturing technologies with broad application to NASA Enterprise programs, and U.S. industry. Educational enhancements are ever-present within the NCAM focus to promote research, to inspire participation and to support education and training in manufacturing. Many important accomplishments took place during 2002. Through NCAM, NASA was among five federal agencies involved in manufacturing research and development (R&D) to launch a major effort to exchange information and cooperate directly to enhance the payoffs from federal investments. The Government Agencies Technology Exchange in Manufacturing (GATE-M) is the only active effort to specifically and comprehensively address manufacturing R&D across the federal government. Participating agencies include the departments of Commerce (represented by the National Institute of Standards and Technology), Defense, and Energy, as well as the National Science Foundation and NASA. MSFC s ongoing partnership with the State of Louisiana, the University of New Orleans, and Lockheed Martin Corporation at the Michoud Assembly Facility (MAF) progressed significantly. Major capital investments were initiated for world-class equipment additions including a universal friction stir welding system, composite fiber placement machine, five-axis machining center, and ten-axis laser ultrasonic nondestructive test system. The NCAM consortium of five universities led by University of New Orleans with Mississippi State University

  10. Advanced manufacturing: optimising the factories of tomorrow

    International Nuclear Information System (INIS)

    Philippon, Patrick

    2013-01-01

    Faced with competition Patrick Philippon - Les Defis du CEA no.179 - April 2013 from the emerging countries, the competitiveness of the industrialised nations depends on the ability of their industries to innovate. This strategy necessarily entails the reorganisation and optimisation of the production systems. This is the whole challenge for 'advanced manufacturing', which relies on the new information and communication technologies. Interactive robotics, virtual reality and non-destructive testing are all technological building blocks developed by CEA, now approved within a cross-cutting programme, to meet the needs of industry and together build the factories of tomorrow. (author)

  11. Precision Casting via Advanced Simulation and Manufacturing

    Science.gov (United States)

    1997-01-01

    A two-year program was conducted to develop and commercially implement selected casting manufacturing technologies to enable significant reductions in the costs of castings, increase the complexity and dimensional accuracy of castings, and reduce the development times for delivery of high quality castings. The industry-led R&D project was cost shared with NASA's Aerospace Industry Technology Program (AITP). The Rocketdyne Division of Boeing North American, Inc. served as the team lead with participation from Lockheed Martin, Ford Motor Company, Howmet Corporation, PCC Airfoils, General Electric, UES, Inc., University of Alabama, Auburn University, Robinson, Inc., Aracor, and NASA-LeRC. The technical effort was organized into four distinct tasks. The accomplishments reported herein. Task 1.0 developed advanced simulation technology for core molding. Ford headed up this task. On this program, a specialized core machine was designed and built. Task 2.0 focused on intelligent process control for precision core molding. Howmet led this effort. The primary focus of these experimental efforts was to characterize the process parameters that have a strong impact on dimensional control issues of injection molded cores during their fabrication. Task 3.0 developed and applied rapid prototyping to produce near net shape castings. Rocketdyne was responsible for this task. CAD files were generated using reverse engineering, rapid prototype patterns were fabricated using SLS and SLA, and castings produced and evaluated. Task 4.0 was aimed at developing technology transfer. Rocketdyne coordinated this task. Casting related technology, explored and evaluated in the first three tasks of this program, was implemented into manufacturing processes.

  12. Advanced Composites Manufacturing: Process Modeling/Analysis of Complex Engineering Structures Manufactured by Resin Transfer Molding

    National Research Council Canada - National Science Library

    Kanapady, R

    1999-01-01

    .... The work includes finite element computational schemes, data structures and interprocessor communication strategies for the implementation of large scale practical advanced manufacturing simulations...

  13. Advanced game design with HTML5 and JavaScript

    CERN Document Server

    van der Spuy, Rex

    2015-01-01

    How do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You'll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You'll also learn the secrets o

  14. 2014 Joint Conference on Mechanical Design Engineering and Advanced Manufacturing

    CERN Document Server

    Daidie, Alain; Eynard, Benoit; Paredes, Manuel

    2016-01-01

    Covering key topics in the field such as technological innovation, human-centered sustainable engineering and manufacturing, and manufacture at a global scale in a virtual world, this book addresses both advanced techniques and industrial applications of key research in interactive design and manufacturing. Featuring the full papers presented at the 2014 Joint Conference on Mechanical Design Engineering and Advanced Manufacturing, which took place in June 2014 in Toulouse, France, it presents recent research and industrial success stories related to implementing interactive design and manufacturing solutions.

  15. Advanced Manufacturing Technologies (AMT): Composites Integrated Modeling

    Data.gov (United States)

    National Aeronautics and Space Administration — The Composites Integrated Modeling (CIM) Element developed low cost, lightweight, and efficient composite structures, materials and manufacturing technologies with...

  16. Biocompatibility of Advanced Manufactured Titanium Implants—A Review

    Directory of Open Access Journals (Sweden)

    Alfred T. Sidambe

    2014-12-01

    Full Text Available Titanium (Ti and its alloys may be processed via advanced powder manufacturing routes such as additive layer manufacturing (or 3D printing or metal injection moulding. This field is receiving increased attention from various manufacturing sectors including the medical devices sector. It is possible that advanced manufacturing techniques could replace the machining or casting of metal alloys in the manufacture of devices because of associated advantages that include design flexibility, reduced processing costs, reduced waste, and the opportunity to more easily manufacture complex or custom-shaped implants. The emerging advanced manufacturing approaches of metal injection moulding and additive layer manufacturing are receiving particular attention from the implant fabrication industry because they could overcome some of the difficulties associated with traditional implant fabrication techniques such as titanium casting. Using advanced manufacturing, it is also possible to produce more complex porous structures with improved mechanical performance, potentially matching the modulus of elasticity of local bone. While the economic and engineering potential of advanced manufacturing for the manufacture of musculo-skeletal implants is therefore clear, the impact on the biocompatibility of the materials has been less investigated. In this review, the capabilities of advanced powder manufacturing routes in producing components that are suitable for biomedical implant applications are assessed with emphasis placed on surface finishes and porous structures. Given that biocompatibility and host bone response are critical determinants of clinical performance, published studies of in vitro and in vivo research have been considered carefully. The review concludes with a future outlook on advanced Ti production for biomedical implants using powder metallurgy.

  17. Biocompatibility of Advanced Manufactured Titanium Implants-A Review.

    Science.gov (United States)

    Sidambe, Alfred T

    2014-12-19

    Titanium (Ti) and its alloys may be processed via advanced powder manufacturing routes such as additive layer manufacturing (or 3D printing) or metal injection moulding. This field is receiving increased attention from various manufacturing sectors including the medical devices sector. It is possible that advanced manufacturing techniques could replace the machining or casting of metal alloys in the manufacture of devices because of associated advantages that include design flexibility, reduced processing costs, reduced waste, and the opportunity to more easily manufacture complex or custom-shaped implants. The emerging advanced manufacturing approaches of metal injection moulding and additive layer manufacturing are receiving particular attention from the implant fabrication industry because they could overcome some of the difficulties associated with traditional implant fabrication techniques such as titanium casting. Using advanced manufacturing, it is also possible to produce more complex porous structures with improved mechanical performance, potentially matching the modulus of elasticity of local bone. While the economic and engineering potential of advanced manufacturing for the manufacture of musculo-skeletal implants is therefore clear, the impact on the biocompatibility of the materials has been less investigated. In this review, the capabilities of advanced powder manufacturing routes in producing components that are suitable for biomedical implant applications are assessed with emphasis placed on surface finishes and porous structures. Given that biocompatibility and host bone response are critical determinants of clinical performance, published studies of in vitro and in vivo research have been considered carefully. The review concludes with a future outlook on advanced Ti production for biomedical implants using powder metallurgy.

  18. Biocompatibility of Advanced Manufactured Titanium Implants—A Review

    Science.gov (United States)

    Sidambe, Alfred T.

    2014-01-01

    Titanium (Ti) and its alloys may be processed via advanced powder manufacturing routes such as additive layer manufacturing (or 3D printing) or metal injection moulding. This field is receiving increased attention from various manufacturing sectors including the medical devices sector. It is possible that advanced manufacturing techniques could replace the machining or casting of metal alloys in the manufacture of devices because of associated advantages that include design flexibility, reduced processing costs, reduced waste, and the opportunity to more easily manufacture complex or custom-shaped implants. The emerging advanced manufacturing approaches of metal injection moulding and additive layer manufacturing are receiving particular attention from the implant fabrication industry because they could overcome some of the difficulties associated with traditional implant fabrication techniques such as titanium casting. Using advanced manufacturing, it is also possible to produce more complex porous structures with improved mechanical performance, potentially matching the modulus of elasticity of local bone. While the economic and engineering potential of advanced manufacturing for the manufacture of musculo-skeletal implants is therefore clear, the impact on the biocompatibility of the materials has been less investigated. In this review, the capabilities of advanced powder manufacturing routes in producing components that are suitable for biomedical implant applications are assessed with emphasis placed on surface finishes and porous structures. Given that biocompatibility and host bone response are critical determinants of clinical performance, published studies of in vitro and in vivo research have been considered carefully. The review concludes with a future outlook on advanced Ti production for biomedical implants using powder metallurgy. PMID:28788296

  19. Simulation and gaming as a support tool for lean manufacturing systems - a case example from industry

    NARCIS (Netherlands)

    van der Zee, DJ; Slomp, J; Kuhl, M.E.; Steiger, N.M.; Armstrong, F.B.; Joines, J.

    2005-01-01

    In this article we illustrate how simulation and gaming can be used to support lean manufacturing systems. More in particular we study a case example from industry - a manual assembly line for mail-inserting systems - for which we have developed a simulation game. This paper focuses on the

  20. Advanced Material Strategies for Next-Generation Additive Manufacturing

    Science.gov (United States)

    Chang, Jinke; He, Jiankang; Zhou, Wenxing; Lei, Qi; Li, Xiao; Li, Dichen

    2018-01-01

    Additive manufacturing (AM) has drawn tremendous attention in various fields. In recent years, great efforts have been made to develop novel additive manufacturing processes such as micro-/nano-scale 3D printing, bioprinting, and 4D printing for the fabrication of complex 3D structures with high resolution, living components, and multimaterials. The development of advanced functional materials is important for the implementation of these novel additive manufacturing processes. Here, a state-of-the-art review on advanced material strategies for novel additive manufacturing processes is provided, mainly including conductive materials, biomaterials, and smart materials. The advantages, limitations, and future perspectives of these materials for additive manufacturing are discussed. It is believed that the innovations of material strategies in parallel with the evolution of additive manufacturing processes will provide numerous possibilities for the fabrication of complex smart constructs with multiple functions, which will significantly widen the application fields of next-generation additive manufacturing. PMID:29361754

  1. Advanced Material Strategies for Next-Generation Additive Manufacturing.

    Science.gov (United States)

    Chang, Jinke; He, Jiankang; Mao, Mao; Zhou, Wenxing; Lei, Qi; Li, Xiao; Li, Dichen; Chua, Chee-Kai; Zhao, Xin

    2018-01-22

    Additive manufacturing (AM) has drawn tremendous attention in various fields. In recent years, great efforts have been made to develop novel additive manufacturing processes such as micro-/nano-scale 3D printing, bioprinting, and 4D printing for the fabrication of complex 3D structures with high resolution, living components, and multimaterials. The development of advanced functional materials is important for the implementation of these novel additive manufacturing processes. Here, a state-of-the-art review on advanced material strategies for novel additive manufacturing processes is provided, mainly including conductive materials, biomaterials, and smart materials. The advantages, limitations, and future perspectives of these materials for additive manufacturing are discussed. It is believed that the innovations of material strategies in parallel with the evolution of additive manufacturing processes will provide numerous possibilities for the fabrication of complex smart constructs with multiple functions, which will significantly widen the application fields of next-generation additive manufacturing.

  2. Advanced Material Strategies for Next-Generation Additive Manufacturing

    Directory of Open Access Journals (Sweden)

    Jinke Chang

    2018-01-01

    Full Text Available Additive manufacturing (AM has drawn tremendous attention in various fields. In recent years, great efforts have been made to develop novel additive manufacturing processes such as micro-/nano-scale 3D printing, bioprinting, and 4D printing for the fabrication of complex 3D structures with high resolution, living components, and multimaterials. The development of advanced functional materials is important for the implementation of these novel additive manufacturing processes. Here, a state-of-the-art review on advanced material strategies for novel additive manufacturing processes is provided, mainly including conductive materials, biomaterials, and smart materials. The advantages, limitations, and future perspectives of these materials for additive manufacturing are discussed. It is believed that the innovations of material strategies in parallel with the evolution of additive manufacturing processes will provide numerous possibilities for the fabrication of complex smart constructs with multiple functions, which will significantly widen the application fields of next-generation additive manufacturing.

  3. Evolving rocket optics applications drive manufacturing advances

    Science.gov (United States)

    Myer, Brian; Perdue, Jamie; Bartlett, Kevin; DeGroote Nelson, Jessica

    2017-10-01

    Improvements to sensing hardware and image processing for airborne optical systems have inspired designers to propose new optics and windows which may be any of: more precise, conformal/freeform and multi-functional. Manufacture of these optics has required innovations in machining, polishing and metrology. The performance requirements and manufacturing methods demand more from conventional optical materials, while also driving development of new formulations with tailored optical and mechanical properties. We describe innovations in manufacturing and adaptations for optical materials selected for end-use performance, though some such materials may present unusual challenges related to their composition, how they are produced, and/or the design geometry. Our desire is to share some observations with the optical designer, who may be able to incorporate some tips into parts "designed for manufacture."

  4. Game usability advancing the player experience

    CERN Document Server

    Isbister, Katherine

    2008-01-01

    I. What is usability and why should I care?A. Overview chapter Isbister and Schaffer (Editors)Introduces key concepts and positions book for primary audiences: game developers andstudents aspiring to work in game development. Addresses key concerns that developersmay have about adopting usability, and sets a broad road map of what is to come in thebook.B. Interview with Tobi Saulnier of 1st PlayableA discussion with the CEO of a small game studio about why and how she uses usabilitytechniques in her development.C. Interview with Don Norman of Nielsen Norman groupA discussion with one of the pr

  5. Evaluation of advanced polymers for additive manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Rios, Orlando [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Morrison, Crystal [PPG Industries, Pittsburgh, PA (United States)

    2015-09-01

    The goal of this Manufacturing Demonstration Facility (MDF) technical collaboration project between Oak Ridge National Laboratory (ORNL) and PPG Industries, Inc. was to evaluate the feasibility of using conventional coatings chemistry and technology to build up material layer-by-layer. The PPG-ORNL study successfully demonstrated that polymeric coatings formulations may overcome many limitations of common thermoplastics used in additive manufacturing (AM), allow lightweight nozzle design for material deposition and increase build rate. The materials effort focused on layer-by-layer deposition of coatings with each layer fusing together. The combination of materials and deposition results in an additively manufactured build that has sufficient mechanical properties to bear the load of additional layers, yet is capable of bonding across the z-layers to improve build direction strength. The formulation properties were tuned to enable a novel, high-throughput deposition method that is highly scalable, compatible with high loading of reinforcing fillers, and is inherently low-cost.

  6. Advanced Blade Manufacturing Project - Final Report

    Energy Technology Data Exchange (ETDEWEB)

    POORE, ROBERT Z.

    1999-08-01

    The original scope of the project was to research improvements to the processes and materials used in the manufacture of wood-epoxy blades, conduct tests to qualify any new material or processes for use in blade design and subsequently build and test six blades using the improved processes and materials. In particular, ABM was interested in reducing blade cost and improving quality. In addition, ABM needed to find a replacement material for the mature Douglas fir used in the manufacturing process. The use of mature Douglas fir is commercially unacceptable because of its limited supply and environmental concerns associated with the use of mature timber. Unfortunately, the bankruptcy of FloWind in June 1997 and a dramatic reduction in AWT sales made it impossible for ABM to complete the full scope of work. However, sufficient research and testing were completed to identify several promising changes in the blade manufacturing process and develop a preliminary design incorporating these changes.

  7. Evaluation of Advanced Polymers for Additive Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Rios, Orlando [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Carter, William G. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Kutchko, Cindy [PPG Industries, Pittsburgh, PA (United States); Fenn, David [PPG Industries, Pittsburgh, PA (United States); Olson, Kurt [PPG Industries, Pittsburgh, PA (United States)

    2017-09-08

    The goal of this Manufacturing Demonstration Facility (MDF) technical collaboration project between Oak Ridge National Laboratory (ORNL) and PPG Industries, Inc. (PPG) was to evaluate the feasibility of using conventional coatings chemistry and technology to build up material layer-by-layer. The PPG-ORNL study successfully demonstrated that polymeric coatings formulations may overcome many limitations of common thermoplastics used in additive manufacturing (AM), allow lightweight nozzle design for material deposition, and increase build rate. The materials effort focused on layer-by-layer deposition of coatings with each layer fusing together. The combination of materials and deposition results in an additively manufactured build that has sufficient mechanical properties to bear the load of additional layers, yet is capable of bonding across the z-layers to improve build direction strength. The formulation properties were tuned to enable a novel, high-throughput deposition method that is highly scalable, compatible with high loading of reinforcing fillers, and inherently low-cost.

  8. Applications of multi-criteria and game theory approaches manufacturing and logistics

    CERN Document Server

    Hennet, Jean-Claude; Tiwari, Manoj

    2014-01-01

    Aligning the latest practices, innovations and case studies with academic frameworks and theories, the broad area of multi-criteria and game theory applications in manufacturing and logistics is covered in comprehensive details. Part 1 presents ‘multi-criteria applications’ and includes chapters on  logistics with a focus on vehicle routing problems, a multi-objective decision making approach to select the best storage policy and an exploratory study to predict the most important factors that can lead to successful mobile supply chain management adoption for manufacturing firms. Part 2 covers ‘game theory applications’ and encompasses the process of forming a coalition within a corporate network to the problem of integrating inventory and distribution optimization together with game theory to effectively manage supply networks. Providing a forum to investigate, exchange novel ideas and disseminate knowledge covering the broad area of multi-criteria and game theory applications in manufacturing and l...

  9. The Vulcan Advanced Hybrid Manufacturing System, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Made In Space is developing the The Vulcan Advanced Hybrid Manufacturing System (VULCAN) to address NASA's requirement to produce high-strength, high-precision...

  10. Emerging Global Trends in Advanced Manufacturing

    Science.gov (United States)

    2012-03-01

    models to predict structural responses of Toyota automobile frames to impacts, noise, wind, and other factors to assess the resistance levels of its...This minimized cell or chassis would be stripped of unnecessary DNA before manufacturing, thus simplifying the engineering problem of producing...chemicals, pharmaceuticals, and biofuels. Developments in programs to develop synthetic biology chassis , artificial cell factories, or “living

  11. National Center for Advanced Manufacturing (NCAM)

    Data.gov (United States)

    National Aeronautics and Space Administration — Advanced Integrated Composite Structures: Recent composite integrated structures technologies, using 3D preform co-bonded joints presents a step change in weight,...

  12. Manufacturing Theory for Advanced Grid Stiffened Structures

    National Research Council Canada - National Science Library

    Huybrechts, Steven M; Meink, Troy E; Wegner, Peter M; Ganley, Jeff M

    2002-01-01

    Lattices of rigidly connected ribs, known as advanced grid stiffened (AGS) structures, have many advantages over traditional construction methods, which use panels, sandwich cores and/or expensive frameworks...

  13. Advanced Manufacturing Technologies (AMT): Advanced Near Net Shape Technology Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Develop and mature manufacturing technology to enable fabrication of single-piece integrally-stiffened launch vehicle structures to replace expensive, heavy, and...

  14. Advances in 3D printing & additive manufacturing technologies

    CERN Document Server

    Pandey, Pulak; Kumar, L

    2017-01-01

    This edited volume comprises select chapters on advanced technologies for 3D printing and additive manufacturing and how these technologies have changed the face of direct, digital technologies for rapid production of models, prototypes and patterns. Because of its wide applications, 3D printing and additive manufacturing technology has become a powerful new industrial revolution in the field of manufacturing. The evolution of 3D printing and additive manufacturing technologies has changed design, engineering and manufacturing processes across industries such as consumer products, aerospace, medical devices and automotives. The objective of this book is to help designers, R&D personnel, and practicing engineers understand the state-of-the-art developments in the field of 3D Printing and Additive Manufacturing. .

  15. Recent Advances in Precision Machinery and Manufacturing Technology

    DEFF Research Database (Denmark)

    Liu, Chien-Hung; Hsieh, Wen-Hsiang; Chang, Zong-Yu

    2014-01-01

    Precision machinery and manufacturing technology are be- coming more important in current and future technologies. New knowledge in this field will aid in the advancement of various technologies that are needed to gain industrial competitiveness. To this end, the special issue aims to disseminate...... the latest advancements of relevant fundamental and applied research works of high quality to the inter- national community. The topics of the accepted articles in the special issue include precision manufacturing pro- cesses, measurements and control, robotics and automation, machine tools, advanced...

  16. Advancing lean manufacturing, the role of IT

    NARCIS (Netherlands)

    Riezebos, J.; Klingenberg, W.

    This introduction to the special issue discusses the changing role of information technology (IT) in advancing lean production. Lean principles and techniques have been applied in a wide variety of organisations, from make-to-stock to engineer-to-order industries, and even in typical service

  17. Incentives White Papers for Advanced Manufacturing Technology

    Science.gov (United States)

    2009-04-15

    Boeing’s 787 Dreamliner proves that organizations around the globe can come together to achieve success for all parties. In the Boeing model...enabled Boe - ing to bring 70 companies from 20 different countries together to develop and deliver one of the most technologically advanced commercial...product and process development. In the example of the 787, Boeing imposed common tools and methods on the supply base and invested heavily in

  18. Advanced non-disruptive manufacturing rule checks (MRC)

    Science.gov (United States)

    Moore, Bill; Do, Tanya; Morgan, Ray E.

    2006-10-01

    New advanced mask rule checking (MRC) solutions are required to ensure cost effective, high yield photomask manufacturing processes at 65nm and below and are needed to provide new verification capabilities for mask makers and data prep engineers alike. Traditional MRC, which implements fundamental geometric data checks on limited data formats, is not sufficient for advanced photomask manufacturing. Like recent advances in design rule checking (DRC) software, which includes extensive "manufacturing-aware" rules (or DFM rules), MRC solutions must evolve to include a more comprehensive and intelligent rule checks for the mask manufacturing process. This paper describes the development and testing of an advanced MRC software solution developed within the CATS TM mask data preparation (MDP) solution from Synopsys Inc. The new MRC solution enables the inspection and analysis of mask layout patterns for simple and advanced data verification checks. Proposed applications for mask data prep applications are discussed and include incoming design verification, fracture data correction, inspection tool data tags, mask manufacturing tool or inspection tool selection, and job deck verification.

  19. International Joint Conference on Mechanics, Design Engineering & Advanced Manufacturing

    CERN Document Server

    Nigrelli, Vincenzo; Oliveri, Salvatore; Peris-Fajarnes, Guillermo; Rizzuti, Sergio

    2017-01-01

    This book gathers papers presented at the International Joint Conference on Mechanics, Design Engineering and Advanced Manufacturing (JCM 2016), held on 14-16 September, 2016, in Catania, Italy. It reports on cutting-edge topics in product design and manufacturing, such as industrial methods for integrated product and process design; innovative design; and computer-aided design. Further topics covered include virtual simulation and reverse engineering; additive manufacturing; product manufacturing; engineering methods in medicine and education; representation techniques; and nautical, aeronautics and aerospace design and modeling. The book is divided into eight main sections, reflecting the focus and primary themes of the conference. The contributions presented here will not only provide researchers, engineers and experts in a range of industrial engineering subfields with extensive information to support their daily work; they are also intended to stimulate new research directions, advanced applications of t...

  20. Exploring the evolution of investment pattern on advanced manufacturing technology

    DEFF Research Database (Denmark)

    Yang, Cheng; Matthiesen, Rikke Vestergaard; Johansen, John

    2014-01-01

    This paper explores the evolution of investment pattern on advanced manufacturing technology in a manner that builds on a longitudinal perspective. Based on the data of investments in AMTs from 567 manufacturing companies this paper develops a longitudinal taxonomy defined by the evolution...... of technology management, which is comprised primarily of cross-sectional studies that do not address the dynamic nature of investments in AMTs....

  1. Recent advances in fuel product and manufacturing process development

    International Nuclear Information System (INIS)

    Slember, R.J.; Doshi, P.K.

    1987-01-01

    This paper discusses advancements in commercial nuclear fuel products and manufacturing made by the Westinghouse Electric Corporation in response to the commercial nuclear fuel industry's demand for high reliability, increased plant availability and improved operating flexibility. The features and benefits of Westinghouse's most advanced fuel products--VANTAGE 5 for PWR plants and QUAD+ for BWR plants--are described, as well as 'high performance' fuel concepts now under development for delivery in the late 1980s. The paper also disusses the importance of in-process quality control throughout manufacturing towards reducing product variability and improving fuel reliability. (author)

  2. Defending Against Advanced Persistent Threats Using Game-Theory.

    Science.gov (United States)

    Rass, Stefan; König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.

  3. Serious gaming supporting competence development in sustainable manufacturing

    OpenAIRE

    Duin, Heiko; Cerinšek, Gregor; Fradinho, Manuel; Taisch, Marco

    2013-01-01

    Becoming a sustainable global manufacturing enterprise is a challenge for almost every manufacturing organization in the world because of its multidimensional nature. Sustainability combines environmental, economic, and social dimensions and is considered to be a complex and hard to learn subject needing a lot of experience and competences. Traditional ways to create such experience and develop competences like role playing and simulations tend to take a lot of time and are expensive. On the ...

  4. The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development

    NARCIS (Netherlands)

    Georgiev, Atanas; Grigorov, Alexander; Bontchev, Boyan; Boytchev, Pavel; Stefanov, Krassen; Westera, Wim; Prada, Rui; Hollins, Paul; Moreno Ger, Pablo

    2016-01-01

    This paper describes the structural architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technologies (RAGE software assets) for applied game development. These software assets are reusable across a wide diversity of

  5. Advances in dynamic and mean field games theory, applications, and numerical methods

    CERN Document Server

    Viscolani, Bruno

    2017-01-01

    This contributed volume considers recent advances in dynamic games and their applications, based on presentations given at the 17th Symposium of the International Society of Dynamic Games, held July 12-15, 2016, in Urbino, Italy. Written by experts in their respective disciplines, these papers cover various aspects of dynamic game theory including mean-field games, stochastic and pursuit-evasion games, and computational methods for dynamic games. Topics covered include Pedestrian flow in crowded environments Models for climate change negotiations Nash Equilibria for dynamic games involving Volterra integral equations Differential games in healthcare markets Linear-quadratic Gaussian dynamic games Aircraft control in wind shear conditions Advances in Dynamic and Mean-Field Games presents state-of-the-art research in a wide spectrum of areas. As such, it serves as a testament to the continued vitality and growth of the field of dynamic games and their applications. It will be of interest to an interdisciplinar...

  6. NATO Advanced Research Institute on the Efficiency of Manufacturing Systems

    CERN Document Server

    Berg, C; French, D

    1983-01-01

    The Advanced Research Institute (A.R. 1.) on "the efficiency of Manufacturing Systems" was held under the auspices of the NATO Special Programm~ Panel on Systems Science as a part of the NATO Science Committee's continuous effort to promote the advancement of science through international co-operation. Advanced Research Institutes are organised for the purpose of bringing together experts in a particular field of interest to identify and make known the present state of knowledge in that area and, through informed debate, to make recommendations for directions for future research that would benefit the community at large. To this end two kinds of contribution were obtained by invitation. There were those papers which were about the current state of work in the area of manufacturing systems and its organisation; in addition three theme papers were presented to provide a stimulus to the discussion in terms of ways of thinking, both about the area and about the kind of research needed.

  7. Handbook on advanced design and manufacturing technologies for biomedical devices

    CERN Document Server

    2013-01-01

    The last decades have seen remarkable advances in computer-aided design, engineering and manufacturing technologies, multi-variable simulation tools, medical imaging, biomimetic design, rapid prototyping, micro and nanomanufacturing methods and information management resources, all of which provide new horizons for the Biomedical Engineering fields and the Medical Device Industry. Handbook on Advanced Design and Manufacturing Technologies for Biomedical Devices covers such topics in depth, with an applied perspective and providing several case studies that help to analyze and understand the key factors of the different stages linked to the development of a novel biomedical device, from the conceptual and design steps, to the prototyping and industrialization phases. Main research challenges and future potentials are also discussed, taking into account relevant social demands and a growing market already exceeding billions of dollars. In time, advanced biomedical devices will decisively change methods and resu...

  8. Advances in High Temperature Materials for Additive Manufacturing

    Science.gov (United States)

    Nordin, Nurul Amira Binti; Johar, Muhammad Akmal Bin; Ibrahim, Mohd Halim Irwan Bin; Marwah, Omar Mohd Faizan bin

    2017-08-01

    In today’s technology, additive manufacturing has evolved over the year that commonly known as 3D printing. Currently, additive manufacturing have been applied for many industries such as for automotive, aerospace, medical and other commercial product. The technologies are supported by materials for the manufacturing process to produce high quality product. Plus, additive manufacturing technologies has been growth from the lowest to moderate and high technology to fulfil manufacturing industries obligation. Initially from simple 3D printing such as fused deposition modelling (FDM), poly-jet, inkjet printing, to selective laser sintering (SLS), and electron beam melting (EBM). However, the high technology of additive manufacturing nowadays really needs high investment to carry out the process for fine products. There are three foremost type of material which is polymer, metal and ceramic used for additive manufacturing application, and mostly they were in the form of wire feedstock or powder. In circumstance, it is crucial to recognize the characteristics of each type of materials used in order to understand the behaviours of the materials on high temperature application via additive manufacturing. Therefore, this review aims to provide excessive inquiry and gather the necessary information for further research on additive material materials for high temperature application. This paper also proposed a new material based on powder glass, which comes from recycled tempered glass from automotive industry, having a huge potential to be applied for high temperature application. The technique proposed for additive manufacturing will minimize some cost of modelling with same quality of products compare to the others advanced technology used for high temperature application.

  9. Integration of Advanced Simulation and Visualization for Manufacturing Process Optimization

    Science.gov (United States)

    Zhou, Chenn; Wang, Jichao; Tang, Guangwu; Moreland, John; Fu, Dong; Wu, Bin

    2016-05-01

    The integration of simulation and visualization can provide a cost-effective tool for process optimization, design, scale-up and troubleshooting. The Center for Innovation through Visualization and Simulation (CIVS) at Purdue University Northwest has developed methodologies for such integration with applications in various manufacturing processes. The methodologies have proven to be useful for virtual design and virtual training to provide solutions addressing issues on energy, environment, productivity, safety, and quality in steel and other industries. In collaboration with its industrial partnerships, CIVS has provided solutions to companies, saving over US38 million. CIVS is currently working with the steel industry to establish an industry-led Steel Manufacturing Simulation and Visualization Consortium through the support of National Institute of Standards and Technology AMTech Planning Grant. The consortium focuses on supporting development and implementation of simulation and visualization technologies to advance steel manufacturing across the value chain.

  10. 5th International Conference on Advanced Manufacturing Engineering and Technologies

    CERN Document Server

    Jakovljevic, Zivana; NEWTECH2017

    2017-01-01

    This book presents the proceedings from the 5th NEWTECH conference (Belgrade, Serbia, 5–9 June 2017), the latest in a series of high-level conferences that bring together experts from academia and industry in order to exchange knowledge, ideas, experiences, research results, and information in the field of manufacturing. The range of topics addressed is wide, including, for example, machine tool research and in-machine measurements, progress in CAD/CAM technologies, rapid prototyping and reverse engineering, nanomanufacturing, advanced material processing, functional and protective surfaces, and cyber-physical and reconfigurable manufacturing systems. The book will benefit readers by providing updates on key issues and recent progress in manufacturing engineering and technologies and will aid the transfer of valuable knowledge to the next generation of academics and practitioners. It will appeal to all who work or conduct research in this rapidly evolving field.

  11. Phase 1 Development Testing of the Advanced Manufacturing Demonstrator Engine

    Science.gov (United States)

    Case, Nicholas L.; Eddleman, David E.; Calvert, Marty R.; Bullard, David B.; Martin, Michael A.; Wall, Thomas R.

    2016-01-01

    The Additive Manufacturing Development Breadboard Engine (BBE) is a pressure-fed liquid oxygen/pump-fed liquid hydrogen (LOX/LH2) expander cycle engine that was built and operated by NASA at Marshall Space Flight Center's East Test Area. The breadboard engine was conceived as a technology demonstrator for the additive manufacturing technologies for an advanced upper stage prototype engine. The components tested on the breadboard engine included an ablative chamber, injector, main fuel valve, turbine bypass valve, a main oxidizer valve, a mixer and the fuel turbopump. All parts minus the ablative chamber were additively manufactured. The BBE was successfully hot fire tested seven times. Data collected from the test series will be used for follow on demonstration tests with a liquid oxygen turbopump and a regeneratively cooled chamber and nozzle.

  12. The Environmental Impact of Advanced Manufacturing Technologies: Examples from Hungary

    Directory of Open Access Journals (Sweden)

    Andrea Szalavetz

    2017-06-01

    Full Text Available The purpose of the paper is to demonstrate the beneficial impact of advanced manufacturing technologies (AMT on firms’ environmental performance. Drawing on interviews conducted with 16 Hungarian manufacturing subsidiaries on their experience with AMT, we find three functional areas, where industry 4.0 solutions can not only enhance operational excellence and cost-efficiency, but they can also improve eco-efficiency, but they can also improve eco-efficiency, namely in the field of quality management (through smart production control, data analytics and predictive modelling solutions; process optimization (through capacity planning and production scheduling solutions; and product and process engineering (through advanced virtual technologies. We also find that AMT adoption facilitated subsidiary upgrading along various dimensions. The main managerial implication is that subsidiaries need to be proactive, and emphasize also the benefits stemming from energy and resource efficiency improvement when lobbying for investment in AMT.

  13. Advanced Manufacturing Systems in Food Processing and Packaging Industry

    International Nuclear Information System (INIS)

    Sani, Mohd Shafie; Aziz, Faieza Abdul

    2013-01-01

    In this paper, several advanced manufacturing systems in food processing and packaging industry are reviewed, including: biodegradable smart packaging and Nano composites, advanced automation control system consists of fieldbus technology, distributed control system and food safety inspection features. The main purpose of current technology in food processing and packaging industry is discussed due to major concern on efficiency of the plant process, productivity, quality, as well as safety. These application were chosen because they are robust, flexible, reconfigurable, preserve the quality of the food, and efficient.

  14. Impact of DIY Home Manufacturing with 3D Printing on the Toy and Game Market

    Directory of Open Access Journals (Sweden)

    Emily E. Petersen

    2017-07-01

    Full Text Available The 2020 toy and game market is projected to be US$135 billion. To determine if 3D printing could affect these markets if consumers offset purchases by 3D printing free designs, this study investigates the 100 most popular downloaded designs at MyMiniFactory in a month. Savings are quantified for using a Lulzbot Mini 3D printer and three filament types: commercial filament, pellet-extruded filament, and post-consumer waste converted to filament with a recyclebot. Case studies probed the quality of: (1 six common complex toys; (2 Lego blocks; and (3 the customizability of open source board games. All filaments analyzed saved the user over 75% of the cost of commercially available true alternative toys and over 90% for recyclebot filament. Overall, these results indicate a single 3D printing repository among dozens is saving consumers well over $60 million/year in offset purchases. The most common savings fell by 40%–90% in total savings, which came with the ability to make novel toys and games. The results of this study show consumers can generate higher value items for less money using the open source distributed manufacturing paradigm. It appears clear that consumer do-it-yourself (DIY manufacturing is set to have a significant impact on the toy and game markets in the future.

  15. Advances in battery manufacturing, service, and management systems

    CERN Document Server

    Zhou, Shiyu; Han, Yehui

    2016-01-01

    This book brings together experts in the field to highlight the cutting edge research advances in BM2S2 and to promote an innovative integrated research framework responding to the challenges. There are three major parts included in this book: manufacturing, service, and management. The first part focuses on battery manufacturing systems, including modeling, analysis, design and control, as well as economic and risk analyses. The second part focuses on information technology’s impact on service systems, such as data-driven reliability modeling, failure prognosis, and service decision making methodologies for battery services. The third part addresses battery management systems (BMS) for control and optimization of battery cells, opera ions, and hybrid storage systems to ensure overall performance and safety, as well as EV management.

  16. Study of Concepts of Parallel Kinematics Machines for Advanced Manufacturing

    Directory of Open Access Journals (Sweden)

    M. Valášek

    2005-01-01

    Full Text Available This paper deals with possible new concepts for machine tools based on parallel kinematics for advanced manufacturing. Parallel kinematics machines (PKM enable the mechanical properties of manufacturing machines to be improved. This has been proven by several new machine tool concepts. However, this potential can be and must be increased by applying the principle of redundant actuation. This paper deals with the extension of the concepts of redundantly actuated parallel kinematics structures for five-sided five-axis machine tools and for a free-forming sheet metal forming machine. The design principles of previous successful PKMs are summarized and new concepts are proposed. The most important requirement criteria are summarized. The proposed concepts are qualitatively and initially quantitatively evaluated according to these criteria. 

  17. Advanced Manufacturing Processes Laboratory Building 878 hazards assessment document

    Energy Technology Data Exchange (ETDEWEB)

    Wood, C.; Thornton, W.; Swihart, A.; Gilman, T.

    1994-07-01

    The introduction of the hazards assessment process is to document the impact of the release of hazards at the Advanced Manufacturing Processes Laboratory (AMPL) that are significant enough to warrant consideration in Sandia National Laboratories` operational emergency management program. This hazards assessment is prepared in accordance with the Department of Energy Order 5500.3A requirement that facility-specific hazards assessments be prepared, maintained, and used for emergency planning purposes. This hazards assessment provides an analysis of the potential airborne release of chemicals associated with the operations and processes at the AMPL. This research and development laboratory develops advanced manufacturing technologies, practices, and unique equipment and provides the fabrication of prototype hardware to meet the needs of Sandia National Laboratories, Albuquerque, New Mexico (SNL/NM). The focus of the hazards assessment is the airborne release of materials because this requires the most rapid, coordinated emergency response on the part of the AMPL, SNL/NM, collocated facilities, and surrounding jurisdiction to protect workers, the public, and the environment.

  18. Advanced Manufacture of Spiral Bevel and Hypoid Gears

    Directory of Open Access Journals (Sweden)

    Vilmos Simon

    2016-11-01

    Full Text Available In this study, an advanced method for the manufacture of spiral bevel and hypoid gears on CNC hypoid generators is proposed. The optmal head-cutter geometry and machine tool settings are determined to introduce the optimal tooth surface modifications into the teeth of spiral bevel and hypoid gears. The aim of these tooth surface modifications is to simultaneously reduce the tooth contact pressure and the transmission errors, to maximize the EHD load carrying capacity of the oil film, and to minimize power losses in the oil film. The proposed advanced method for the manufacture of spiral bevel and hypoid gears is based on machine tool setting variation on the cradle-type generator conducted by optimal polynomial functions and on the use of a CNC hypoid generator. An algorithm is developed for the execution of motions on the CNC hypoid generator using the optimal relations on the cradle-type machine. Effectiveness of the method was demonstrated by using spiral bevel and hypoid gear examples. Significant improvements in the operating characteristics of the gear pairs are achieved.

  19. Advanced Manufacturing Processes Laboratory Building 878 hazards assessment document

    International Nuclear Information System (INIS)

    Wood, C.; Thornton, W.; Swihart, A.; Gilman, T.

    1994-07-01

    The introduction of the hazards assessment process is to document the impact of the release of hazards at the Advanced Manufacturing Processes Laboratory (AMPL) that are significant enough to warrant consideration in Sandia National Laboratories' operational emergency management program. This hazards assessment is prepared in accordance with the Department of Energy Order 5500.3A requirement that facility-specific hazards assessments be prepared, maintained, and used for emergency planning purposes. This hazards assessment provides an analysis of the potential airborne release of chemicals associated with the operations and processes at the AMPL. This research and development laboratory develops advanced manufacturing technologies, practices, and unique equipment and provides the fabrication of prototype hardware to meet the needs of Sandia National Laboratories, Albuquerque, New Mexico (SNL/NM). The focus of the hazards assessment is the airborne release of materials because this requires the most rapid, coordinated emergency response on the part of the AMPL, SNL/NM, collocated facilities, and surrounding jurisdiction to protect workers, the public, and the environment

  20. Using a Digital Game as an Advance Organizer

    Science.gov (United States)

    Denham, André R.

    2018-01-01

    The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…

  1. Hot stamping advanced manufacturing technology of lightweight car body

    CERN Document Server

    Hu, Ping; He, Bin

    2017-01-01

    This book summarizes the advanced manufacturing technology of original innovations in hot stamping of lightweight car body. A detailed description of the technical system and basic knowledge of sheet metal forming is given, which helps readers quickly understand the relevant knowledge in the field. Emphasis has been placed on the independently developed hot stamping process and equipment, which help describe the theoretical and experimental research on key problems involving stress field, thermal field and phase transformation field in hot stamping process. Also, a description of the formability at elevated temperature and the numerical simulation algorithms for high strength steel hot stamping is given in combination with the experiments. Finally, the book presents some application cases of hot stamping technology such as the lightweight car body design using hot stamping components and gradient hardness components, and the cooling design of the stamping tool. This book is intended for researchers, engineers...

  2. Importance of Advanced Planning of Manufacturing for Nuclear Industry

    Directory of Open Access Journals (Sweden)

    Shykinov Nick

    2016-06-01

    Full Text Available In the context of energy demands by growing economies, climate changes, fossil fuel pricing volatility, and improved safety and performance of nuclear power plants, many countries express interest in expanding or acquiring nuclear power capacity. In the light of the increased interest in expanding nuclear power the supply chain for nuclear power projects has received more attention in recent years. The importance of the advanced planning of procurement and manufacturing of components of nuclear facilities is critical for these projects. Many of these components are often referred to as long-lead items. They may be equipment, products and systems that are identified to have a delivery time long enough to affect directly the overall timing of a project. In order to avoid negatively affecting the project schedule, these items may need to be sourced out or manufactured years before the beginning of the project. For nuclear facilities, long-lead items include physical components such as large pressure vessels, instrumentation and controls. They may also mean programs and management systems important to the safety of the facility. Authorized nuclear operator training, site evaluation programs, and procurement are some of the examples. The nuclear power industry must often meet very demanding construction and commissioning timelines, and proper advanced planning of the long-lead items helps manage risks to project completion time. For nuclear components there are regulatory and licensing considerations that need to be considered. A national nuclear regulator must be involved early to ensure the components will meet the national legal regulatory requirements. This paper will discuss timing considerations to address the regulatory compliance of nuclear long-lead items.

  3. Developing novel 3D antennas using advanced additive manufacturing technology

    Science.gov (United States)

    Mirzaee, Milad

    In today's world of wireless communication systems, antenna engineering is rapidly advancing as the wireless services continue to expand in support of emerging commercial applications. Antennas play a key role in the performance of advanced transceiver systems where they serve to convert electric power to electromagnetic waves and vice versa. Researchers have held significant interest in developing this crucial component for wireless communication systems by employing a variety of design techniques. In the past few years, demands for electrically small antennas continues to increase, particularly among portable and mobile wireless devices, medical electronics and aerospace systems. This trend toward smaller electronic devices makes the three dimensional (3D) antennas very appealing, since they can be designed in a way to use every available space inside the devise. Additive Manufacturing (AM) method could help to find great solutions for the antennas design for next generation of wireless communication systems. In this thesis, the design and fabrication of 3D printed antennas using AM technology is studied. To demonstrate this application of AM, different types of antennas structures have been designed and fabricated using various manufacturing processes. This thesis studies, for the first time, embedded conductive 3D printed antennas using PolyLactic Acid (PLA) and Acrylonitrile Butadiene Styrene (ABS) for substrate parts and high temperature carbon paste for conductive parts which can be a good candidate to overcome the limitations of direct printing on 3D surfaces that is the most popular method to fabricate conductive parts of the antennas. This thesis also studies, for the first time, the fabrication of antennas with 3D printed conductive parts which can contribute to the new generation of 3D printed antennas.

  4. Analyzing the Drivers of Advanced Sustainable Manufacturing System Using AHP Approach

    Directory of Open Access Journals (Sweden)

    K. Madan Shankar

    2016-08-01

    Full Text Available A number of current manufacturing sectors are striving hard to introduce innovative long-term strategies into their operations. As a result, many scholarly studies have found it fruitful to investigate advanced manufacturing strategies such as agile, computer-integrated, and cellular manufacturing. Through the example of downstream cases, manufacturing sectors have learned that financial benefits garnered through automated technologies cannot be counted on as a sole measure to ensure their success in today’s competitive and fluctuating marketplaces. The objective of this study is to integrate those advanced techniques with sustainable operations, to promote advanced sustainable manufacturing so those manufacturing sectors can thrive even in uncertain markets. To establish this connection, this study analyzes the drivers of advanced sustainable manufacturing through a proposed framework validated through a case study in India. Common drivers are collected from the literature, calibrated with opinions from experts, and analyzed through an analytical hierarchy process (AHP, which is a multi-criteria decision making (MCDM approach. This study reveals that quality is the primary driver that pressures manufacturing sectors to adopt advanced sustainable manufacturing. Manufacturers can easily note the top ranked driver and adopt it to soundly implement advanced sustainable manufacturing. In addition, some key future scopes are explored along with possible recommendations for effective implementation of advanced sustainable manufacturing systems.

  5. Co-Extrusion: Advanced Manufacturing for Energy Devices

    Energy Technology Data Exchange (ETDEWEB)

    Cobb, Corie Lynn [PARC, Palo Alto, CA (United States)

    2016-11-18

    The development of mass markets for large-format batteries, including electric vehicles (EVs) and grid support, depends on both cost reductions and performance enhancements to improve their economic viability. Palo Alto Research Center (PARC) has developed a multi-material, advanced manufacturing process called co-extrusion (CoEx) to remove multiple steps in a conventional battery coating process with the potential to simultaneously increase battery energy and power density. CoEx can revolutionize battery manufacturing across most chemistries, significantly lowering end-product cost and shifting the underlying economics to make EVs and other battery applications a reality. PARC’s scale-up of CoEx for electric vehicle (EV) batteries builds on a solid base of experience in applying CoEx to solar cell manufacturing, deposition of viscous ceramic pastes, and Li-ion battery chemistries. In the solar application, CoEx has been deployed commercially at production scale where multi-channel CoEx printheads are used to print viscous silver gridline pastes at full production speeds (>40 ft/min). This operational scale-up provided invaluable experience with the nuances of speed, yield, and maintenance inherent in taking a new technology to the factory floor. PARC has leveraged this experience, adapting the CoEx process for Lithium-ion (Li-ion) battery manufacturing. To date, PARC has worked with Li-ion battery materials and structured cathodes with high-density Li-ion regions and low-density conduction regions, documenting both energy and power performance. Modeling results for a CoEx cathode show a path towards a 10-20% improvement in capacity for an EV pouch cell. Experimentally, we have realized a co-extruded battery structure with a Lithium Nickel Manganese Cobalt (NMC) cathode at print speeds equivalent to conventional roll coating processes. The heterogeneous CoEx cathode enables improved capacity in thick electrodes at higher C-rates. The proof-of-principle coin cells

  6. Experiences and Trends of Manufacturing Technology of Advanced Nuclear Fuels

    International Nuclear Information System (INIS)

    2012-08-01

    The 'Atoms for Peace' mission initiated in the mid-1950s paved the way for the development and deployment of nuclear fission reactors as a source of heat energy for electricity generation in nuclear power reactors and as a source of neutrons in non-power reactors for research, materials irradiation, and testing and production of radioisotopes. The fuels for nuclear reactors are manufactured from natural uranium (∼99.3% 238 U + ∼0.7% 235 U) and natural thorium (∼100% 232 Th) resources. Currently, most power and research reactors use 235 U, the only fissile isotope found in nature, as fuel. The fertile isotopes 238 U and 232 Th are transmuted in the reactor to human-made 239 Pu and 233 U fissile isotopes, respectively. Likewise, minor actinides (MA) (Np, Am and Cm) and other plutonium isotopes are also formed by a series of neutron capture reactions with 238 U and 235 U. Long term sustainability of nuclear power will depend to a great extent on the efficient, safe and secure utilization of fissile and fertile materials. Light water reactors (LWRs) account for more than 82% of the operating reactors, followed by pressurized heavy water reactors (PHWRs), which constitute ∼10% of reactors. LWRs will continue to dominate the nuclear power market for several decades, as long as economically viable natural uranium resources are available. Currently, the plutonium obtained from spent nuclear fuel is subjected to mono recycling in LWRs as uranium-plutonium mixed oxide (MOX), containing up to 12% PuO 2 , in a very limited way. The reprocessed uranium (RepU) is also re-enriched and recycled in LWRs in a few countries. Unfortunately, the utilization of natural uranium resources in thermal neutron reactors is 2 and MOX fuel technology has matured during the past five decades. These fuels are now being manufactured, used and reprocessed on an industrial scale. Mixed uranium- plutonium monocarbide (MC), mononitride (MN) and U-Pu-Zr alloys are recognized as advanced fuels

  7. Profit Allocation in Fuzzy Cooperative Games in Manufacturing and Logistics Industry

    Directory of Open Access Journals (Sweden)

    Xiaoyan Wang

    2014-05-01

    Full Text Available Purpose: Alliance between manufacturing and logistics industry is a new model of the joint development of the two industries. A reasonable profit allocation mechanism is the key to ensure the stable operation of the alliance, as well as to achieve the desired objectives. Based on uncertainty of alliance expected return as well as the inherent features of the alliance, this research establishes an improved model of profit allocation in manufacturing and logistics industry alliance.Design/methodology/approach: This article studies how to introduce comprehensive correction factors to improve interval Shapley value method, which is based on the fact that had been proved by exiting studies. In this study, interval Shapley value method is first applied to calculate the initial allocation of fuzzy cooperative games. Next AHP-GEM method and fuzzy comprehensive evaluation method are incorporated. Based on those results, an improved model of profit allocation is established. After that, a case study is demonstrated the practicality and feasibility of the improved model.Findings: Profit allocation is a complex issue in fuzzy cooperative games. There’re impacts from partner risk sharing, collaborative effort market competition, innovative contribution as well as resource investment. All these factors should be involved in the profit allocation, and different factors have different weight in importance.Practical implications: The new model established in the paper is more scientific and reasonable, and more in line with the actual situation. This method also provides good incentives to each enterprise to ensure the healthy and stable development of the alliance.Originality/value: Based on alliance characteristics, this paper establishes an indicator system and a new model for profit allocation in manufacturing and logistics industry alliance, using AHP-GEM method.

  8. Advanced Methods for Direct Ink Write Additive Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Compel, W. S. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Lewicki, J. P. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2018-01-24

    Lawrence Livermore National Laboratory is one of the world’s premier labs for research and development of additive manufacturing processes. Out of these many processes, direct ink write (DIW) is arguably one of the most relevant for the manufacture of architected polymeric materials, components and hardware. However, a bottleneck in this pipeline that has largely been ignored to date is the lack of advanced software implementation with respect to toolpath execution. There remains to be a convenient, automated method to design and produce complex parts that is user-friendly and enabling for the realization of next generation designs and structures. For a material to be suitable as a DIW ink it must possess the appropriate rheological properties for this process. Most importantly, the material must exhibit shear-thinning in order to extrude through a print head and have a rapid recovery of its static shear modulus. This makes it possible for the extrudate to be self-supporting upon exiting the print head. While this and other prerequisites narrow the scope of ‘offthe- shelf’ printable materials directly amenable to DIW, the process still tolerates a wide range of potential feedstock materials. These include metallic alloys, inorganic solvent borne dispersions, polymeric melts, filler stabilized monomer compositions, pre-elastomeric feedstocks and thermoset resins each of which requires custom print conditions tailored to the individual ink. As such, an ink perfectly suited for DIW may be prematurely determined to be undesirable for the process if printed under the wrong conditions. Defining appropriate print conditions such as extrusion rate, layer height, and maximum bridge length is a vital first step in validating an ink’s DIW capability.

  9. A Model for Cooperative Advertising and Pricing Decisions in Manufacturer-Retailer Supply Chain with Discount: A Game Theory Approach

    Directory of Open Access Journals (Sweden)

    Abolfazl Kazemi

    2016-02-01

    Full Text Available Coordinating the supply chain is among the most important subjects that is extensively addressed in the related literature. If a supply chain is to be coordinated, it is equivalent to say that we must solve a problem related to competition and cooperation. The game theory is obviously one of the most effective methods to solve such problems, in which the players of the supply chain are assumed to engage in cooperative and non-cooperative games. The current study aims to coordinate a two-level supply chain consisting of a manufacturer and a retailer. This will be achieved using cooperative advertisement along with pricing decisions such that the manufacturer offers a price discount to the retailer and the demand is affected by pricing and advertisement. Cooperative advertisement is a coordinated effort made by all the members of the supply chain to increase the customer demand, in which the retailer does the local advertisement and the manufacturer pays for a portion or all the costs of the retailer advertisement. We consider two models for manufacturer-retailer relation using the game theory: the manufacturer-Stackelberg and the retailer-Stackelberg games with asymmetric power distribution.

  10. Advanced Manufacturing Technologies (AMT): Additive Manufactured Hot Fire Planning and Testing in GRC Cell 32 Project

    Science.gov (United States)

    Fikes, John C.

    2014-01-01

    The objective of this project is to hot fire test an additively manufactured thrust chamber assembly TCA (injector and thrust chamber). GRC will install the additively manufactured Inconel 625 injector, two additively manufactured (SLM) water cooled Cu-Cr thrust chamber barrels and one additively manufactured (SLM) water cooled Cu-Cr thrust chamber nozzle on the test stand in Cell 32 and perform hot fire testing of the integrated TCA.

  11. Decade of PV Industry R and D Advances in Silicon Module Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Symko-Davis, M.; Mitchell, R.L.; Witt, C.E.; Thomas, H.P. [National Renewable Energy Laboratory; King, R.[U.S. Department of Energy; Ruby, D.S. [Sandia National Laboratories

    2001-01-18

    The US Photovoltaic (PV) industry has made significant technical advances in crystalline silicon (Si) module manufacturing through the PV Manufacturing R and D Project during the past decade. Funded Si technologies in this project have been Czochralski, cast polycrystalline, edge-defined film-fed growth (EFG) ribbon, string ribbon, and Si-film. Specific R and D Si module-manufacturing categories that have shown technical growth and will be discussed are in crystal growth and processing, wafering, cell fabrication, and module manufacturing. These R and D advancements since 1992 have contributed to a 30% decrease in PV manufacturing costs and stimulated a sevenfold increase in PV production capacity.

  12. Supporting capacity sharing in the cloud manufacturing environment based on game theory and fuzzy logic

    Science.gov (United States)

    Argoneto, Pierluigi; Renna, Paolo

    2016-02-01

    This paper proposes a Framework for Capacity Sharing in Cloud Manufacturing (FCSCM) able to support the capacity sharing issue among independent firms. The success of geographical distributed plants depends strongly on the use of opportune tools to integrate their resources and demand forecast in order to gather a specific production objective. The framework proposed is based on two different tools: a cooperative game algorithm, based on the Gale-Shapley model, and a fuzzy engine. The capacity allocation policy takes into account the utility functions of the involved firms. It is shown how the capacity allocation policy proposed induces all firms to report truthfully their information about their requirements. A discrete event simulation environment has been developed to test the proposed FCSCM. The numerical results show the drastic reduction of unsatisfied capacity obtained by the model of cooperation implemented in this work.

  13. Research on Scientific Data Sharing and Distribution Policy in Advanced Manufacturing and Automation Fields

    Directory of Open Access Journals (Sweden)

    Liya Li

    2007-12-01

    Full Text Available Scientific data sharing is a long-term and complicated task. The related data sharing and distribution policies are prime concerns. By using both domestic and international experiences in scientific data sharing, the sources, distribution, and classification of scientific data in advanced manufacturing and automation are discussed. A primary data sharing and distribution policy in advanced manufacture and automation is introduced.

  14. Advanced Manufacturing Technologies (AMT): Composites Integrated Modeling Element

    Data.gov (United States)

    National Aeronautics and Space Administration — CIM encompassed computational methods, tools and processes that go into the materials, design, manufacturing and qualification of composite aerospace structures....

  15. Advanced Drying Process for Lower Manufacturing Cost of Electrodes

    Energy Technology Data Exchange (ETDEWEB)

    Ahmad, Iftikhar [Lambda Technologies, Inc., Morrisville, NC (United States); Zhang, Pu [Lambda Technologies, Inc., Morrisville, NC (United States)

    2016-11-30

    For this Vehicle Technologies Incubator/Energy Storage R&D topic, Lambda Technologies teamed with Navitas Systems and proposed a new advanced drying process that promised a 5X reduction in electrode drying time and significant reduction in the cost of large format lithium batteries used in PEV's. The operating principle of the proposed process was to use penetrating radiant energy source Variable Frequency Microwaves (VFM), that are selectively absorbed by the polar water or solvent molecules instantly in the entire volume of the electrode. The solvent molecules are thus driven out of the electrode thickness making the process more efficient and much faster than convective drying method. To evaluate the Advanced Drying Process (ADP) a hybrid prototype system utilizing VFM and hot air flow was designed and fabricated. While VFM drives the solvent out of the electrode thickness, the hot air flow exhausts the solvent vapors out of the chamber. The drying results from this prototype were very encouraging. For water based anodes there is a 5X drying advantage (time & length of oven) in using ADP over standard drying system and for the NMP based cathodes the reduction in drying time has 3X benefit. For energy savings the power consumption measurements were performed to ADP prototype and compared with the convection standard drying oven. The data collected demonstrated over 40% saving in power consumption with ADP as compared to the convection drying systems. The energy savings are one of the operational cost benefits possible with ADP. To further speed up the drying process, the ADP prototype was explored as a booster module before the convection oven and for the electrode material being evaluated it was possible to increase the drying speed by a factor of 4, which could not be accomplished with the standard dryer without surface defects and cracks. The instantaneous penetration of microwave in the entire slurry thickness showed a major advantage in rapid drying of

  16. Advancing Adventure Education Using Digital Motion-Sensing Games

    Science.gov (United States)

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  17. Practical application of game theory based production flow planning method in virtual manufacturing networks

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2016-08-01

    Modern enterprises have to react quickly to dynamic changes in the market, due to changing customer requirements and expectations. One of the key area of production management, that must continuously evolve by searching for new methods and tools for increasing the efficiency of manufacturing systems is the area of production flow planning and control. These aspects are closely connected with the ability to implement the concept of Virtual Enterprises (VE) and Virtual Manufacturing Network (VMN) in which integrated infrastructure of flexible resources are created. In the proposed approach, the players role perform the objects associated with the objective functions, allowing to solve the multiobjective production flow planning problems based on the game theory, which is based on the theory of the strategic situation. For defined production system and production order models ways of solving the problem of production route planning in VMN on computational examples for different variants of production flow is presented. Possible decision strategy to use together with an analysis of calculation results is shown.

  18. Multiscale and Multiphysics Modeling of Additive Manufacturing of Advanced Materials

    Science.gov (United States)

    Liou, Frank; Newkirk, Joseph; Fan, Zhiqiang; Sparks, Todd; Chen, Xueyang; Fletcher, Kenneth; Zhang, Jingwei; Zhang, Yunlu; Kumar, Kannan Suresh; Karnati, Sreekar

    2015-01-01

    The objective of this proposed project is to research and develop a prediction tool for advanced additive manufacturing (AAM) processes for advanced materials and develop experimental methods to provide fundamental properties and establish validation data. Aircraft structures and engines demand materials that are stronger, useable at much higher temperatures, provide less acoustic transmission, and enable more aeroelastic tailoring than those currently used. Significant improvements in properties can only be achieved by processing the materials under nonequilibrium conditions, such as AAM processes. AAM processes encompass a class of processes that use a focused heat source to create a melt pool on a substrate. Examples include Electron Beam Freeform Fabrication and Direct Metal Deposition. These types of additive processes enable fabrication of parts directly from CAD drawings. To achieve the desired material properties and geometries of the final structure, assessing the impact of process parameters and predicting optimized conditions with numerical modeling as an effective prediction tool is necessary. The targets for the processing are multiple and at different spatial scales, and the physical phenomena associated occur in multiphysics and multiscale. In this project, the research work has been developed to model AAM processes in a multiscale and multiphysics approach. A macroscale model was developed to investigate the residual stresses and distortion in AAM processes. A sequentially coupled, thermomechanical, finite element model was developed and validated experimentally. The results showed the temperature distribution, residual stress, and deformation within the formed deposits and substrates. A mesoscale model was developed to include heat transfer, phase change with mushy zone, incompressible free surface flow, solute redistribution, and surface tension. Because of excessive computing time needed, a parallel computing approach was also tested. In addition

  19. [Chinese medicine industry 4.0:advancing digital pharmaceutical manufacture toward intelligent pharmaceutical manufacture].

    Science.gov (United States)

    Cheng, Yi-Yu; Qu, Hai-Bin; Zhang, Bo-Li

    2016-01-01

    A perspective analysis on the technological innovation in pharmaceutical engineering of Chinese medicine unveils a vision on "Future Factory" of Chinese medicine industry in mind. The strategy as well as the technical roadmap of "Chinese medicine industry 4.0" is proposed, with the projection of related core technology system. It is clarified that the technical development path of Chinese medicine industry from digital manufacture to intelligent manufacture. On the basis of precisely defining technical terms such as process control, on-line detection and process quality monitoring for Chinese medicine manufacture, the technical concepts and characteristics of intelligent pharmaceutical manufacture as well as digital pharmaceutical manufacture are elaborated. Promoting wide applications of digital manufacturing technology of Chinese medicine is strongly recommended. Through completely informationized manufacturing processes and multi-discipline cluster innovation, intelligent manufacturing technology of Chinese medicine should be developed, which would provide a new driving force for Chinese medicine industry in technology upgrade, product quality enhancement and efficiency improvement. Copyright© by the Chinese Pharmaceutical Association.

  20. Advanced Lightweight Metal Matrix Composite Segmented Optic Manufacture Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Design, manufacture and test a flat segmented mirror made of optical grade AlBeMet 162 material and fusion bonded through the use of E Beam welding to demonstrate...

  1. Manufacturing Advanced Channel Wall Rocket Liners, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — This SBIR will adapt and demonstrate a low cost flexible method of manufacturing channel wall liquid rocket nozzles and combustors, while providing developers a...

  2. Gaming

    OpenAIRE

    Camilleri, Cassi

    2014-01-01

    In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. http://www.um.edu.mt/think/the-school-of-games/

  3. Advanced Manufacturing Technologies (AMT): Additive Manufactured Hot Fire Planning and Testing in GRC Cell 32

    Data.gov (United States)

    National Aeronautics and Space Administration — The objective of this project is to hot fire test an additively manufactured thrust chamber assembly TCA (injector and thrust chamber). GRC will install the...

  4. Advanced manufacturing technologies for improved competitiveness of the South African manufacturing industry

    CSIR Research Space (South Africa)

    Tlale, NS

    2008-11-01

    Full Text Available In this paper the manufacturing environment with regards to technology and market is discussed. Both the South African and global view are given, together with technology management strategies. Value added products are described and determined...

  5. Metal Advanced Manufacturing Bot-Assisted Assembly (MAMBA) Process, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Tethers Unlimited, Inc. (TUI) proposes to develop the Metal Advanced Manufacturing Bot-Assisted Assembly (MAMBA) Process, a robotically managed metal press and...

  6. Innovation Training within the Australian Advanced Manufacturing Industry

    Science.gov (United States)

    Donovan, Jerome Denis; Maritz, Alex; McLellan, Andrew

    2013-01-01

    Innovation has emerged as a core driver for the future profitability and success of the manufacturing sector, and increasingly both governments and the private sector are examining ways to support the development of innovation capabilities within organisations. In this research, we have evaluated a government-funded innovation training course…

  7. Serious Gaming Technologies Support Human Factors Investigations of Advanced Interfaces for Semi-Autonomous Vehicles

    Science.gov (United States)

    2006-06-01

    with EADS Defence and Security Systems UK. Stone, R.; Guest, R.; Ch’ng, E .; McCririe, C.; Collis, C.; Mannur, R.; Rehmi, I. (2006) Serious Gaming ...RTO-MP-HFM-136 8 - 1 Serious Gaming Technologies Support Human Factors Investigations of Advanced Interfaces for Semi-Autonomous Vehicles...University of Birmingham Electronic , Electrical & Computer Engineering Department Edgbaston Birmingham, B15 2TT UK r.j.stone@bham.ac.uk ABSTRACT

  8. A system dynamics model based on evolutionary game theory for green supply chain management diffusion among Chinese manufacturers

    DEFF Research Database (Denmark)

    Tian, Yihui; Govindan, Kannan; Zhu, Qinghua

    2014-01-01

    In this study, a system dynamics (SD) model is developed to guide the subsidy policies to promote the diffusion of green supply chain management (GSCM) in China. The relationships of stakeholders such as government, enterprises and consumers are analyzed through evolutionary game theory. Finally......, the GSCM diffusion process is simulated by the model with a case study on Chinese automotive manufacturing industry. The results show that the subsidies for manufacturers are better than that for consumers to promote GSCM diffusion, and the environmental awareness is another influential key factor....

  9. Gender differences on the job satisfaction in the phase of implementing advanced manufacturing technology in the Chinese manufacturing firms.

    Science.gov (United States)

    Yu, Na; Shen, Li Ming; Lewark, Siegfried

    2012-01-01

    This research gave an effort to study on gender differences in the job satisfaction for technological innovation at Chinese manufacturing firm. The exploratory study was conducted in four Chinese furniture manufacturing firms, which are all in the phases of introducing advanced manufacturing system. The results of statistical analysis show that general satisfaction of female employees to their jobs is significantly higher than male employees. In addition, supervisory satisfaction of female employees is significantly higher than male employees. The findings of the study reveal that activities are suggested to be carried out to increase the job satisfaction of male employees, especially improve communication and relationship between the managerial and the non-managerial levels in the innovation process. In addition, the higher job satisfaction of female employees could be considered a positive factor for the successful implementation of AMT in the technological innovation, although male employees are still dominated work force in the case study firms.

  10. Great Expectations in the Joint Advanced Manufacturing Region

    Science.gov (United States)

    2016-12-01

    disadvantage for countries that cannot maintain the pace of adoption. The JAMR IPT members knew they had to explore the key themes of this broader industrial...a former University of California, San Diego, research scientist who was brand new to the government, the IPT decided to continue as an...sembly and operations events, drafted the initial bill of materials for additive and subtractive manufacturing equipment, negoti- ated license

  11. Effects of mathematical game and instructional analogy as advance ...

    African Journals Online (AJOL)

    The study investigated the effects of mathematical game and instructional analogy on students' achievement in junior secondary school mathematics. A total of 246 Junior Secondary Two (JS2) Mathematics students were involved in the study. A 3×2 factorial design was adopted in the research. From the findings, it was ...

  12. Community-based game intervention to improve South Asian Indian Americans' engagement with advanced care planning.

    Science.gov (United States)

    Radhakrishnan, Kavita; Van Scoy, Lauren Jodi; Jillapalli, Regina; Saxena, Shubhada; Kim, Miyong T

    2017-07-27

    Advance care planning (ACP) allows individuals to express their preferences for medical treatment in the event that they become incapable of making their own decisions. This study assessed the efficacy of a conversation game intervention for increasing South Asian Indian Americans' (SAIAs') engagement in ACP behaviors as well as the game's acceptability and cultural appropriateness among SAIAs. Eligible community-dwelling SAIAs were recruited at SAIA cultural events held in central Texas during the summer of 2016. Pregame questionnaires included demographics and the 55-item ACP Engagement Survey. Played in groups of 3-5, the game consists of 17 open-ended questions that prompt discussions of end-of-life issues. After each game session, focus groups and questionnaires were used to examine the game's cultural appropriateness and self-rated conversation quality. Postintervention responses on the ACP Engagement Survey and rates of participation in ACP behaviors were collected after 3 months through phone interviews or online surveys. Data were analyzed using descriptive statistics, frequencies, and paired t-tests comparing pre/post averages at a .05 significance level. Of the 47 participants, 64% were female, 62% had graduate degrees, 92% had lived in the U.S. for >10 years, 87% were first-generation immigrants, and 74% had no advance directive prior to the game. At the 3-month follow-up, 58% of participants had completed at least one ACP behavior, 42% had discussed end-of-life issues with loved ones, 15% did so with their healthcare providers, and 18% had created an advanced directive. ACP Engagement Survey scores increased significantly on all four of the process subscales by 3 months postgame. SAIA individuals who played a conversation game had a relatively high rate of performing ACP behaviors 3 months after the intervention. These findings suggest that conversation games may be useful tools for motivating people from minority communities to engage in ACP behaviors.

  13. Deep Reinforcement Learning using Capsules in Advanced Game Environments

    OpenAIRE

    Andersen, Per-Arne

    2018-01-01

    Reinforcement Learning (RL) is a research area that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to vast capabilities of Convolutional Neural Networks (ConvNet), enabling algorithms to extract useful information from noisy environments. Capsule Network (CapsNet) is a recent introduction to the Deep Learning algorithm group and has only barely begun to be explored. The ...

  14. Good Manufacturing Practices (GMP) manufacturing of advanced therapy medicinal products: a novel tailored model for optimizing performance and estimating costs.

    Science.gov (United States)

    Abou-El-Enein, Mohamed; Römhild, Andy; Kaiser, Daniel; Beier, Carola; Bauer, Gerhard; Volk, Hans-Dieter; Reinke, Petra

    2013-03-01

    Advanced therapy medicinal products (ATMP) have gained considerable attention in academia due to their therapeutic potential. Good Manufacturing Practice (GMP) principles ensure the quality and sterility of manufacturing these products. We developed a model for estimating the manufacturing costs of cell therapy products and optimizing the performance of academic GMP-facilities. The "Clean-Room Technology Assessment Technique" (CTAT) was tested prospectively in the GMP facility of BCRT, Berlin, Germany, then retrospectively in the GMP facility of the University of California-Davis, California, USA. CTAT is a two-level model: level one identifies operational (core) processes and measures their fixed costs; level two identifies production (supporting) processes and measures their variable costs. The model comprises several tools to measure and optimize performance of these processes. Manufacturing costs were itemized using adjusted micro-costing system. CTAT identified GMP activities with strong correlation to the manufacturing process of cell-based products. Building best practice standards allowed for performance improvement and elimination of human errors. The model also demonstrated the unidirectional dependencies that may exist among the core GMP activities. When compared to traditional business models, the CTAT assessment resulted in a more accurate allocation of annual expenses. The estimated expenses were used to set a fee structure for both GMP facilities. A mathematical equation was also developed to provide the final product cost. CTAT can be a useful tool in estimating accurate costs for the ATMPs manufactured in an optimized GMP process. These estimates are useful when analyzing the cost-effectiveness of these novel interventions. Copyright © 2013 International Society for Cellular Therapy. Published by Elsevier Inc. All rights reserved.

  15. Advanced laser processing for industrial solar cell manufacturing (ALPINISM)

    Energy Technology Data Exchange (ETDEWEB)

    Mason, N.B.; Fieret, J. [Exitech Ltd. (United Kingdom)

    2006-05-04

    The study was aimed at improving methods for the manufacture of high efficiency solar cells and thereby increase production rates. The project focused on the laser grooved buried contact solar cell (LGBC) which is produced by high-speed laser machining. The specific objectives were (i) to optimise the laser technology for high speed processing; (ii) to optimise the solar cell process conditions for high speed processing; (iii) to produce a prototype tool and demonstrate high throughput; and (iv) to demonstrate increased cell efficiency using laser processing of rear contact. Essentially, all the objectives were met and Exitech have already sold six production tools and one research tool developed in this study. In addition, it was found that laser processing at the rear cell surface offers the prospect of LGBC solar cells with an efficiency of 20 per cent. BP Solar Limited carried out this work under contract to the DTI.

  16. Research and Development Advances Impacting Diminishing Manufacturing Sources and Material Shortages Management

    Science.gov (United States)

    2016-06-01

    decade ago because of the “significant potential for reducing component design and process development costs and cycle times, lowering manufacturing ...effort as a key enabler of ICME, one that will allow advances like “probabilistic ICME models of components linked to manufacturing data for automated ...upgrades. NUWC Keyport works on obsolescence issues for electronic, mechanical , and electro- mechanical products, using AM extensively on both new design

  17. Emerging technology: A key enabler for modernizing pharmaceutical manufacturing and advancing product quality.

    Science.gov (United States)

    O'Connor, Thomas F; Yu, Lawrence X; Lee, Sau L

    2016-07-25

    Issues in product quality have produced recalls and caused drug shortages in United States (U.S.) in the past few years. These quality issues were often due to outdated manufacturing technologies and equipment as well as lack of an effective quality management system. To ensure consistent supply of safe, effective and high-quality drug products available to the patients, the U.S. Food and Drug Administration (FDA) supports modernizing pharmaceutical manufacturing for improvements in product quality. Specifically, five new initiatives are proposed here to achieve this goal. They include: (i) advancing regulatory science for pharmaceutical manufacturing; (ii) establishing a public-private institute for pharmaceutical manufacturing innovation; (iii) creating incentives for investment in the technological upgrade of manufacturing processes and facilities; (iv) leveraging external expertise for regulatory quality assessment of emerging technologies; and (v) promoting the international harmonization of approaches for expediting the global adoption of emerging technologies. Published by Elsevier B.V.

  18. 3D metal droplet printing development and advanced materials additive manufacturing

    Directory of Open Access Journals (Sweden)

    Lawrence E. Murr

    2017-01-01

    Full Text Available While commercial additive manufacturing processes involving direct metal wire or powder deposition along with powder bed fusion technologies using laser and electron beam melting have proliferated over the past decade, inkjet printing using molten metal droplets for direct, 3D printing has been elusive. In this paper we review the more than three decades of development of metal droplet generation for precision additive manufacturing applications utilizing advanced, high-temperature metals and alloys. Issues concerning process optimization, including product structure and properties affected by oxidation are discussed and some comparisons of related additive manufactured microstructures are presented.

  19. Computational modeling, optimization and manufacturing simulation of advanced engineering materials

    CERN Document Server

    2016-01-01

    This volume presents recent research work focused in the development of adequate theoretical and numerical formulations to describe the behavior of advanced engineering materials.  Particular emphasis is devoted to applications in the fields of biological tissues, phase changing and porous materials, polymers and to micro/nano scale modeling. Sensitivity analysis, gradient and non-gradient based optimization procedures are involved in many of the chapters, aiming at the solution of constitutive inverse problems and parameter identification. All these relevant topics are exposed by experienced international and inter institutional research teams resulting in a high level compilation. The book is a valuable research reference for scientists, senior undergraduate and graduate students, as well as for engineers acting in the area of computational material modeling.

  20. Manufacturing an advanced process characterization reticle incorporating halftone biasing

    Science.gov (United States)

    Nakagawa, Kent H.; Van Den Broeke, Douglas J.; Chen, J. Fung; Laidig, Thomas L.; Wampler, Kurt E.; Caldwell, Roger F.

    1999-04-01

    As the semiconductor roadmap continues to require imaging of smaller feature son wafers, we continue to explore new approaches in OPC strategies to extend the lifespan of existing technology. In this paper, we study a new OPC technology, called halftone biasing, and its application on an OPC characterization reticle, designed by MicroUnity Systems Engineering, Inc. The RTP9 test reticle is the latest in a series of 'LineSweeper' characterization reticles. Each reticle contains a wide range of line width sand pitches, each with several alternative OPC treatments, including references cases, scattering bars, and fine biasing. One of RTP9's design requirements was to support very fine, incremental biases for densely-pitched lines. Ordinarily, this would dictate a reduced address unit and with it the costly penalty of a square-law increase in e- beam write time. RTP9 incorporates a new OPC strategy, called halftone biasing, which has been proposed to address this problem. Taking advantage of optical reduction printing, this technique applies a sub-resolution halftone screen to the edges of figures to accomplish fine biasing equivalent to using an address unit one-fourth of the size of the actual e-beam writing grid. The resulting edge structure has some of the characteristics of aggressive OPC structures, but can be used in areas where traditional scattering bars cannot be placed. The trade-off between the faster write times achieved and the inflation of pattern file size is examined. The manufacturability and inspectability of halftone-biased lines on the RTP9 test reticle are explored. Pattern fidelity is examined using both optical and SEM tools. Printed 0.18 micrometers DUV resist line edge profiles are compared for both halftone and non- halftone feature edges. The CD uniformity of the OPC features, and result of die-to-database inspection are reported. The application of halftone biasing to real circuits, including the impact of data volume and saved write time

  1. Evaluation of a 3D serious game for advanced life support retraining.

    Science.gov (United States)

    Buttussi, Fabio; Pellis, Tommaso; Cabas Vidani, Alberto; Pausler, Daniele; Carchietti, Elio; Chittaro, Luca

    2013-09-01

    Advanced life support (ALS) knowledge and skills decrease in as little as three months, but only a few ALS providers actually attend retraining courses. We assess the effectiveness of a 3D serious game as a new tool for frequent ALS retraining. We developed a 3D serious game for scenario-based ALS retraining. The serious game, called EMSAVE, was designed to promote self-correction while playing. We organized a retraining course in which 40 ALS providers played two cardiac arrest scenarios with EMSAVE and took a test with 38 multiple-choice questions before and after playing. We administered the same test again 3 months later to evaluate retention. Participants also rated EMSAVE and the overall retraining experience. After using EMSAVE, the number of correct answers per participant increased by 4.8 (95%CI +3.4, +6.2, pserious game. A 3D serious game for scenario-based retraining proved effective to retrain in ALS and supported retention of acquired knowledge and skills at 3 months. EMSAVE also positively engaged and motivated participants. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  2. Gaming

    OpenAIRE

    Chircop, David

    2014-01-01

    Over the last two decades a relatively new sort of board gaming has emerged which you might not have heard about. ‘Hobby’ or ‘modern’ board gaming is sweeping across the world. http://www.um.edu.mt/think/rise-of-the-ancients/

  3. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  4. Teaching Lean Manufacturing with Simulations and Games: A Survey and Future Directions

    Science.gov (United States)

    Badurdeen, Fazleena; Marksberry, Philip; Hall, Arlie; Gregory, Bob

    2010-01-01

    Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production.…

  5. Inkjet printing for biosensor fabrication: combining chemistry and technology for advanced manufacturing.

    Science.gov (United States)

    Li, Jia; Rossignol, Fabrice; Macdonald, Joanne

    2015-06-21

    Inkjet printing is emerging at the forefront of biosensor fabrication technologies. Parallel advances in both ink chemistry and printers have led to a biosensor manufacturing approach that is simple, rapid, flexible, high resolution, low cost, efficient for mass production, and extends the capabilities of devices beyond other manufacturing technologies. Here we review for the first time the factors behind successful inkjet biosensor fabrication, including printers, inks, patterning methods, and matrix types. We discuss technical considerations that are important when moving beyond theoretical knowledge to practical implementation. We also highlight significant advances in biosensor functionality that have been realised through inkjet printing. Finally, we consider future possibilities for biosensors enabled by this novel combination of chemistry and technology.

  6. Advanced Manufacturing of an Aircraft Component (Fish-Head): A Technology Review on the Fabrication

    OpenAIRE

    M. Minhat; S. B. Mohamed; M. S. Kasim; M. A. Sulaiman; Zairi Ismael Rizman

    2016-01-01

    The Airbus fish-head is machined using a 5-axis Computerized Numerical Control (CNC) milling machine, which consists of many complex shapes that are built into it. A conventional CNC machining requires tremendous effort in programming and investment due to the increasing in features complexity of the fish-head to be machined. An alternative method through advanced manufacturing processes namely vacuum casting, Fused Deposition Modelling (FDM) and three dimensional printing (3DP) is reviewed. ...

  7. Manufacturing Initiative

    Data.gov (United States)

    National Aeronautics and Space Administration — The Advanced Manufacturing Technologies (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of...

  8. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  9. Tribal Colleges and Universities/American Indian Research and Education Initiatives Advanced Manufacturing Technical Assistance Project

    Energy Technology Data Exchange (ETDEWEB)

    Atcitty, Stanley [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2017-02-01

    The overall goal of this project is to establish a network of TCUs with essential advanced manufacturing (AM) facilities, associated training and education programs, and private sector and federal agency partnerships to both prepare an American Indian AM workforce and create economic and employment opportunities within Tribal communities through design, manufacturing, and marketing of high quality products. Some examples of high quality products involve next generation grid components such as mechanical energy storage, cabling for distribution of energy, and electrochemical energy storage enclosures. Sandia National Laboratories (Sandia) is tasked to provide technical advising, planning, and academic program development support for the TCU/American Indian Higher Education Consortium (AIHEC) Advanced Manufacturing Project. The TCUs include Bay Mills Community College (BMCC), Cankdeska Cikana Community College (CCCC), Navajo Technical University (NTU), Southwestern Indian Polytechnic Institute (SIPI), and Salish Kooteani College. AIHEC and Sandia, with collaboration from SIPI, will be establishing an 8-week summer institute on the SIPI campus during the summer of 2017. Up to 20 students from TCUs are anticipated to take part in the summer program. The goal of the program is to bring AM science, technology, engineering, and mathematics (STEM) awareness and opportunities for the American Indian students. Prior to the summer institute, Sandia will be providing reviews on curriculum plans at the each of the TCUs to ensure the content is consistent with current AM design and engineering practice. In addition, Sandia will provide technical assistance to each of the TCUs in regards to their current AM activities.

  10. Advanced manufacturing rules check (MRC) for fully automated assessment of complex reticle designs: Part II

    Science.gov (United States)

    Straub, J. A.; Aguilar, D.; Buck, P. D.; Dawkins, D.; Gladhill, R.; Nolke, S.; Riddick, J.

    2006-10-01

    Advanced electronic design automation (EDA) tools, with their simulation, modeling, design rule checking, and optical proximity correction capabilities, have facilitated the improvement of first pass wafer yields. While the data produced by these tools may have been processed for optimal wafer manufacturing, it is possible for the same data to be far from ideal for photomask manufacturing, particularly at lithography and inspection stages, resulting in production delays and increased costs. The same EDA tools used to produce the data can be used to detect potential problems for photomask manufacturing in the data. In the previous paper, it was shown how photomask MRC is used to uncover data related problems prior to automated defect inspection. It was demonstrated how jobs which are likely to have problems at inspection could be identified and separated from those which are not. The use of photomask MRC in production was shown to reduce time lost to aborted runs and troubleshooting due to data issues. In this paper, the effectiveness of this photomask MRC program in a high volume photomask factory over the course of a year as applied to more than ten thousand jobs will be shown. Statistics on the results of the MRC runs will be presented along with the associated impact to the automated defect inspection process. Common design problems will be shown as well as their impact to mask manufacturing throughput and productivity. Finally, solutions to the most common and most severe problems will be offered and discussed.

  11. New Paradigms in International University/Industry/Government Cooperation. Canada-China Collaboration in Advanced Manufacturing Technologies.

    Science.gov (United States)

    Bulgak, Akif Asil; Liquan, He

    1996-01-01

    A Chinese university and a Canadian university collaborated on an advanced manufacturing technologies project designed to address human resource development needs in China. The project featured university/industry/government partnership and attention to environmental issues. (SK)

  12. Advanced Manufacturing - National Information Infrastructure (AM-NII) Final Report CRADA No. TO-4013-01

    Energy Technology Data Exchange (ETDEWEB)

    Vickers, Don [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2001-03-23

    Advanced Manufacturing - National Information Infrastructure (AM-NII) was a multiyear DOE/DP program, involving multiple DOE laboratories and production facilities, focused on improving the manufacturing capabilities of the Nuclear Weapons Complex (NWC) through the application of modem information technologies. AM-NII's published mission states: "In partnership with the manufacturing business sector, AMNII will leverage DOE capabilities to develop, demonstrate, and pilot industrial information infrastructure and applications that enhance national security." LLNL's AM-NII project targeted two opportunities for improving NWC manufacturing capabilities. First was the link between the NWC and its outside suppliers of manufactured parts - web-based supply-chain integration. Second was the cross-site enterprise integration (EI) within the Complex itself. The general approach to supply-chain integration was to leverage the National Information Infrastructure (including Internet) to demonstrate the procurement of fabricated electrical and mechanical parts using a completely paperless procurement process. The general approach to NWC enterprise integration was to utilize SecureNet, a network that provides a secure, high-speed data link among the various NWC sites. If one looks at SecureNet as "the track," our goal was to get the trains running. Cross-site enterprise integration presupposes there is some level of local integration, so we worked both local and cross-site is sues simultaneously. Our EI work was in support of the LLNL Stockpile Life Extension Programs (SLEPs), the Submarine Launch Ballistic Missile Warhead Protection Program (SWPP), and the Laser Cutter Workstation installed at Y-12.

  13. Advanced Shape Memory Technology to Reshape Product Design, Manufacturing and Recycling

    Directory of Open Access Journals (Sweden)

    Wen Guang Yang

    2014-08-01

    Full Text Available This paper provides a brief review on the advanced shape memory technology (ASMT with a focus on polymeric materials. In addition to introducing the concept and fundamentals of the ASMT, the potential applications of the ASMT either alone or integrated with an existing mature technique (such as, 3D printing, quick response (QR code, lenticular lens and phenomena (e.g., wrinkling and stress-enhanced swelling effect in product design, manufacturing, and recycling are demonstrated. It is concluded that the ASMT is indeed able to provide a range of powerful approaches to reshape part of the life cycle or the whole life cycle of products.

  14. Shaped e-beam lithography integration work for advanced ASIC manufacturing: progress report

    Science.gov (United States)

    Pain, Laurent; Charpin, Murielle; LaPlanche, Yves; Henry, Daniel

    2002-07-01

    For the sub-90 nm node integrated circuits design rules, ITRS forecasts require minimal gate line width down to 55-35 nm. To reach such aggressive targets, most advanced optical lithography tools combined with all reticle enhancement techniques will be requested inducing important manufacturing cost and mask cycle time increase. In order to address prototyping market and reduce fabrication cost, shaped electron beam lithography may represent a technological alternative for cost reduction due to its high resolution and potential throughput capabilities. This paper is focused on the integration of this technology in standard ASIC plant, including resist process and overlay capabilities.

  15. University Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Boyack, K.W.; Berman, M.

    1996-03-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  16. Advanced Manufacturing Technologies and Green Innovation: The Role of Internal Environmental Collaboration

    Directory of Open Access Journals (Sweden)

    Ting Kong

    2016-10-01

    Full Text Available Green innovation has been deemed a key corporate capability to deal with environmental issues. The usage of advanced manufacturing technologies (AMT provides important resources and knowledge for firms’ green innovation. Drawing on a resources-based approach, this study contributes to the existing literature by examining how the adoption of specific types of AMT (process, design, and planning influences two dimensions of green innovation (green product innovation and green process innovation. In particular, we explore these relationships through internal environmental collaboration. Based on data collected from 198 Chinese manufacturing firms, we found that process, design, and planning AMT can contribute to both green products and process innovation. Moreover, the findings confirm the significant mediating role of internal environmental collaboration in this relationship. Specifically, internal environmental collaboration mediates the relationship between process AMT and green product innovation as well as the relationship between design AMT and two dimensions of green innovation; it also partially mediates the relationship between process AMT and green process innovation as well as the relationship between planning AMT and two dimensions of green innovation. These findings provide novel insights into how manufacturing firms can use various types of AMT to enhance their green innovation.

  17. Advanced Manufacturing for Thermal and Environmental Control Systems: Achieving National Energy Goals

    Energy Technology Data Exchange (ETDEWEB)

    Bogucz, Edward A. [Syracuse Univ., NY (United States)

    2017-02-20

    This project was part of a regional initiative in the five counties of Central New York (CNY) that received funding from the U.S. Department of Energy (DOE) and four other federal agencies through the 2012 Advanced Manufacturing Jobs and Innovation Accelerator Challenge (AMJIAC). The CNY initiative was focused on cultivating the emergent regional cluster in “Advanced Manufacturing for Thermal and Environmental Control (AM-TEC).” As one component of the CNY AM-TEC initiative, the DOE-funded project supported five research & development seed projects that strategically targeted: 1) needs and opportunities of CNY AM-TEC companies, and 2) the goal of DOE’s Advanced Manufacturing Office (AMO) to reduce energy consumption by 50% across product life-cycles over 10 years. The project also sought to fulfill the AMO mission of developing and demonstrating new, energy-efficient processing and materials technologies at a scale adequate to prove their value to manufacturers and spur investment. The five seed projects demonstrated technologies and processes that can reduce energy intensity and improve production as well as use less energy throughout their lifecycles. The project was conducted over three years in two 18-month budget periods. During the first budget period, two projects proposed in the original AMJAIC application were successfully completed: Seed Project 1 focused on saving energy in heat transfer processes via development of nano structured surfaces to significantly increase heat flux; Seed Project 2 addressed saving energy in data centers via subzero cooling of the computing processors. Also during the first budget period, a process was developed and executed to select a second round of seed projects via a competitive request for proposals from regional companies and university collaborators. Applicants were encouraged to form industry-academic partnerships to leverage experience and resources of public and private sectors in the CNY region. Proposals were

  18. Reduced toxicity polyester resins and microvascular pre-preg tapes for advanced composites manufacturing

    Science.gov (United States)

    Poillucci, Richard

    Advanced composites manufacturing broadly encapsulates topics ranging from matrix chemistries to automated machines that lay-up fiber-reinforced materials. Environmental regulations are stimulating research to reduce matrix resin formulation toxicity. At present, composites fabricated with polyester resins expose workers to the risk of contact with and inhalation of styrene monomer, which is a potential carcinogen, neurotoxin, and respiratory irritant. The first primary goal of this thesis is to reduce the toxicity associated with polyester resins by: (1) identification of potential monomers to replace styrene, (2) determination of monomer solubility within the polyester, and (3) investigation of approaches to rapidly screen a large resin composition parameter space. Monomers are identified based on their ability to react with polyester and their toxicity as determined by the Globally Harmonized System (GHS) and a green screen method. Solubilities were determined by the Hoftyzer -- Van Krevelen method, Hansen solubility parameter database, and experimental mixing of monomers. A combinatorial microfluidic mixing device is designed and tested to obtain distinct resin compositions from two input chemistries. The push for safer materials is complemented by a thrust for multifunctional composites. The second primary goal of this thesis is to design and implement the manufacture of sacrificial fiber materials suitable for use in automated fiber placement of microvascaular multifunctional composites. Two key advancements are required to achieve this goal: (1) development of a roll-to-roll method to place sacrificial fibers onto carbon fiber pre-preg tape; and (2) demonstration of feasible manufacture of microvascular carbon fiber plates with automated fiber placement. An automated method for placing sacrificial fibers onto carbon fiber tapes is designed and a prototype implemented. Carbon fiber tows with manual placement of sacrificial fibers is implemented within an

  19. Impact of Super Monkey Ball and Underground video games on basic and advanced laparoscopic skill training.

    Science.gov (United States)

    Rosser, James C; Liu, Xinwei; Jacobs, Charles; Choi, Katherine Mia; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2017-04-01

    This abstract profiles the comparison of correlations between previously validated Super Monkey Ball (SMB) and recently introduced Underground (U) video game on the Nintendo Wii U to multiple validated tasks used for developing basic and advanced laparoscopic skills. Sixty-eight participants, 53 residents and 15 attending surgeons, performed the Top Gun Pea Drop, FLS Peg Pass, intracorporeal suturing, and two video games (SMB and U). SMB is an over-the-counter game, and U was formulated for laparoscopic skill training. Spearman's rank correlations were performed looking at performance comparing the three validated laparoscopic training tasks, and SMB/U. The SMB score had a moderate correlation with intracorporeal suturing (ρ = 0.39, p < 0.01), and the final score involving all three tasks (ρ = 0.39, p < 0.01), but low correlations with Pea Drop Drill and FLS Peg Transfer (ρ = 0.11, 0.18, p < 0.01). The U score had a small correlation with intracorporeal suturing and final score (ρ = 0.09, 0.13, p < 0.01). However, there were correlations between U score and Pea Drop Drill, and FLS Peg Transfer (ρ = 0.24, 0.27, p < 0.01, respectively). In this study, SMB had a very significant correlation with intracorporeal suturing. U demonstrated more of a correlation with basic skills. At this point, our conclusion would be that both are effective for laparoscopic skill training, and they should be used in tandem rather than alone.

  20. Designing informed game-based rehabilitation tasks leveraging advances in virtual reality.

    Science.gov (United States)

    Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnell, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert

    2012-01-01

    This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.

  1. Quantifying Adoption Rates and Energy Savings Over Time for Advanced Manufacturing Technologies

    Energy Technology Data Exchange (ETDEWEB)

    Hanes, Rebecca [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Carpenter Petri, Alberta C [National Renewable Energy Laboratory (NREL), Golden, CO (United States); Riddle, Matt [Argonne National Laboratory; Graziano, Diane [Argonne National Laboratory

    2017-10-09

    Energy-efficient manufacturing technologies can reduce energy consumption and lower operating costs for an individual manufacturing facility, but increased process complexity and the resulting risk of disruption means that manufacturers may be reluctant to adopt such technologies. In order to quantify potential energy savings at scales larger than a single facility, it is necessary to account for how quickly and how widely the technology will be adopted by manufacturers. This work develops a methodology for estimating energy-efficient manufacturing technology adoption rates using quantitative, objectively measurable technology characteristics, including energetic, economic and technical criteria. Twelve technology characteristics are considered, and each characteristic is assigned an importance weight that reflects its impact on the overall technology adoption rate. Technology characteristic data and importance weights are used to calculate the adoption score, a number between 0 and 1 that represents how quickly the technology is likely to be adopted. The adoption score is then used to estimate parameters for the Bass diffusion curve, which quantifies the change in the number of new technology adopters in a population over time. Finally, energy savings at the sector level are calculated over time by multiplying the number of new technology adopters at each time step with the technology's facility-level energy savings. The proposed methodology will be applied to five state-of-the-art energy-efficient technologies in the carbon fiber composites sector, with technology data obtained from the Department of Energy's 2016 bandwidth study. Because the importance weights used in estimating the Bass curve parameters are subjective, a sensitivity analysis will be performed on the weights to obtain a range of parameters for each technology. The potential energy savings for each technology and the rate at which each technology is adopted in the sector are quantified

  2. Final Scientific/Technical Report: Low Cost, Structurally Advanced Novel Electrode and Cell Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Woodford, William [24M Technologies, Inc., Cambridge, MA (United States)

    2017-01-10

    This document is the final technical report from 24M Technologies on the project titled: Low Cost, Structurally Advanced Novel Electrode and Cell Manufacturing. All of the program milestones and deliverables were completed during the performance of the award. Specific accomplishments are 1) 24M demonstrated the processability and electrochemical performance of semi-solid electrodes with active volume contents increased by 10% relative to the program baseline; 2) electrode-level metrics, quality, and yield were demonstrated at an 80 cm2 electrode footprint; 3) these electrodes were integrated into cells with consistent capacities and impedances, including cells delivered to Argonne National Laboratory for independent testing; 4) those processes were scaled to a large-format (> 260 cm2) electrode footprint and quality and yield were demonstrated; 5) a high-volume manufacturing approach for large-format electrode fabrication was demonstrated; and 6) large-format cells (> 100 Ah capacity) were prototyped with consistent capacity and impedance, including cells which were delivered to Argonne National Laboratory for independent testing.

  3. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  4. Lightweighting Automotive Materials for Increased Fuel Efficiency and Delivering Advanced Modeling and Simulation Capabilities to U.S. Manufacturers

    Energy Technology Data Exchange (ETDEWEB)

    Hale, Steve

    2013-09-11

    Abstract The National Center for Manufacturing Sciences (NCMS) worked with the U.S. Department of Energy (DOE), National Energy Technology Laboratory (NETL), to bring together research and development (R&D) collaborations to develop and accelerate the knowledgebase and infrastructure for lightweighting materials and manufacturing processes for their use in structural and applications in the automotive sector. The purpose/importance of this DOE program: • 2016 CAFÉ standards. • Automotive industry technology that shall adopt the insertion of lightweighting material concepts towards manufacturing of production vehicles. • Development and manufacture of advanced research tools for modeling and simulation (M&S) applications to reduce manufacturing and material costs. • U.S. competitiveness that will help drive the development and manufacture of the next generation of materials. NCMS established a focused portfolio of applied R&D projects utilizing lightweighting materials for manufacture into automotive structures and components. Areas that were targeted in this program: • Functionality of new lightweighting materials to meet present safety requirements. • Manufacturability using new lightweighting materials. • Cost reduction for the development and use of new lightweighting materials. The automotive industry’s future continuously evolves through innovation, and lightweight materials are key in achieving a new era of lighter, more efficient vehicles. Lightweight materials are among the technical advances needed to achieve fuel/energy efficiency and reduce carbon dioxide (CO2) emissions: • Establish design criteria methodology to identify the best materials for lightweighting. • Employ state-of-the-art design tools for optimum material development for their specific applications. • Match new manufacturing technology to production volume. • Address new process variability with new production-ready processes.

  5. Advanced surface chemical analysis of continuously manufactured drug loaded composite pellets.

    Science.gov (United States)

    Hossain, Akter; Nandi, Uttom; Fule, Ritesh; Nokhodchi, Ali; Maniruzzaman, Mohammed

    2017-04-15

    The aim of the present study was to develop and characterise polymeric composite pellets by means of continuous melt extrusion techniques. Powder blends of a steroid hormone (SH) as a model drug and either ethyl cellulose (EC N10 and EC P7 grades) or hydroxypropyl methylcellulose (HPMC AS grade) as polymeric carrier were extruded using a Pharma 11mm twin screw extruder in a continuous mode of operation to manufacture extruded composite pellets of 1mm length. Molecular modelling study using commercial Gaussian 09 software outlined a possible drug-polymer interaction in the molecular level to develop solid dispersions of the drug in the pellets. Solid-state analysis conducted via a differential scanning calorimetry (DSC), hot stage microscopy (HSM) and X-ray powder diffraction (XRPD) analyses revealed the amorphous state of the drug in the polymer matrices. Surface analysis using SEM/energy dispersive X-ray (EDX) of the produced pellets arguably showed a homogenous distribution of the C and O atoms in the pellet matrices. Moreover, advanced chemical surface analysis conducted via atomic force microscopy (AFM) showed a homogenous phase system having the drug molecule dispersed onto the amorphous matrices while Raman mapping confirmed the homogenous single-phase drug distribution in the manufactured composite pellets. Such composite pellets are expected to deliver multidisciplinary applications in drug delivery and medical sciences by e.g. modifying drug solubility/dissolutions or stabilizing the unstable drug (e.g. hormone, protein) in the composite network. Copyright © 2016. Published by Elsevier Inc.

  6. ROBOTICALLY ENHANCED ADVANCED MANUFACTURING CONCEPTS TO OPTIMIZE ENERGY, PRODUCTIVITY, AND ENVIRONMENTAL PERFORMANCE

    Energy Technology Data Exchange (ETDEWEB)

    Larry L. Keller; Joseph M. Pack; Robert V. Kolarik II

    2007-11-05

    In the first phase of the REML project, major assets were acquired for a manufacturing line for follow-on installation, capability studies and optimization. That activity has been documented in the DE-FC36-99ID13819 final report. In this the second phase of the REML project, most of the major assets have been installed in a manufacturing line arrangement featuring a green cell, a thermal treatment cell and a finishing cell. Most of the secondary and support assets have been acquired and installed. Assets have been integrated with a commercial, machine-tending gantry robot in the thermal treatment cell and with a low-mass, high-speed gantry robot in the finish cell. Capabilities for masterless gauging of product’s dimensional and form characteristics were advanced. Trial production runs across the entire REML line have been undertaken. Discrete event simulation modeling has aided in line balancing and reduction of flow time. Energy, productivity and cost, and environmental comparisons to baselines have been made. Energy The REML line in its current state of development has been measured to be about 22% (338,000 kVA-hrs) less energy intensive than the baseline conventional low volume line assuming equivalent annual production volume of approximately 51,000 races. The reduction in energy consumption is largely attributable to the energy reduction in the REML thermal treatment cell where the heating devices are energized on demand and are appropriately sized to the heating load of a near single piece flow line. If additional steps such as power factor correction and use of high-efficiency motors were implemented to further reduce energy consumption, it is estimated, but not yet demonstrated, that the REML line would be about 30% less energy intensive than the baseline conventional low volume line assuming equivalent annual production volume. Productivity The capital cost of an REML line would be roughly equivalent to the capital cost of a new conventional line. The

  7. Development of advanced manufacturing technologies for low cost hydrogen storage vessels

    Energy Technology Data Exchange (ETDEWEB)

    Leavitt, Mark [Quantum Fuel Systems Technologies Worldwide, Inc., Irvine, CA (United States); Lam, Patrick [Boeing Research and Technology (BR& T), Seattle, WA (United States)

    2014-12-29

    The U.S. Department of Energy (DOE) defined a need for low-cost gaseous hydrogen storage vessels at 700 bar to support cost goals aimed at 500,000 units per year. Existing filament winding processes produce a pressure vessel that is structurally inefficient, requiring more carbon fiber for manufacturing reasons, than would otherwise be necessary. Carbon fiber is the greatest cost driver in building a hydrogen pressure vessel. The objective of this project is to develop new methods for manufacturing Type IV pressure vessels for hydrogen storage with the purpose of lowering the overall product cost through an innovative hybrid process of optimizing composite usage by combining traditional filament winding (FW) and advanced fiber placement (AFP) techniques. A numbers of vessels were manufactured in this project. The latest vessel design passed all the critical tests on the hybrid design per European Commission (EC) 79-2009 standard except the extreme temperature cycle test. The tests passed include burst test, cycle test, accelerated stress rupture test and drop test. It was discovered the location where AFP and FW overlap for load transfer could be weakened during hydraulic cycling at 85°C. To design a vessel that passed these tests, the in-house modeling software was updated to add capability to start and stop fiber layers to simulate the AFP process. The original in-house software was developed for filament winding only. Alternative fiber was also investigated in this project, but the added mass impacted the vessel cost negatively due to the lower performance from the alternative fiber. Overall the project was a success to show the hybrid design is a viable solution to reduce fiber usage, thus driving down the cost of fuel storage vessels. Based on DOE’s baseline vessel size of 147.3L and 91kg, the 129L vessel (scaled to DOE baseline) in this project shows a 32% composite savings and 20% cost savings when comparing Vessel 15 hybrid design and the Quantum

  8. Report to the President on Ensuring American Leadership in Advanced Manufacturing

    Science.gov (United States)

    Anderson, Alan

    2011-01-01

    The United States has long thrived as a result of its ability to manufacture goods and sell them to global markets. Manufacturing activity has supported its economic growth, leading the Nation's exports and employing millions of Americans. The manufacturing sector has also driven knowledge production and innovation in the United States, by…

  9. Advances in compact manufacturing for shape and performance controllability of large-scale components-a review

    Science.gov (United States)

    Qin, Fangcheng; Li, Yongtang; Qi, Huiping; Ju, Li

    2017-01-01

    Research on compact manufacturing technology for shape and performance controllability of metallic components can realize the simplification and high-reliability of manufacturing process on the premise of satisfying the requirement of macro/micro-structure. It is not only the key paths in improving performance, saving material and energy, and green manufacturing of components used in major equipments, but also the challenging subjects in frontiers of advanced plastic forming. To provide a novel horizon for the manufacturing in the critical components is significant. Focused on the high-performance large-scale components such as bearing rings, flanges, railway wheels, thick-walled pipes, etc, the conventional processes and their developing situations are summarized. The existing problems including multi-pass heating, wasting material and energy, high cost and high-emission are discussed, and the present study unable to meet the manufacturing in high-quality components is also pointed out. Thus, the new techniques related to casting-rolling compound precise forming of rings, compact manufacturing for duplex-metal composite rings, compact manufacturing for railway wheels, and casting-extruding continuous forming of thick-walled pipes are introduced in detail, respectively. The corresponding research contents, such as casting ring blank, hot ring rolling, near solid-state pressure forming, hot extruding, are elaborated. Some findings in through-thickness microstructure evolution and mechanical properties are also presented. The components produced by the new techniques are mainly characterized by fine and homogeneous grains. Moreover, the possible directions for further development of those techniques are suggested. Finally, the key scientific problems are first proposed. All of these results and conclusions have reference value and guiding significance for the integrated control of shape and performance in advanced compact manufacturing.

  10. Space Technology Mission Directorate: Game Changing Development

    Science.gov (United States)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  11. Software development for the evaluation of the ergonomic compatibility on the selection of advanced manufacturing technology.

    Science.gov (United States)

    Maldonado-Macías, A; Reyes, R; Guillen, L; García, J

    2012-01-01

    Advanced Manufacturing Technology (AMT) is one of the most relevant resources that companies have to achieve competitiveness and best performance. The selection of AMT is a complex problem which involves significant amount of information and uncertainty when multiple aspects must be taken into consideration. Actual models for the selection of AMT are found scarce of the Human Factors and Ergonomics perspective which can lead to a more complete and reliable decision. This paper presents the development of software that enhances the application of an Ergonomic Compatibility Evaluation Model that supports decision making processes taking into consideration ergonomic attributes of designs. Ergonomic Compatibility is a construct used in this model and it is mainly based in the concept of human-artifact compatibility on human compatible systems. Also, an Axiomatic Design approach by the use of the Information Axiom was evolved under a fuzzy environment to obtain the Ergonomic Incompatibility Content. The extension of this axiom for the evaluation of ergonomic compatibility requirements was the theoretical framework of this research. An incremental methodology of four stages was used to design and develop the software that enables to compare AMT alternatives by the evaluation of Ergonomic Compatibility Attributes.

  12. Technology-design-manufacturing co-optimization for advanced mobile SoCs

    Science.gov (United States)

    Yang, Da; Gan, Chock; Chidambaram, P. R.; Nallapadi, Giri; Zhu, John; Song, S. C.; Xu, Jeff; Yeap, Geoffrey

    2014-03-01

    How to maintain the Moore's Law scaling beyond the 193 immersion resolution limit is the key question semiconductor industry needs to answer in the near future. Process complexity will undoubtfully increase for 14nm node and beyond, which brings both challenges and opportunities for technology development. A vertically integrated design-technologymanufacturing co-optimization flow is desired to better address the complicated issues new process changes bring. In recent years smart mobile wireless devices have been the fastest growing consumer electronics market. Advanced mobile devices such as smartphones are complex systems with the overriding objective of providing the best userexperience value by harnessing all the technology innovations. Most critical system drivers are better system performance/power efficiency, cost effectiveness, and smaller form factors, which, in turns, drive the need of system design and solution with More-than-Moore innovations. Mobile system-on-chips (SoCs) has become the leading driver for semiconductor technology definition and manufacturing. Here we highlight how the co-optimization strategy influenced architecture, device/circuit, process technology and package, in the face of growing process cost/complexity and variability as well as design rule restrictions.

  13. Using advanced manufacturing to produce unmanned aerial vehicles: a feasibility study

    Science.gov (United States)

    Easter, Steven; Turman, Jonathan; Sheffler, David; Balazs, Michael; Rotner, Jonathan

    2013-05-01

    This paper reports on a feasibility study to explore the impact of advanced manufacturing on the production and maintenance of a 3D printed, unmanned aerial vehicle (UAV) in theatre. Specifically, this report focuses on fused deposition modeling (FDM), the selective deposition of a molten thermoplastic. FDM is already a forward deployed technology, primarily used for printing custom tools and replacement parts. The authors ask if it is feasible to expand the printers' capacity to produce aerial platforms; the reduction in logistics and labor could significantly decrease costs per unit and enable far more platform customization and specialized deployment scenarios than are available in existing aircraft. The University of Virginia and The MITRE Corporation designed and built a prototype, 3D printed UAV for use as an aerial sensor platform. This report • Discusses the printed aerial platform, summarizes the design process, and compares printing methods • Describes the benefits and limitations to selecting FDM printers as the technology both for deployment as well as UAV design • Concludes with the current state and future expectations for FDM printing technologies relevant to UAV production. Our findings suggest that although 3D printing is not yet entirely field-ready, many of its advantages can already be realized.

  14. Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…

  15. Advanced Manufacturing Technologies (AMT): Additive Construction for Mobile Emplacement (ACME) Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Conventional methods of manufacturing automation do not lend themselves to construction of large structures with internal features, especially if various other...

  16. An Assessment of Critical Dimension Small Angle X-ray Scattering Metrology for Advanced Semiconductor Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Settens, Charles M. [State Univ. of New York (SUNY), Albany, NY (United States)

    2015-01-01

    Simultaneous migration of planar transistors to FinFET architectures, the introduction of a plurality of materials to ensure suitable electrical characteristics, and the establishment of reliable multiple patterning lithography schemes to pattern sub-10 nm feature sizes imposes formidable challenges to current in-line dimensional metrologies. Because the shape of a FinFET channel cross-section immediately influences the electrical characteristics, the evaluation of 3D device structures requires measurement of parameters beyond traditional critical dimension (CD), including their sidewall angles, top corner rounding and footing, roughness, recesses and undercuts at single nanometer dimensions; thus, metrologies require sub-nm and approaching atomic level measurement uncertainty. Synchrotron critical dimension small angle X-ray scattering (CD-SAXS) has unique capabilities to non-destructively monitor the cross-section shape of surface structures with single nanometer uncertainty and can perform overlay metrology to sub-nm uncertainty. In this dissertation, we perform a systematic experimental investigation using CD-SAXS metrology on a hierarchy of semiconductor 3D device architectures including, high-aspect-ratio contact holes, H2 annealed Si fins, and a series of grating type samples at multiple points along a FinFET fabrication process increasing in structural intricacy and ending with fully fabricated FinFET. Comparative studies between CD-SAXS metrology and other relevant semiconductor dimensional metrologies, particularly CDSEM, CD-AFM and TEM are used to determine physical limits of CD-SAXS approach for advanced semiconductor samples. CD-SAXS experimental tradeoffs, advice for model-dependent analysis and thoughts on the compatibility with a semiconductor manufacturing environment are discussed.

  17. V1.6 Development of Advanced Manufacturing Technologies for Low Cost Hydrogen Storage Vessels

    Energy Technology Data Exchange (ETDEWEB)

    Leavitt, Mark; Lam, Patrick; Nelson, Karl M.; johnson, Brice A.; Johnson, Kenneth I.; Alvine, Kyle J.; Ruiz, Antonio; Adams, Jesse

    2012-10-01

    The goal of this project is to develop an innovative manufacturing process for Type IV high-pressure hydrogen storage vessels, with the intent to significantly lower manufacturing costs. Part of the development is to integrate the features of high precision AFP and commercial FW. Evaluation of an alternative fiber to replace a portion of the baseline fiber will help to reduce costs further.

  18. Final Report - Advanced MEA's for Enhanced Operating Conditions, Amenable to High Volume Manufacture

    Energy Technology Data Exchange (ETDEWEB)

    Debe, Mark K.

    2007-09-30

    This report summarizes the work completed under a 3M/DOE contract directed at advancing the key fuel cell (FC) components most critical for overcoming the polymer electrolyte membrane fuel cell (PEMFC) performance, durability & cost barriers. This contract focused on the development of advanced ion exchange membranes & electrocatalysts for PEMFCs that will enable operation under ever more demanding automotive operating conditions & the use high volume compatible processes for their manufacture. Higher performing & more durable electrocatalysts must be developed for PEMFCs to meet the power density & lifetime hours required for FC vehicles. At the same time the amount of expensive Pt catalyst must be reduced to lower the MEA costs. While these two properties are met, the catalyst must be made resistant to multiple degradation mechanisms to reach necessary operating lifetimes. In this report, we present the work focused on the development of a completely new approach to PEMFC electrocatalyts, called nanostructured thin film (NSTF) catalysts. The carbon black supports are eliminated with this new approach which eliminates the carbon corrosion issue. The thin film nature of the catalyst significantly improves its robustness against dissolution & grain growth, preserving the surface area. Also, the activity of the NSTF for oxygen reduction is improved by over 500% compared to dispersed Pt catalyts. Finally, the process for fabricating the NSTF catalysts is consistent with high volume roll-good manufacturing & extremely flexible towards the introduction of new catalyst compositions & structures. This report documents the work done to develop new multi-element NSTF catalysts with properties that exceed pure Pt, that are optimized for use with the membranes discussed below, & advance the state-of-the-art towards meeting the DOE 2010 targets for PEMFC electrocatalysts. The work completed advances the understanding of the NSTF catalyst technology, identifies new NSTF

  19. Evolutionary optimization and game strategies for advanced multi-disciplinary design applications to aeronautics and UAV design

    CERN Document Server

    Periaux, Jacques; Lee, Dong Seop Chris

    2015-01-01

    Many complex aeronautical design problems can be formulated with efficient multi-objective evolutionary optimization methods and game strategies. This book describes the role of advanced innovative evolution tools in the solution, or the set of solutions of single or multi disciplinary optimization. These tools use the concept of multi-population, asynchronous parallelization and hierarchical topology which allows different models including precise, intermediate and approximate models with each node belonging to the different hierarchical layer handled by a different Evolutionary Algorithm. The efficiency of evolutionary algorithms for both single and multi-objective optimization problems are significantly improved by the coupling of EAs with games and in particular by a new dynamic methodology named “Hybridized Nash-Pareto games”. Multi objective Optimization techniques and robust design problems taking into account uncertainties are introduced and explained in detail. Several applications dealing with c...

  20. Advanced Manufacturing Technologies (AMT): Low Cost Upper Stage-Class Propulsion Development Element

    Data.gov (United States)

    National Aeronautics and Space Administration — As manufacturing technologies have matured, it now appears possible to build all the major components and subsystems of an upper stage-class rocket engine for...

  1. Advanced composite rudders for DC-10 aircraft: Design, manufacturing, and ground tests

    Science.gov (United States)

    Lehman, G. M.; Purdy, D. M.; Cominsky, A.; Hawley, A. V.; Amason, M. P.; Kung, J. T.; Palmer, R. J.; Purves, N. B.; Marra, P. J.; Hancock, G. R.

    1976-01-01

    Design synthesis, tooling and process development, manufacturing, and ground testing of a graphite epoxy rudder for the DC-10 commercial transport are discussed. The composite structure was fabricated using a unique processing method in which the thermal expansion characteristics of rubber tooling mandrels were used to generate curing pressures during an oven cure cycle. The ground test program resulted in certification of the rudder for passenger-carrying flights. Results of the structural and environmental tests are interpreted and detailed development of the rubber tooling and manufacturing process is described. Processing, tooling, and manufacturing problems encountered during fabrication of four development rudders and ten flight-service rudders are discussed and the results of corrective actions are described. Non-recurring and recurring manufacturing labor man-hours are tabulated at the detailed operation level. A weight reduction of 13.58 kg (33 percent) was attained in the composite rudder.

  2. Military Airframe Costs. The Effects of Advanced Materials and Manufacturing Processes

    National Research Council Canada - National Science Library

    Younossi, Obaid

    2001-01-01

    ...) and Resetar, Rogers, and Hess (1991). This report both updates and extends these earlier studies, focusing on the effects of material mix, manufacturing technique, and part geometric complexity on cost...

  3. The industrial resurgence of Southern California? Advanced ground transportation equipment manufacturing and local economic develoment

    OpenAIRE

    A J Scott; D Bergman

    1995-01-01

    Southern California is in a deeply rooted process of economic restructuring. Much of the region's manufacturing base is made up of two groups of industries: a declining aerospace - defense sector, and a low-wage, low-skill sweatshop sector. What are the prospects for creating a growing manufacturing base focused on high-wage, high-skill industries? In this paper we examine the opportunities presented by the Los Angeles County Metropolitan Transportation Authority's S183 billion thirty-year ca...

  4. Nuclear engineering training and advanced training at universities and in manufacturing industries

    International Nuclear Information System (INIS)

    Sauer, A.

    1984-01-01

    The lecture describes: the qualification of the staff of one nuclear power plant building company, the structure of university studies in the Federal Republic of Germany, in the USA and in the GDR, technical colleges, continuation studies, in-service training in the manufacturing industry, training programmes for short-term benefits, training of German and foreign operating personnel by the manufacturers, training within the framework of technology transfer. (HSCH) [de

  5. Field Evaluation of Advances in Energy-Efficiency Practices for Manufactured Homes

    Energy Technology Data Exchange (ETDEWEB)

    Levy, E. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States); Dentz, J. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States); Ansanelli, E. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States); Barker, G. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States); Rath, P. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States); Dadia, D. [Advanced Residential Integrated Energy Solutions (ARIES) Collaborative, New York, NY (United States)

    2016-03-01

    Through field-testing and analysis, this project evaluated whole-building approaches and estimated the relative contributions of select technologies toward reducing energy use related to space conditioning in new manufactured homes. Three lab houses of varying designs were built and tested side-by-side under controlled conditions in Russellville, Alabama. The tests provided a valuable indicator of how changes in the construction of manufactured homes can contribute to significant reductions in energy use.

  6. DARPA Agreement HR0011-06-1-0028 (Robert C. Byrd Institute for Advanced Flexible Manufacturing)

    Science.gov (United States)

    2011-12-13

    Dimension 3D Printer Star SR-20J Swiss Type CNC Machining Center Flow International 4X8 Flying Bridge CNC Abrasive Water-jet Dynamic Cutting System...three-dimensional computer models, 3D Printer prototyping and document bid technical packages on sole source DoD parts to interested manufacturing...which ranged from the manufacture of textiles , metals and electrical components to weapons components and spare and repair parts for military

  7. Issues and advances in research methods on video games and cognitive abilities.

    Science.gov (United States)

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

  8. Issues and advances in research methods on video games and cognitive abilities

    Science.gov (United States)

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process. PMID:26483717

  9. Issues and Advances in Research Methods on Video Games and Cognitive Abilities

    Directory of Open Access Journals (Sweden)

    Bart eSobczyk

    2015-09-01

    Full Text Available The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs over non-players (NVGPs and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

  10. Recent advance on design and manufacturing of composite anisogrid structures for space launchers

    Science.gov (United States)

    Totaro, G.; De Nicola, F.

    2012-12-01

    Anisogrid composite shells have been developed and applied since the eighties by the Russian technology aiming at critical weight structures for space launchers, as interstages and cone adapters. The manufacturing process commonly applied is based on the wet filament winding. The paper concerns with some developments of design and manufacturing recently performed at the Italian Aerospace Research Center on a cylindrical structural model representative of this kind of structures. The framework of preliminary design is improved by introducing the concept of suboptimal configuration in order to match the stiffness requirement of the shell and minimise the mass, in conjunction with the typical strength constraints. The undertaken manufacturing process is based on dry robotic winding for the lattice structure and for the outer skin, with the aid of usual rubber tooling and new devices for the automated deposition strategy. Resin infusion under vacuum bag and co-cure of the system of ribs and skin is finally applied out-of-autoclave, with the aid of a heated mandrel. With such approach an interstage structural model (scale factor 1:1.5) has been designed, manufactured and tested. Design requirements and loads refer to a typical space launcher whose baseline configuration is made in aluminium. The global mechanical test of the manufactured structure has confirmed the expected high structural performance. The possibility to reach substantial weight savings in comparison with the aluminium benchmark has been fully demonstrated.

  11. Biomedical technology prosperity game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  12. United States of America Department of Health and Human Services support for advancing influenza vaccine manufacturing in the developing world.

    Science.gov (United States)

    Perdue, Michael L; Bright, Rick A

    2011-07-01

    Since 2005, the Government of the United States of America has provided more than US$ 50 million to advance influenza vaccine development in low-resourced countries. This programme has provided a unique opportunity for the US Government to develop a comprehensive view of, and to understand better the challenges and future needs for influenza vaccines in the developing world. The funding for this programme has been primarily through a cooperative agreement with the World Health Organization (WHO) to support directly its capacity-building grants to government-owned or -supported vaccine manufacturers in developing countries. A second cooperative agreement with the Program for Appropriate Technologies in Health (PATH) was initiated to accelerate the completion of a current Good Manufacturing Practice cGMP production facility, along with supporting facilities to obtain a reliable source of eggs, and to conduct clinical trials of influenza vaccine manufactured in Vietnam. This mechanism of utilizing cooperative agreements to support capacity-building for vaccine development in low-resourced settings has been novel and unique and has yielded fruitful returns on minimal investment. The information derived from this programme helps to clarify not only the development challenges for influenza vaccines and how the United States may assist in meeting those challenges, but also other vaccine development issues common to manufacturers in developing countries. While building the initial capacity to produce influenza vaccines can be a straightforward exercise, the sustainability of the enterprise and expansion of subsequent markets will be the key to future usefulness. There is hope for expansion of the global influenza vaccine market. Ongoing burden of disease studies are elucidating the impact of influenza infections, particularly in children, and more countries will take note and respond accordingly, since respiratory diseases are now the number one killer of children under

  13. Roll-to-Roll Advanced Materials Manufacturing DOE Lab Consortium - FY16 Annual Report

    Energy Technology Data Exchange (ETDEWEB)

    Daniel, Claus [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Wood, III, David L. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Krumdick, Gregory [Argonne National Lab. (ANL), Argonne, IL (United States); Ulsh, Michael [National Renewable Energy Lab. (NREL), Golden, CO (United States); Srinivasan, Venkat [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2016-12-01

    A DOE laboratory consortium comprised of ORNL, ANL, NREL and LBNL, coordinating with Kodak’s Eastman Business Park (Kodak) and other selected industry partners, was formed to address enhancing battery electrode performance and R2R manufacturing challenges. The objective of the FY 2016 seed project was to develop a materials genome synthesis process amenable to R2R manufacturing and to provide modeling, simulation, processing, and manufacturing techniques that demonstrate the feasibility of process controls and scale-up potential for improved battery electrodes. The research efforts were to predict and measure changes and results in electrode morphology and performance based on process condition changes; to evaluate mixed, active, particle size deposition and drying for novel electrode materials; and to model various process condition changes and the resulting morphology and electrode performance.

  14. Advanced composites structural concepts and materials technologies for primary aircraft structures: Design/manufacturing concept assessment

    Science.gov (United States)

    Chu, Robert L.; Bayha, Tom D.; Davis, HU; Ingram, J. ED; Shukla, Jay G.

    1992-01-01

    Composite Wing and Fuselage Structural Design/Manufacturing Concepts have been developed and evaluated. Trade studies were performed to determine how well the concepts satisfy the program goals of 25 percent cost savings, 40 percent weight savings with aircraft resizing, and 50 percent part count reduction as compared to the aluminum Lockheed L-1011 baseline. The concepts developed using emerging technologies such as large scale resin transfer molding (RTM), automatic tow placed (ATP), braiding, out-of-autoclave and automated manufacturing processes for both thermoset and thermoplastic materials were evaluated for possible application in the design concepts. Trade studies were used to determine which concepts carry into the detailed design development subtask.

  15. Development of STEP-NC Adaptor for Advanced Web Manufacturing System

    Science.gov (United States)

    Ajay Konapala, Mr.; Koona, Ramji, Dr.

    2017-08-01

    Information systems play a key role in the modern era of Information Technology. Rapid developments in IT & global competition calls for many changes in basic CAD/CAM/CAPP/CNC manufacturing chain of operations. ‘STEP-NC’ an enhancement to STEP for operating CNC machines, creating new opportunities for collaborative, concurrent, adaptive works across the manufacturing chain of operations. Schemas and data models defined by ISO14649 in liaison with ISO10303 standards made STEP-NC file rich with feature based, rather than mere point to point information of G/M Code format. But one needs to have a suitable information system to understand and modify these files. Various STEP-NC information systems are reviewed to understand the suitability of STEP-NC for web manufacturing. Present work also deals with the development of an adaptor which imports STEP-NC file, organizes its information, allowing modifications to entity values and finally generates a new STEP-NC file to export. The system is designed and developed to work on web to avail additional benefits through the web and also to be part of a proposed ‘Web based STEP-NC manufacturing platform’ which is under development and explained as future scope.

  16. Requirements for an Advanced Database Transaction Model to Support Design for Manufacturing

    NARCIS (Netherlands)

    Verkoulen, P.A.C.; Faase, F.J.; Selders, A.W.; Oude Egberink, P.J.J.

    The ESPRIT-III project TransCoop aims at providing computer support for cooperative tasks. Design for Manufacturing (DfM) is one of the application areas that is being studied within TransCoop. Within the project, we are developing a specification language for describing cooperative tasks, an

  17. Globalization of production and innovation: how outsourcing is reshaping an advanced manufacturing area.

    NARCIS (Netherlands)

    Cusmano, L.; Mancusi, M.L.; Morrison, A.

    2010-01-01

    This paper investigates the determinants and the spatial and functional dimensions of firms’ outsourcing. Based on a large survey of manufacturing firms in Lombardy, Italy, the analysis shows that outsourcing is remarkably wide across sectors and has a clear regional dimension, concerning highly

  18. Advances in the manufacture of clad tubes and components for PHWR fuel bundle

    International Nuclear Information System (INIS)

    Saibaba, N.; Jha, S.K.; Chandrasekha, B.; Tonpe, S.; Jayaraj, R.N.

    2010-01-01

    Fuel bundles for Pressurized Heavy Water Reactors (PHWRs) consists of Uranium di-oxide pellets encapsulated into thin wall Zircaloy clad tubes. Other components such as end caps, bearing pads and spacer pads are the integral elements of the fuel bundle. As the fuel assembly is subjected to severe operating conditions of high temperature and pressure in addition to continual irradiation exposure, all the components are manufactured conforming to stringent specifications with respect to chemical composition, mechanical & metallurgical properties and dimensional tolerances. The integrity of each component is ensured by NDE at different stages of manufacture. The manufacturing route for fuel tubes and components comprise of a combination of thermomechanical processing and each process step has marked effect on the final properties. The fuel tubes are manufactured by processing the extruded blanks in four stage cold pilgering with intermediate annealing and final stress relieving operation. The bar material is produced by hot extrusion followed by multi-pass swaging and intermediate annealing. Spacer pads and bearing pads are manufactured by blanking and coining of Zircaloy sheet which is made by a combination of hot and cold rolling operations. Due to the small size and stringent dimensional requirements of these appendages, selection of production route and optimization of process parameters are important. This paper discusses about various measures taken for improving the recoveries and mechanical and corrosion properties of the tube, sheet and bar materials being manufactured at Nuclear Fuel Complex, Hyderabad For the production of clad tubes, modifications at extrusion stage to reduce the wall thickness variation, introduction of ultrasonic testing of extruded blanks, optimization of cold working and heat treatment parameters at various stages of production etc. were done. The finished bar material is subjected to 100% Ultrasonic and eddy current testing to ensure

  19. Advances in the manufacture of clad tubes and components for PHWR fuel bundle

    Energy Technology Data Exchange (ETDEWEB)

    Saibaba, N.; Jha, S.K.; Chandrasekha, B.; Tonpe, S.; Jayaraj, R.N. [Nuclear Fuel Complex, Hyderabad (India)

    2010-07-01

    Fuel bundles for Pressurized Heavy Water Reactors (PHWRs) consists of Uranium di-oxide pellets encapsulated into thin wall Zircaloy clad tubes. Other components such as end caps, bearing pads and spacer pads are the integral elements of the fuel bundle. As the fuel assembly is subjected to severe operating conditions of high temperature and pressure in addition to continual irradiation exposure, all the components are manufactured conforming to stringent specifications with respect to chemical composition, mechanical & metallurgical properties and dimensional tolerances. The integrity of each component is ensured by NDE at different stages of manufacture. The manufacturing route for fuel tubes and components comprise of a combination of thermomechanical processing and each process step has marked effect on the final properties. The fuel tubes are manufactured by processing the extruded blanks in four stage cold pilgering with intermediate annealing and final stress relieving operation. The bar material is produced by hot extrusion followed by multi-pass swaging and intermediate annealing. Spacer pads and bearing pads are manufactured by blanking and coining of Zircaloy sheet which is made by a combination of hot and cold rolling operations. Due to the small size and stringent dimensional requirements of these appendages, selection of production route and optimization of process parameters are important. This paper discusses about various measures taken for improving the recoveries and mechanical and corrosion properties of the tube, sheet and bar materials being manufactured at Nuclear Fuel Complex, Hyderabad For the production of clad tubes, modifications at extrusion stage to reduce the wall thickness variation, introduction of ultrasonic testing of extruded blanks, optimization of cold working and heat treatment parameters at various stages of production etc. were done. The finished bar material is subjected to 100% Ultrasonic and eddy current testing to ensure

  20. Advanced Process Chains for Prototyping and Pilot Production based on Additive Manufacturing

    DEFF Research Database (Denmark)

    Mischkot, Michael

    2015-01-01

    ). With technological progress and the development of new processes, AM technology now starts to become a serious option for mass production. It enables new options for material choice, shape and internal structure. Productivity in production of e.g. metal parts can be increased due to mass and cost reduction......For many years, Additive Manufacturing (AM) has been a well-established production technology used mainly for rapid prototyping. But the need for increased flexibility and economic low volume production led to the discovery of Additive Manufacturing as a suitable fabrication technique (Mellor 2013...... and better parts functionality (Ponche 2014). Also, the use of AM ma-chines for spare parts can potentially reduce costs and downtime, and lead to a higher robustness to supply chain disruptions (Khajavi 2013). Control and optimization of the involved process chains are crucial for a fast and robust...

  1. Globalisation of production and innovation: how outsourcing is reshaping an advanced manufacturing area

    OpenAIRE

    Cusmano, Lucia; Mancusi, Maria Luisa; Morrison, Andrea

    2010-01-01

    Abstract This paper investigates the determinants and the spatial and functional dimensions of firms? outsourcing. Based on a large survey of manufacturing firms in Lombardy, the analysis shows that outsourcing is remarkably wide across sectors and has a clear regional dimension, concerning highly skilled firms at most. Offshoring is still a minor fraction of the deverticalisation process, largely related to wider strategies of internationalisation by foreign group subsidiaries at ...

  2. NASA Advances Technologies for Additive Manufacturing of GRCop-84 Copper Alloy

    Science.gov (United States)

    Gradl, Paul; Protz, Chris

    2017-01-01

    The Low Cost Upper Stage Propulsion project has successfully developed and matured Selective Laser Melting (SLM) Fabrication of the NASA developed GRCop-84 copper alloy. Several parts have been printed in house and at a commercial vendor, and these parts have been successfully machined and have undergone further fabrication steps to allow hot-fire testing. Hot-fire testing has demonstrated parts manufactured with this technique can survive and perform well in the relevant environments for liquid rocket propulsion systems.

  3. Advanced treatment of acrylic fiber manufacturing wastewater with a combined microbubble-ozonation/ultraviolet irradiation process

    KAUST Repository

    Zheng, Tianlong

    2015-01-01

    This work investigated the effectiveness of a combination of microbubble-ozonation and ultraviolet (UV) irradiation for the treatment of secondary wastewater effluent of a wet-spun acrylic fiber manufacturing plant. Under reactor condition (ozone dosage of 48 mg L-1, UV fluence rate of 90 mW cm-2, initial pH of 8.0, and reaction time of 120 min), the biodegradability (represented as BOD5/CODcr) of the wastewater improved from 0.18 to 0.47. This improvement in biodegradability is related to the degradation of alkanes, aromatic compounds, and other bio-refractory organic compounds. The combination of microbubble-ozonation and UV irradiation synergistically improved treatment efficiencies by 228%, 29%, and 142% for CODcr, UV254 removal and BOD5/CODcr respectively after 120 min reaction time, as compared with the sum efficiency of microbubble-ozonation alone and UV irradiation alone. Hydroxyl radical production in the microbubble-ozonation/UV process was about 1.8 times higher than the sum production in microbubble-ozonation alone and UV irradiation alone. The ozone decomposition rate in the combined process was about 4.1 times higher than that in microbubble-ozonation alone. The microbubble-ozonation/UV process could be a promising technique for the treatment of bio-refractory organics in the acrylic fiber manufacturing industry. © 2015 Royal Society of Chemistry.

  4. Computer-assisted generation of individual training concepts for advanced education in manufacturing metrology

    International Nuclear Information System (INIS)

    Werner, Teresa; Weckenmann, Albert

    2010-01-01

    Due to increasing requirements on the accuracy and reproducibility of measurement results together with a rapid development of novel technologies for the execution of measurements, there is a high demand for adequately qualified metrologists. Accordingly, a variety of training offers are provided by machine manufacturers, universities and other institutions. Yet, for an interested learner it is very difficult to define an optimal training schedule for his/her individual demands. Therefore, a computer-based assistance tool is developed to support a demand-responsive scheduling of training. Based on the difference between the actual and intended competence profile and under consideration of amending requirements, an optimally customized qualification concept is derived. For this, available training offers are categorized according to different dimensions: regarding contents of the course, but also intended target groups, focus of the imparted competences, implemented methods of learning and teaching, expected constraints for learning and necessary preknowledge. After completing a course, the achieved competences and the transferability of gathered knowledge are evaluated. Based on the results, recommendations for amending measures of learning are provided. Thus, a customized qualification for manufacturing metrology is facilitated, adapted to the specific needs and constraints of each individual learner

  5. Field Evaluation of Advances in Energy-Efficiency Practices for Manufactured Homes

    Energy Technology Data Exchange (ETDEWEB)

    Levy, E. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States); Dentz, J. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States); Ansanelli, E. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States); Barker, G. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States); Rath, P. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States); Dadia, D. [Advanced Residential Integrated Energy Solutions (ARIES) Collaboration, New York, NY (United States)

    2016-03-01

    Three side-by-side lab houses were built, instrumented and monitored in an effort to determine through field testing and analysis the relative contributions of select technologies toward reducing energy use in new manufactured homes. The lab houses in Russellville, Alabama compared the performance of three homes built to varying levels of thermal integrity and HVAC equipment: a baseline HUD-code home equipped with an electric furnace and a split system air conditioner; an ENERGY STAR manufactured home with an enhanced thermal envelope and traditional split system heat pump; and a house designed to qualify for Zero Energy Ready Home designation with a ductless mini-split heat pump with transfer fan distribution system in place of the traditional duct system for distribution. Experiments were conducted in the lab houses to evaluate impact on energy and comfort of interior door position, window blind position and transfer fan operation. The report describes results of tracer gas and co-heating tests and presents calculation of the heat pump coefficient of performance for both the traditional heat pump and the ductless mini-split. A series of calibrated energy models was developed based on measured data and run in three locations in the Southeast to compare annual energy usage of the three homes.

  6. Manufacturing of advanced bent crystals for Laue Optics for Gamma ObservationS (LOGOS)

    Science.gov (United States)

    Mazzolari, Andrea; Camattari, Riccardo; Bellucci, Valerio; Paternò, Gianfranco; Scian, Carlo; Mattei, Giovanni; Guidi, Vincenzo

    2015-07-01

    X- and γ-ray detection is currently a hot topic for a wide scientific community, spanning from astrophysics to nuclear medicine. However, lack of optics capable of focusing photons of energies in the energy range 0.1-1 MeV leaves the photon detection to a direct-view approach, resulting in a limited efficiency and resolution. The main scope of the INFN-LOGOS project is the development of technologies that enable manufacturing highly performing optical elements to be employed in the realization of hard X-ray lenses. Such lenses, typically named Laue lenses, consist of an ensemble of crystals disposed in concentric rings in order to diffract the incident radiation towards the focus of the lens, where a detector is placed. In particular, the INFN-LOGOS project aims at the realization of intrinsically bent silicon and germanium crystals exploiting the quasi-mosaic effect for focusing hard X-rays. Crystal manufacturing relies on a proper revisitation of techniques typically employed in silicon micromachining, such as thin film deposition and patterning or ion implantation.

  7. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  8. Advancing the manufacture of complex geometry GFRC for today's building envelopes

    Directory of Open Access Journals (Sweden)

    Thomas Henriksen

    2017-06-01

    With this research the current architectural knowledge base has been advanced in terms of complex geometry thin-walled GFRC for building envelopes. The identified solutions should allow building with complex geometries to be realised using thin-walled GFRC as the envelope cladding.

  9. Development of Advanced Manufacturing Methods for Warm White LEDs for General Lighting

    Energy Technology Data Exchange (ETDEWEB)

    Deshpande, Anirudha; Kolodin, Boris; Jacob, Cherian; Chowdhury, Ashfaqul; Kuenzler, Glenn; Sater, Karen; Aesram, Danny; Glaettli, Steven; Gallagher, Brian; Langer, Paul; Setlur, Anant; Beers, Bill

    2012-03-31

    GE Lighting Solutions will develop precise and efficient manufacturing techniques for the “remote phosphor” platform of warm-white LED products. In volume, this will be demonstrated to drive significant materials, labor and capital productivity to achieve a maximum possible 53% reduction in overall cost. In addition, the typical total color variation for these white LEDs in production will be well within the ANSI bins and as low as a 4-step MacAdam ellipse centered on the black body curve. Achievement of both of these objectives will be demonstrated while meeting a performance target of > 75 lm/W for a warm-white LED and a reliability target of <30% lumen drop / <2-step MacAdam ellipse shift, estimated over 50,000 hrs.

  10. Zirconia-TZP and alumina--advanced technologies for the manufacturing of single crowns.

    Science.gov (United States)

    Luthardt, R G; Sandkuhl, O; Reitz, B

    1999-12-01

    All-ceramic crowns based on Zirconia-TZP-frameworks should have advantages in comparison to copings of Alumina (PROCERA-AllCeram) because of their mechanical properties. Zirconia-TZP-frameworks were manufactured after optical digitising using a modified Precident-DCS-System. The mean fracture strength and the vertical marginal discrepancy of Zirconia-TZP-frameworks and Alumina-copings (PROCERA-AllCeram) were determined. Additionally the bonding strength of suitable veneering ceramics on pre-treated Zirconia-TZP surfaces was examined using the scratch test and the shear bonding strength. The results show that the bonding between Zirconia-TZP and the veneering ceramics as well as the precision of fit of the veneered crowns are comparable with established systems.

  11. Extensive characterisation of advanced manufacturing solutions for the ITER Central Solenoid pre-compression system

    CERN Document Server

    Langeslag, S.A.E.; Libeyre, P.; Marcinek, D.J.; Zhang, Z.

    2015-01-01

    The ITER Central Solenoid (CS), positioned in the center of the ITER tokamak, will provide a magnetic field, contributing to the confinement of the plasma. The 13 m high CS consists of a vertical stack of 6 independently driven modules, dynamically activated. Resulting opposing currents can lead to high separation forces. A pre-compression structure is implemented to counteract these opposing forces, by realising a continuous 180 MN coil-to-coil contact loading. Preload is applied by mechanical fastening via 9 subunits, positioned along the coil stack, each consisting of 2 outer and 1 inner tie plate. The tie plates therefore need to feature outstanding mechanical behaviour in a large temperature range. High strength, Nitronic®-50 type F XM-19 austenitic stainless steel is selected as candidate material. The linearised stress distribution reaches approximately 250 MPa, leading to a required yield strength of 380 MPa at room temperature. Two different manufacturing methods are being studied for the procuremen...

  12. Advanced Material Studies for Additive Manufacturing in terms of Future Gear Application

    Directory of Open Access Journals (Sweden)

    Jan Bräunig

    2014-06-01

    Full Text Available Additive manufacturing by laser beam melting is predestined for complex component geometry like integrated cooling channels without enormous posttreatment processing. To investigate the influence of build-up direction in terms of later tooth excitation of gear-wheels, first fundamental material analyses were accomplished in this publication. Therefore, additively produced specimens were used to determine the build-up direction dependent elastic properties of the material in all three spatial directions based on tensile and torsion tests. The anisotropies of elastic limits and breaking points of previous studies were confirmed in this paper. Furthermore, torsion values were also determined depending on build-up direction. Laser beam melted X3NiCoMoTi18-9-5 (hot-work tool steel was shown to exhibit extremely high performance under shear loading in comparison to conventionally processed steel. The influence of build-up direction on torsional strength was also shown.

  13. CANDU RU fuel manufacturing basic technology development and advanced fuel verification tests

    International Nuclear Information System (INIS)

    Chung, Chang Hwan; Chang, S.K.; Hong, S.D.

    1999-04-01

    A PHWR advanced fuel named the CANFLEX fuel has been developed through a KAERI/AECL joint Program. The KAERI made fuel bundle was tested at the KAERI Hot Test Loop for the performance verification of the bundle design. The major test activities were the fuel bundle cross-flow test, the endurance fretting/vibration test, the freon CHF test, and the fuel bundle heat-up test. KAERI also has developing a more advanced PHWR fuel, the CANFLEX-RU fuel, using recovered uranium to extend fuel burn-up in the CANDU reactors. For the purpose of proving safety of the RU handling techniques and appraising feasibility of the CANFLEX-RU fuel fabrication in near future, a physical, chemical and radiological characterization of the RU powder and pellets was performed. (author). 54 refs., 46 tabs., 62 figs

  14. CANDU RU fuel manufacturing basic technology development and advanced fuel verification tests

    Energy Technology Data Exchange (ETDEWEB)

    Chung, Chang Hwan; Chang, S.K.; Hong, S.D. [and others

    1999-04-01

    A PHWR advanced fuel named the CANFLEX fuel has been developed through a KAERI/AECL joint Program. The KAERI made fuel bundle was tested at the KAERI Hot Test Loop for the performance verification of the bundle design. The major test activities were the fuel bundle cross-flow test, the endurance fretting/vibration test, the freon CHF test, and the fuel bundle heat-up test. KAERI also has developing a more advanced PHWR fuel, the CANFLEX-RU fuel, using recovered uranium to extend fuel burn-up in the CANDU reactors. For the purpose of proving safety of the RU handling techniques and appraising feasibility of the CANFLEX-RU fuel fabrication in near future, a physical, chemical and radiological characterization of the RU powder and pellets was performed. (author). 54 refs., 46 tabs., 62 figs.

  15. Next generation grinding spindle for cost-effective manufacture of advanced ceramic components

    Energy Technology Data Exchange (ETDEWEB)

    Kovach, J.A.; Laurich, M.A.

    2000-01-01

    Finish grinding of advanced structural ceramics has generally been considered an extremely slow and costly process. Recently, however, results from the High-Speed, Low-Damage (HSLD) program have clearly demonstrated that numerous finish-process performance benefits can be realized by grinding silicon nitride at high wheel speeds. A new, single-step, roughing-process capable of producing high-quality silicon nitride parts at high material removal rates while dramatically reducing finishing costs has been developed.

  16. Advances in computer-aided design and computer-aided manufacture technology.

    Science.gov (United States)

    Calamia, J R

    1996-01-01

    Although the development of computer-aided design (CAD) and computer-aided manufacture (CAM) technology and the benefits of increased productivity became obvious in the automobile and aerospace industries in the 1970s, investigations of this technology's application in the field of dentistry did not begin until the 1980s. Only now are we beginning to see the fruits of this work with the commercial availability of some systems; the potential for this technology seems boundless. This article reviews the recent literature with emphasis on the period from June 1992 to May 1993. This review should familiarize the reader with some of the latest developments in this technology, including a brief description of some systems currently available and the clinical and economical rationale for their acceptance into the dental mainstream. This article concentrates on a particular system, the Cerec (Siemens/Pelton and Crane, Charlotte, NC) system, for three reasons: First, this system has been available since 1985 and, as a result, has a track record of almost 7 years of data. Most of the data have just recently been released and consequently, much of this year's literature on CAD-CAM is monopolized by studies using this system. Second, this system was developed as a mobile, affordable, direct chairside CAD-CAM restorative method. As such, it is of special interest to the patient, providing a one-visit restoration. Third, the author is currently engaged in research using this particular system and has a working knowledge of this system's capabilities.

  17. Microbubble enhanced ozonation process for advanced treatment of wastewater produced in acrylic fiber manufacturing industry

    KAUST Repository

    Zheng, Tianlong

    2015-02-02

    This work investigated microbubble-ozonation for the treatment of a refractory wet-spun acrylic fiber wastewater in comparison to macrobubble-ozonation. CODcr, NH3-N, and UV254 of the wastewater were removed by 42%, 21%, and 42%, respectively in the microbubble-ozonation, being 25%, 9%, and 35% higher than the removal rates achieved by macrobubble-ozonation at the same ozone dose. The microbubbles (with average diameter of 45μm) had a high concentration of 3.9×105 counts/mL at a gas flow rate of 0.5L/min. The gas holdup, total ozone mass-transfer coefficient, and average ozone utilization efficiency in the microbubble-ozonation were 6.6, 2.2, and 1.5 times higher than those of the macrobubble-ozonation. Greater generation of hydroxyl radicals and a higher zeta potential of the bubbles were also observed in the microbubble ozonation process. The biodegradability of the wastewater was also significantly improved by microbubble-ozonation, which was ascribed to the enhanced degradation of alkanes, aromatic compounds, and the many other bio-refractory organic compounds in the wastewater. Microbubble-ozonation can thus be a more effective treatment process than traditional macrobubble-ozonation for refractory wastewater produced by the acrylic fiber manufacturing industry.

  18. Ionizing radiation processing and its potential in advancing biorefining and nanocellulose composite materials manufacturing

    Science.gov (United States)

    Postek, Michael T.; Poster, Dianne L.; Vládar, András E.; Driscoll, Mark S.; LaVerne, Jay A.; Tsinas, Zois; Al-Sheikhly, Mohamad I.

    2018-02-01

    Nanocellulose is a high value material that has gained increasing attention because of its high strength, stiffness, unique photonic and piezoelectric properties, high stability and uniform structure. Through utilization of a biorefinery concept, nanocellulose can be produced in large volumes from wood at relatively low cost via ionizing radiation processing. Ionizing radiation causes significant break down of the polysaccharide and leads to the production of potentially useful gaseous products such as H2 and CO. The application of radiation processing to the production of nanocellulose from woody and non-wood sources, such as field grasses, bio-refining by-products, industrial pulp waste, and agricultural surplus materials remains an open field, ripe for innovation and application. Elucidating the mechanisms of the radiolytic decomposition of cellulose and the mass generation of nanocellulose by radiation processing is key to tapping into this source of nanocelluose for the growth of nanocellulostic-product development. More importantly, understanding the structural break-up of the cell walls as a function of radiation exposure is a key goal and only through careful, detailed characterization and dimensional metrology can this be achieved at the level of detail that is needed to further the growth of large scale radiation processing of plant materials. This work is resulting from strong collaborations between NIST and its academic partners who are pursuing the unique demonstration of applied ionizing radiation processing to plant materials as well as the development of manufacturing metrology for novel nanomaterials.

  19. Application of Neutron Measurements to Advance Semiconductor Manufacturing: Next-Generation Lithography and Nanoporous Thin Films

    Science.gov (United States)

    Lin, Eric

    2010-03-01

    As feature sizes in microelectronic devices continue to decrease to sub-32 nm dimensions, new measurement methods are needed to understand the physical phenomena used in state-of-the-art lithography methods that may limit their fabrication and probe the structure and properties of new electronics materials. Neutron (and x-ray) beams have emerged as powerful probes of new manufactured structures with characteristic length scales ranging from (1 to 100) nm in thin films and in the bulk. In particular, X-ray reflectivity (XR), neutron reflectivity (NR), small angle neutron scattering (SANS), and small angle X-ray scattering (SAXS) can be applied in novel ways to address fundamental issues important to the microelectronics industry. This talk with highlight the application of neutron and x-ray measurement methods to investigate important problems in the development of photoresist materials used in lithography and of nanoporous low-dielectric-constant materials needed for next generation integrated circuits. Specific topics include: 1) the direct measurement of the reaction-diffusion front with nanometer resolution from ideal line-edges to probe image blur and roughness from photoacid diffusion 2) identification and measurement of a ``residual swelling fraction'' during the development and 3) measurements of the pore structure of low-dielectric constant thin films. Insights from these studies can provide guidelines and opportunities for the further extension of photoresist technology into the future and the integration of new materials into integrated circuits.

  20. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  1. A review on the advances in 3D printing and additive manufacturing of ceramics and ceramic matrix composites for optical applications

    Science.gov (United States)

    Goodman, William A.

    2017-09-01

    This paper provides a review of advances in 3D printing and additive manufacturing of ceramic and ceramic matrix composites for optical applications. Dr. Goodman has been pioneering additive manufacturing of ceramic matrix composites since 2008. He is the inventor of HoneySiC material, a zero-CTE additively manufactured carbon fiber reinforced silicon carbide ceramic matrix composite, briefly mentioned here. More recently Dr. Goodman has turned his attention to the direct printing of ceramics for optical applications via various techniques including slurry and laser sintering of silicon carbide and other ceramic materials.

  2. Industrialization of Biology. A Roadmap to Accelerate the Advanced Manufacturing of Chemicals

    Energy Technology Data Exchange (ETDEWEB)

    Friedman, Douglas C. [National Academy of Sciences, Washington, DC (United States)

    2015-09-01

    The report stresses the need for efforts to inform the public of the nature of industrial biotechnology and of its societal benefits, and to make sure that concerns are communicated effectively between the public and other stakeholders. In addition to scientific advances, a number of governance and societal factors will influence the industrialization of biology. Industry norms and standards need to be established in areas such as read/write accuracy for DNA, data and machine technology specifications, and organism performance in terms of production rates and yields. An updated regulatory regime is also needed to accelerate the safe commercialization of new host organisms, metabolic pathways, and chemical products, and regulations should be coordinated across nations to enable rapid, safe, and global access to new technologies and products.

  3. Design and manufacturing of non-instrumented capsule for advanced PWR fuel pellet irradiation test in HANARO

    Energy Technology Data Exchange (ETDEWEB)

    Kim, D. H.; Lee, C. B.; Song, K. W. [Korea Atomic Energy Research Institute, Taejeon (Korea)

    2002-04-01

    This project is preparing to irradiation test of the developed large grain UO{sub 2} fuel pellet in HANARO for pursuit fuel safety and high burn-up in 'Advanced LWR Fuel Technology Development Project' as a part Nuclear Mid and Long-term R and D Program. On the basis test rod is performed the nuclei property and preliminary fuel performance analysis, test rod and non-instrumented capsule are designed and manufactured for irradiation test in HANARO. This non-instrumented irradiation capsule of Advanced PWR Fuel pellet was referred the non-instrumented capsule for an irradiation test of simulated DUPIC fuel in HANARO(DUPIC Rig-001) and 18-element HANARO fuel, was designed to ensure the integrity and the endurance of non-instrumented capsule during the long term(2.5 years) irradiation. To irradiate the UO{sub 2} pellets up to the burn-up 70 MWD/kgU, need the time about 60 months and ensure the integrity of non-instrumented capsule for 30 months until replace the new capsule. This non-instrumented irradiation capsule will be based to develope the non-instrumented capsule for the more long term irradiation in HANARO. 22 refs., 13 figs., 5 tabs. (Author)

  4. Dampak Implementasi Penggunaan Teknologi Manufaktur Tingkat Lanjut -Advanced Manufacturing Technology pada Kinerja UKM di Indonesia

    Directory of Open Access Journals (Sweden)

    Jani Rahardjo

    2014-01-01

    Full Text Available In Indonesia, 99.8% of the businesses are SMEs. However, those SMEs only contribute to the 56.7% of the Indonesia GDP.  This happened, mainly due to the limitations of SMEs which use traditional technologies in the production process. Therefore, in 2014, the Indonesian government through the Ministry of Cooperation and Small Medium Entreprises launced a new strategic plan to empowering the SMEs by applying the Advanced Manufacting Technology (AMT. It is believed that by applying the AMT in the SMEs can increase productivities, expand the market share and raised national economic growth. This study, identified the used of AMT in the Indonesia SMEs, especially in foods, beverages, herbal and handicraft sectors. Additionally, it is also measured the impact of the used of AMT in the SMEs’ performaces. In this study, it is found that 76.6 % of the total sampel (253 SMEs declared that they use the AMT. This indicates that the Indonesia SMEs have a clear operation mission, process production, high quality products and meet the customer’s satisfaction. It is also found that the percentage of the hard technology is higher than the soft technology. This showed that there is a large effort to increase the productivity in the process production. Finally, we found that the impact of the AMT used to the SMEs’ performance in the market share, profitability and organization performance is increased significantly.

  5. The Advanced High-Temperature Reactor (AHTR) for Producing Hydrogen to Manufacture Liquid Fuels

    International Nuclear Information System (INIS)

    Forsberg, C.W.; Peterson, P.F.; Ott, L.

    2004-01-01

    Conventional world oil production is expected to peak within a decade. Shortfalls in production of liquid fuels (gasoline, diesel, and jet fuel) from conventional oil sources are expected to be offset by increased production of fuels from heavy oils and tar sands that are primarily located in the Western Hemisphere (Canada, Venezuela, the United States, and Mexico). Simultaneously, there is a renewed interest in liquid fuels from biomass, such as alcohol; but, biomass production requires fertilizer. Massive quantities of hydrogen (H2) are required (1) to convert heavy oils and tar sands to liquid fuels and (2) to produce fertilizer for production of biomass that can be converted to liquid fuels. If these liquid fuels are to be used while simultaneously minimizing greenhouse emissions, nonfossil methods for the production of H2 are required. Nuclear energy can be used to produce H2. The most efficient methods to produce H2 from nuclear energy involve thermochemical cycles in which high-temperature heat (700 to 850 C) and water are converted to H2 and oxygen. The peak nuclear reactor fuel and coolant temperatures must be significantly higher than the chemical process temperatures to transport heat from the reactor core to an intermediate heat transfer loop and from the intermediate heat transfer loop to the chemical plant. The reactor temperatures required for H2 production are at the limits of practical engineering materials. A new high-temperature reactor concept is being developed for H2 and electricity production: the Advanced High-Temperature Reactor (AHTR). The fuel is a graphite-matrix, coated-particle fuel, the same type that is used in modular high-temperature gas-cooled reactors (MHTGRs). The coolant is a clean molten fluoride salt with a boiling point near 1400 C. The use of a liquid coolant, rather than helium, reduces peak reactor fuel and coolant temperatures 100 to 200 C relative to those of a MHTGR. Liquids are better heat transfer fluids than gases

  6. Manufacturing of Protected Lithium Electrodes for Advanced Lithium-Air, Lithium-Water & Lithium-Sulfur Batteries

    Energy Technology Data Exchange (ETDEWEB)

    Visco, Steven J

    2015-11-30

    The global demand for rechargeable batteries is large and growing rapidly. Assuming the adoption of electric vehicles continues to increase, the need for smaller, lighter, and less expensive batteries will become even more pressing. In this vein, PolyPlus Battery Company has developed ultra-light high performance batteries based on its proprietary protected lithium electrode (PLE) technology. The Company’s Lithium-Air and Lithium-Seawater batteries have already demonstrated world record performance (verified by third party testing), and we are developing advanced lithium-sulfur batteries which have the potential deliver high performance at low cost. In this program PolyPlus Battery Company teamed with Corning Incorporated to transition the PLE technology from bench top fabrication using manual tooling to a pre- commercial semi-automated pilot line. At the inception of this program PolyPlus worked with a Tier 1 battery manufacturing engineering firm to design and build the first-of-its-kind pilot line for PLE production. The pilot line was shipped and installed in Berkeley, California several months after the start of the program. PolyPlus spent the next two years working with and optimizing the pilot line and now produces all of its PLEs on this line. The optimization process successfully increased the yield, throughput, and quality of PLEs produced on the pilot line. The Corning team focused on fabrication and scale-up of the ceramic membranes that are key to the PLE technology. PolyPlus next demonstrated that it could take Corning membranes through the pilot line process to produce state-of-the-art protected lithium electrodes. In the latter part of the program the Corning team developed alternative membranes targeted for the large rechargeable battery market. PolyPlus is now in discussions with several potential customers for its advanced PLE-enabled batteries, and is building relationships and infrastructure for the transition into manufacturing. It is likely

  7. Low-Cost Manufacturing Technique for Advanced Regenerative Cooling for In-Space Cryogenic Engines, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The goal of the proposed effort is to use selective laser melting (SLM, an additive manufacturing technique) to manufacture a hot fire-capable, water-cooled spool...

  8. Low-Cost Manufacturing Technique for Advanced Regenerative Cooling for In-Space Cryogenic Engines, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The goal of the proposed effort is to demonstrate feasibility of using selective laser melting (SLM, an emerging manufacturing technique) to manufacture a subscale...

  9. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study

    Science.gov (United States)

    Gross, Daniel; Abikhzer, Judith

    2017-01-01

    Background The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. Objectives We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. Methods The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes—all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Results Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (Pgame engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Conclusions Our study demonstrated that PwD’s speed improved with practice at the same rate

  10. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  11. Advanced methods of process/quality control in nuclear reactor fuel manufacture. Proceedings of a technical committee meeting

    International Nuclear Information System (INIS)

    2000-07-01

    Nuclear fuel plays an essential role in ensuring the competitiveness of nuclear energy and its acceptance by the public. The economic and market situation is not favorable at present for nuclear fuel designers and suppliers. The reduction in fuel prices (mainly to compete with fossil fuels) and in the number of fuel assemblies to be delivered to customers (mainly due to burnup increase) has been offset by the rising number of safety and other requirements, e.g. the choice of fuel and structural materials and the qualification of equipment. In this respect, higher burnup and thermal rates, longer fuel cycles and the use of MOX fuels are the real means to improve the economics of the nuclear fuel cycle as a whole. Therefore, utilities and fuel vendors have recently initiated new research and development programmes aimed at improving fuel quality, design and materials to produce robust and reliable fuel for safe and reliable reactor operation more demanding conditions. In this connection, improvement of fuel quality occupies an important place and this requires continuous effort on the part of fuel researchers, designers and producers. In the early years of commercial fuel fabrication, emphasis was given to advancements in quality control/quality assurance related mainly to the product itself. Now, the emphasis is transferred to improvements in process control and to implementation of overall total quality management (TQM) programmes. In the area of fuel quality control, statistical methods are now widely implemented, replacing 100% inspection. The IAEA, recognizing the importance of obtaining and maintaining high standards in fuel fabrication, has paid particular attention to this subject. In response to the rapid progress in development and implementation of advanced methods of process/quality control in nuclear fuel manufacture and on the recommendation of the International Working Group on Water Reactor Fuel Performance and Technology, the IAEA conducted a

  12. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study.

    Science.gov (United States)

    Tziraki, Chariklia; Berenbaum, Rakel; Gross, Daniel; Abikhzer, Judith; Ben-David, Boaz M

    2017-07-31

    The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (Pgame engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Our study demonstrated that PwD's speed improved with practice at the same rate as healthy older adults. This implies that when tasks

  13. Solving the Big Data (BD) Problem in Advanced Manufacturing (Subcategory for work done at Georgia Tech. Study Process and Design Factors for Additive Manufacturing Improvement)

    Energy Technology Data Exchange (ETDEWEB)

    Clark, Brett W. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Diaz, Kimberly A. [Georgia Inst. of Technology, Atlanta, GA (United States); Ochiobi, Chinaza Darlene [Georgia Inst. of Technology, Atlanta, GA (United States); Paynabar, Kamran [Georgia Inst. of Technology, Atlanta, GA (United States)

    2015-09-01

    3D printing originally known as additive manufacturing is a process of making 3 dimensional solid objects from a CAD file. This ground breaking technology is widely used for industrial and biomedical purposes such as building objects, tools, body parts and cosmetics. An important benefit of 3D printing is the cost reduction and manufacturing flexibility; complex parts are built at the fraction of the price. However, layer by layer printing of complex shapes adds error due to the surface roughness. Any such error results in poor quality products with inaccurate dimensions. The main purpose of this research is to measure the amount of printing errors for parts with different geometric shapes and to analyze them for finding optimal printing settings to minimize the error. We use a Design of Experiments framework, and focus on studying parts with cone and ellipsoid shapes. We found that the orientation and the shape of geometric shapes have significant effect on the printing error. From our analysis, we also determined the optimal orientation that gives the least printing error.

  14. IMPROVEMENT OF WEAR COMPONENT'S PERFORMANCE BY UTILIZING ADVANCED MATERIALS AND NEW MANUFACTURING TECHNOLOGIES: CASTCON PROCESS FOR MINING APPLICATIONS

    Energy Technology Data Exchange (ETDEWEB)

    Xiaodi Huang; Richard Gertsch

    2005-02-04

    Michigan Technological University, together with The Robbins Group, Advanced Ceramic Research, Advanced Ceramic Manufacturing, and Superior Rock Bits, evaluated a new process and a new material for producing drill bit inserts and disc cutters for the mining industry. Difficulties in the material preparation stage slowed the research initially. Prototype testing of the drill bit inserts showed that the new inserts did not perform up to the current state of the art. Due to difficulties in the prototype production of the disc cutters, the disc cutter was manufactured but not tested. Although much promising information was obtained as a result of this project, the objective of developing an effective means for producing rock drill bits and rock disc cutters that last longer, increase energy efficiency and penetration rate, and lower overall production cost was not met.

  15. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    Science.gov (United States)

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  16. Composite Structures Manufacturing Facility

    Data.gov (United States)

    Federal Laboratory Consortium — The Composite Structures Manufacturing Facility specializes in the design, analysis, fabrication and testing of advanced composite structures and materials for both...

  17. PowerGuard{reg_sign} Advanced Manufacturing; PVMaT Phase 1 Final Technical Report: June 1, 1998 to September 30, 1999

    Energy Technology Data Exchange (ETDEWEB)

    Marshall, M. C.; Dinwoodie, T. L.; O' Brian, C.; Botkin, J.; Ansley, J.

    2000-06-14

    During Phase 1 of PowerGuard{reg_sign} Advanced Manufacturing, PowerLight Corporation accomplished the following advancements: (1) Decreased system cost by 15%; (2) Increased PowerGuard tile production capacity from 5 MW/year to 8 MW/yr; (3) Established a manufacturing layout master plan for sequential integration of semi-automated and automated component workstations; (4) Defined semi-automation or automation of selected stages of the existing tile fabrication sequence, including PV module preparation, XPS processing, and coating; (5) Completed the advancement of several design improvements to the grid-tied inverter control board, including controller redesign, integrated data acquisition system (DAS), and communications for audit-worthy verification of PV system performance; (6) Conformed to NEPA, OSHA, and other federal and state regulations applicable to the proposed production process and mitigated potential for waste streams; (7) Initiated Underwriters Laboratories listings and international certifications on PowerGuard improvements; (8) Developed finance packages and integrated warranties; (9) Evaluated commercial demonstrations that incorporated the new design features and manufacturing process.

  18. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  19. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  20. Supermodular Games and Potential Games

    OpenAIRE

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and two-person Cournot games.

  1. Recent advances in the reconstruction of cranio-maxillofacial defects using computer-aided design/computer-aided manufacturing.

    Science.gov (United States)

    Oh, Ji-Hyeon

    2018-12-01

    With the development of computer-aided design/computer-aided manufacturing (CAD/CAM) technology, it has been possible to reconstruct the cranio-maxillofacial defect with more accurate preoperative planning, precise patient-specific implants (PSIs), and shorter operation times. The manufacturing processes include subtractive manufacturing and additive manufacturing and should be selected in consideration of the material type, available technology, post-processing, accuracy, lead time, properties, and surface quality. Materials such as titanium, polyethylene, polyetheretherketone (PEEK), hydroxyapatite (HA), poly-DL-lactic acid (PDLLA), polylactide-co-glycolide acid (PLGA), and calcium phosphate are used. Design methods for the reconstruction of cranio-maxillofacial defects include the use of a pre-operative model printed with pre-operative data, printing a cutting guide or template after virtual surgery, a model after virtual surgery printed with reconstructed data using a mirror image, and manufacturing PSIs by directly obtaining PSI data after reconstruction using a mirror image. By selecting the appropriate design method, manufacturing process, and implant material according to the case, it is possible to obtain a more accurate surgical procedure, reduced operation time, the prevention of various complications that can occur using the traditional method, and predictive results compared to the traditional method.

  2. Mobile game for Kaamos Games

    OpenAIRE

    Takkunen, Lasse

    2016-01-01

    This thesis was conducted for a startup game company called Kaamos Games Oy. The company specializes in the development of mobile games, and was looking to expand their expertise and list of developed games. The aim of this thesis was to develop a mobile game for Kaamos Games. The thesis introduces concepts which are relevant to mobile game development and the game development process. The general stages of a game development process are explained and the activities that went into this de...

  3. Apparel Manufacture

    Science.gov (United States)

    1995-01-01

    Marshall Space Flight Center teamed with the University of Alabama in Huntsville (UAH) in 1989 on a program involving development of advanced simulation software. Concurrently, the State of Alabama chartered UAH to conduct a technology advancement program in support of the state's apparel manufacturers. In 1992, under contract to Marshall, UAH developed an apparel-specific software package that allows manufacturers to design and analyze modules without making an actual investment -- it functions on ordinary PC equipment. By 1995, Marshall had responded to requests for the package from more than 400 companies in 36 states; some of which reported savings up to $2 million. The National Garment Company of Missouri, for example, uses the system to design and balance a modular line before committing to expensive hardware; for setting up sewing lines; and for determining the composition of a new team.

  4. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer...... software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...... seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre....

  5. Implementation of an advanced hybrid MPC-PID control system using PAT tools into a direct compaction continuous pharmaceutical tablet manufacturing pilot plant.

    Science.gov (United States)

    Singh, Ravendra; Sahay, Abhishek; Karry, Krizia M; Muzzio, Fernando; Ierapetritou, Marianthi; Ramachandran, Rohit

    2014-10-01

    It is desirable for a pharmaceutical final dosage form to be manufactured through a quality by design (QbD)-based approach rather than a quality by testing (QbT) approach. An automatic feedback control system coupled with PAT tools that is part of the QbD paradigm shift, has the potential to ensure that the pre-defined end product quality attributes are met in a time and cost efficient manner. In this work, an advanced hybrid MPC-PID control architecture coupled with real time inline/online monitoring tools and principal components analysis (PCA) based additional supervisory control layer has been proposed for a continuous direct compaction tablet manufacturing process. The advantages of both MPC and PID have been utilized in a hybrid scheme. The control hardware and software integration and implementation of the control system has been demonstrated using feeders and blending unit operation of a continuous tablet manufacturing pilot plant and an NIR based PAT tool. The advanced hybrid MPC-PID control scheme leads to enhanced control loop performance of the critical quality attributes in comparison to a regulatory (e.g. PID) control scheme indicating its potential to improve pharmaceutical product quality. Copyright © 2014 Elsevier B.V. All rights reserved.

  6. Benefits of Hot Isostatic Pressure/Powdered Metal (HIP/PM) and Additive Manufacturing (AM) To Fabricate Advanced Energy System Components

    Energy Technology Data Exchange (ETDEWEB)

    Horton, Nancy [Energy Industries of Ohio, Cleveland, OH (United States); Sheppard, Roy [Energy Industries of Ohio, Cleveland, OH (United States)

    2016-12-31

    Advanced Energy systems require large, complex components produced from materials capable of withstanding severe operating environments (high temperature, pressure, corrosivity). Such parts can be difficult to source, as conventional material processing technologies must be tailored to ensure a safe and cost effective approach to large-scale manufacture of quality structural advanced alloy components that meet the performance specifications of AE systems. (HIP/PM) has shown advantages over other manufacturing methods when working with these materials. For example, using HIP’ing in lieu of casting means significant savings in raw material costs, which for expensive, high-nickel alloys can be considerable for large-scale production. Use of HIP/PM also eliminates the difficulties resulting from reactivity of these materials in the molten state and facilitates manufacture of the large size requirements of the AE industry, producing a part that is defect and porosity free, thus further reducing or eliminating time and expense of post processing machining and weld repair. New advances in Additive Manufacturing (AM) techniques make it possible to further expand the benefits of HIP/PM in producing AE system components to create an even more robust manufacturing approach. Traditional techniques of welding and forming sheet metal to produce the HIP canisters can be time consuming and costly, with limitations on the complexity of part which can be achieved. A key benefit of AM is the freedom of design that it offers, so use of AM could overcome such challenges, ultimately enabling redesign of complete energy systems. A critical step toward this goal is material characterization of the required advanced alloys, for use in AM. Using Haynes 282, a high nickel alloy of interest to the Fossil Energy community, particularly for Advanced-UltraSuperCritical (AUSC) operating environments, as well as the crosscutting interests of the aerospace, defense and medical markets, this

  7. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  8. PowerGuard(R) Advanced Manufacturing: PVMaT Final Report, 1 July 1998 - 30 September 2001

    Energy Technology Data Exchange (ETDEWEB)

    Dinwoodie, T. L.; Botkin, J.

    2002-10-01

    This final report describes the PVMaT results of manufacturing improvements directed toward innovative, low-cost, high-return, high-impact PV products. PowerLight's focus for this subcontract was manufacturing improvements for its patented PowerGuard building-integrated PV roofing tile. These manufacturing improvements were selected to reduce PowerGuard system costs, increase PowerGuard tile fabrication capability to 16 MW/year, and stimulate an increase in manufacturing of PV laminates, within the United States, by 2 MW/year. Production rates rose from 200 tiles per 8-hour shift to more than 500 tiles per 8-hour shift. The overall system cost of PowerGuard was reduced by 38%. The original goal of a 46% reduction was not met, due to unexpectedly high global demand for PV laminates and limitations on supply. PowerLight has successfully reduced balance-of-system costs, including the cost of installation. At the end of this subcontract, BOS costs had been reduced by 68%. Project go also included: Implementation of an automated tile manufacturing facility, in Berkeley, California, exceeding 16-MW/year capacity; improved quality of finished goods due to improved tooling and processes in PowerGuard manufacturing, which also simultaneously improved throughput and lowered costs; completion of wind tunnel testing of all design refinements; testing of PowerGuard installations on mechanically attached roof membranes; creation of an installation manual and training program for installing PowerGuard systems; certification and listing of PowerGuard products with Underwriters Laboratories and international certification organizations, and application for listing with the International Conference of Building Officials (ICBO).

  9. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

    Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e

  10. Games for Health 2005

    National Research Council Canada - National Science Library

    Sawyer, Benjamin G

    2005-01-01

    Using the conference convening resources of the Games for Health Project, operated by Digital Mill, we worked to further advance TATRC goals and current efforts by helping TATRC network and exchange...

  11. Advanced theoretical and experimental studies in automatic control and information systems. [including mathematical programming and game theory

    Science.gov (United States)

    Desoer, C. A.; Polak, E.; Zadeh, L. A.

    1974-01-01

    A series of research projects is briefly summarized which includes investigations in the following areas: (1) mathematical programming problems for large system and infinite-dimensional spaces, (2) bounded-input bounded-output stability, (3) non-parametric approximations, and (4) differential games. A list of reports and papers which were published over the ten year period of research is included.

  12. Antimicrobial resistance and the environment: Assessment of advances, gaps and recommendations for agriculture, aquaculture and pharmaceutical manufacturing.

    Science.gov (United States)

    A roundtable discussion held at the 4th International Symposium on the Environmental Dimension of Antibiotic Resistance (EDAR4) considered key issues concerning the impact on the environment of antibiotic use in agriculture and aquaculture, and emissions from antibiotic manufacturing. The critical ...

  13. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  14. Maps in video games – range of applications

    OpenAIRE

    Chądzyńska Dominika; Gotlib Dariusz

    2015-01-01

    The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visu...

  15. An Exploratory Analysis for the Selection and Implementation of Advanced Manufacturing Technology by Fuzzy Multi-criteria Decision Making Methods: A Comparative Study

    Science.gov (United States)

    Nath, Surajit; Sarkar, Bijan

    2017-08-01

    Advanced Manufacturing Technologies (AMTs) offer opportunities for the manufacturing organizations to excel their competitiveness and in turn their effectiveness in manufacturing. Proper selection and evaluation of AMTs is the most significant task in today's modern world. But this involves a lot of uncertainty and vagueness as it requires many conflicting criteria to deal with. So the task of selection and evaluation of AMTs becomes very tedious for the evaluators as they are not able to provide crisp data for the criteria. Different Fuzzy Multi-criteria Decision Making (MCDM) methods help greatly in dealing with this problem. This paper focuses on the application of two very much potential Fuzzy MCDM methods namely COPRAS-G, EVAMIX and a comparative study between them on some rarely mentioned criteria. Each of the two methods is very powerful evaluation tool and has beauty in its own. Although, performance wise these two methods are almost at same level, but, the approach of each one of them are quite unique. This uniqueness is revealed by introducing a numerical example of selection of AMT.

  16. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  17. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  18. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  19. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  20. Reflections on the Design of Exertion Games.

    Science.gov (United States)

    Mueller, Florian Floyd; Altimira, David; Khot, Rohit Ashot

    2015-02-01

    The design of exertion games (i.e., digital games that require physical effort from players) is a difficult intertwined challenge of combining digital games and physical effort. To aid designers in facing this challenge, we describe our experiences of designing exertion games. We outline personal reflections on our design processes and articulate analyses of players' experiences. These reflections and analyses serve to highlight the unique opportunities of combining digital games and physical effort. The insights we seek aim to enhance the understanding of exertion game design, contributing to the advancement of the field, and ultimately resulting in better games and associated player experiences.

  1. Manufacturing ontology through templates

    Directory of Open Access Journals (Sweden)

    Diciuc Vlad

    2017-01-01

    Full Text Available The manufacturing industry contains a high volume of knowhow and of high value, much of it being held by key persons in the company. The passing of this know-how is the basis of manufacturing ontology. Among other methods like advanced filtering and algorithm based decision making, one way of handling the manufacturing ontology is via templates. The current paper tackles this approach and highlights the advantages concluding with some recommendations.

  2. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  3. Recent advance in high manufacturing readiness level and high temperature CMOS mixed-signal integrated circuits on silicon carbide

    Science.gov (United States)

    Weng, M. H.; Clark, D. T.; Wright, S. N.; Gordon, D. L.; Duncan, M. A.; Kirkham, S. J.; Idris, M. I.; Chan, H. K.; Young, R. A. R.; Ramsay, E. P.; Wright, N. G.; Horsfall, A. B.

    2017-05-01

    A high manufacturing readiness level silicon carbide (SiC) CMOS technology is presented. The unique process flow enables the monolithic integration of pMOS and nMOS transistors with passive circuit elements capable of operation at temperatures of 300 °C and beyond. Critical to this functionality is the behaviour of the gate dielectric and data for high temperature capacitance-voltage measurements are reported for SiO2/4H-SiC (n and p type) MOS structures. In addition, a summary of the long term reliability for a range of structures including contact chains to both n-type and p-type SiC, as well as simple logic circuits is presented, showing function after 2000 h at 300 °C. Circuit data is also presented for the performance of digital logic devices, a 4 to 1 analogue multiplexer and a configurable timer operating over a wide temperature range. A high temperature micro-oven system has been utilised to enable the high temperature testing and stressing of units assembled in ceramic dual in line packages, including a high temperature small form-factor SiC based bridge leg power module prototype, operated for over 1000 h at 300 °C. The data presented show that SiC CMOS is a key enabling technology in high temperature integrated circuit design. In particular it provides the ability to realise sensor interface circuits capable of operating above 300 °C, accommodate shifts in key parameters enabling deployment in applications including automotive, aerospace and deep well drilling.

  4. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  5. Game Theory

    DEFF Research Database (Denmark)

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  6. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  7. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  8. Differential games.

    Science.gov (United States)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  9. Personalised gaming

    OpenAIRE

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....

  10. Online Gaming

    OpenAIRE

    Kevin Curran; Paul Canning; Martin Laughlin; Ciarán McGowan; Rory Carlin

    2005-01-01

    Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.

  11. Energy Saving Melting and Revert Reduction Technology (Energy SMARRT): Manufacturing Advanced Engineered Components Using Lost Foam Casting Technology

    Energy Technology Data Exchange (ETDEWEB)

    Littleton, Harry; Griffin, John

    2011-07-31

    This project was a subtask of Energy Saving Melting and Revert Reduction Technology (Energy SMARRT) Program. Through this project, technologies, such as computer modeling, pattern quality control, casting quality control and marketing tools, were developed to advance the Lost Foam Casting process application and provide greater energy savings. These technologies have improved (1) production efficiency, (2) mechanical properties, and (3) marketability of lost foam castings. All three reduce energy consumption in the metals casting industry. This report summarizes the work done on all tasks in the period of January 1, 2004 through June 30, 2011. Current (2011) annual energy saving estimates based on commercial introduction in 2011 and a market penetration of 97% by 2020 is 5.02 trillion BTU's/year and 6.46 trillion BTU's/year with 100% market penetration by 2023. Along with these energy savings, reduction of scrap and improvement in casting yield will result in a reduction of the environmental emissions associated with the melting and pouring of the metal which will be saved as a result of this technology. The average annual estimate of CO2 reduction per year through 2020 is 0.03 Million Metric Tons of Carbon Equivalent (MM TCE).

  12. Role-play games, experiments, workshops, blog posts: how community activities in HEPEX contribute to advance hydrologic ensemble prediction

    Science.gov (United States)

    Ramos, Maria-Helena; Wetterhall, Fredrik; Wood, Andy; Wang, Qj; Pappenberger, Florian; Verkade, Jan

    2017-04-01

    Since 2004, HEPEX (Hydrologic Ensemble Prediction Experiment) has been fostering a community of researchers and practitioners around the world. Through the years, it has contributed to establish a more integrative view of hydrological forecasting, where data assimilation, hydro-meteorological modelling chains, post-processing techniques, expert knowledge, and decision support systems are connected to enhance operational systems and water management applications. Here we present the community activities in HEPEX that have contributed to strengthening this unfunded/volunteer effort for more than a decade. It includes the organization of workshops, conference sessions, testbeds and inter-comparison experiments. More recently, HEPEX has also prompted the development of several publicly available role-play games and, since 2013, it has been running a blog portal (www.hepex.org), which is used as an intersection point for members. Through this website, members can continuously share their research, make announcements, report on workshops, projects and meetings, and hear about related research and operational challenges. It also creates a platform for early career scientists to become increasingly involved in hydrological forecasting science and applications.

  13. A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2

    Science.gov (United States)

    Ncube, Lisa B.

    2010-01-01

    This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…

  14. A Serious Game of Success

    Science.gov (United States)

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  15. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  16. Teaching Spatial Awareness In Small-Sided Games

    Science.gov (United States)

    Phillips, David; Hannon, James C.; Molina, Sergio

    2015-01-01

    This article supports the use of strategy and tactics at games stage three (how to teach basic offensive and defensive strategy using small-sided games) as a best practices in physical education. Potential learning through game stages three and four (full-sided games) is only possible when teachers have advanced content knowledge to teach the…

  17. A communication system for a pluggable game engine

    OpenAIRE

    Sjöstrand, Johan

    2007-01-01

    This thesis documents the development of a communication system that is part of a pluggable game engine for a course in advanced game programming. It covers some techniques and problems in network game programming, a description of the developed system and an example of how the system is used in a demo of the game engine.

  18. Computer Programming: An Activity as Compelling as Game Play

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

    Full Text Available Game motif programming exercises (GM-Games were developed to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play; yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.

  19. Non-cooperative game theory

    CERN Document Server

    Fujiwara-Greve, Takako

    2015-01-01

    This is a textbook for university juniors, seniors, and graduate students majoring in economics, applied mathematics, and related fields. Each chapter is structured so that a core concept of that chapter is presented with motivations, useful applications are given, and related advanced topics are discussed for future study. Many helpful exercises at various levels are provided at the end of each chapter. Therefore, this book is most suitable for readers who intend to study non-cooperative game theory rigorously for both theoretical studies and applications. Game theory consists of non-cooperative games and cooperative games. This book covers only non-cooperative games, which are major tools used in current economics and related areas. Non-cooperative game theory aims to provide a mathematical prediction of strategic choices by decision makers (players) in situations of conflicting interest. Through the logical analyses of strategic choices, we obtain a better understanding of social (economic, business) probl...

  20. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  1. Current Capabilities at SNL for the Integration of Small Modular Reactors onto Smart Microgrids Using Sandia's Smart Microgrid Technology High Performance Computing and Advanced Manufacturing.

    Energy Technology Data Exchange (ETDEWEB)

    Rodriguez, Salvador B. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2017-05-01

    Smart grids are a crucial component for enabling the nation’s future energy needs, as part of a modernization effort led by the Department of Energy. Smart grids and smart microgrids are being considered in niche applications, and as part of a comprehensive energy strategy to help manage the nation’s growing energy demands, for critical infrastructures, military installations, small rural communities, and large populations with limited water supplies. As part of a far-reaching strategic initiative, Sandia National Laboratories (SNL) presents herein a unique, three-pronged approach to integrate small modular reactors (SMRs) into microgrids, with the goal of providing economically-competitive, reliable, and secure energy to meet the nation’s needs. SNL’s triad methodology involves an innovative blend of smart microgrid technology, high performance computing (HPC), and advanced manufacturing (AM). In this report, Sandia’s current capabilities in those areas are summarized, as well as paths forward that will enable DOE to achieve its energy goals. In the area of smart grid/microgrid technology, Sandia’s current computational capabilities can model the entire grid, including temporal aspects and cyber security issues. Our tools include system development, integration, testing and evaluation, monitoring, and sustainment.

  2. The potential of dielectric analysis as an on-line cure monitoring technique in the manufacture of advanced fibre reinforced composites

    International Nuclear Information System (INIS)

    McIlhagger, A.T.

    2002-02-01

    Composite manufacturing processes such as RTM, are being developed in the aerospace industry in order to promote and reduce the cost of advanced fibre reinforced composites. The aerospace industry has identified the need for a cure monitoring system to be utilised in this production, to improve the efficiency and reliability of processing. The system must be able to determine through-thickness properties of the composite, on-line and without affecting the integrity of the finished component. Literature has shown that a number of techniques are available but these do not address all of the requirements of industry. The most important process parameters in RTM are the resin flow, point of minimum viscosity, gelation and subsequent completion of cure. These 'key cure parameters' are often difficult to control accurately in the manufacturing environment. Although dielectric analysis has been around for many years, literature identified an urgent requirement for research on the interpretation of dielectric sensor data relating to these main process parameters. A dielectric laboratory instrument, operated in the parallel plate sensor configuration was utilised to simulate a standard RTM cure cycle. The important transitions in the resin, namely minimum viscosity, gelation, vitrification and completion of cure, were identified. The parallel plate dielectric technique was applied to composites containing conductive and non-conductive reinforcement fibres. The appropriate dielectric signals and frequency were determined based on the sensor configuration, insulating layer and resin/fabric type. Correlations have been demonstrated between dielectric results and other established thermal (DSC and. DMA) and mechanical test techniques (tensile, flexural and interlaminar shear). Test methods were designed and investigated to provide information to compare with dielectric data. The parallel plate configuration was used to investigate the effect of composite thickness variation on

  3. How we see electronic games

    Science.gov (United States)

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  4. How we see electronic games.

    Science.gov (United States)

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  5. How we see electronic games

    Directory of Open Access Journals (Sweden)

    Andrew K. Przybylski

    2016-04-01

    Full Text Available Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987 and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968 to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  6. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  7. Social gaming in online games

    OpenAIRE

    Pöyhtäri, A. (Aleksi)

    2016-01-01

    Abstract The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction ...

  8. Integrated Manufacturing for Advanced MEAs

    Energy Technology Data Exchange (ETDEWEB)

    Emory S. De Castro; Yu-Min Tsou; Mark G. Roelofs; Olga Polevaya

    2007-03-30

    This program addressed a two-pronged goal for developing fuel cell components: lowering of precious metal content in membrane electrode assemblies (MEAs), thereby reducing the fuel cell cost, and creating MEAs that can operate at 120oC and 25% RH whereby the system efficiency and effectiveness is greatly improved. In completing this program, we have demonstrated a significant reduction in precious metal while at the same time increasing the power output (achieved 2005 goal of 0.6g/Kw). We have also identified a technology that allows for one step fabrication of MEAs and appears to be a feasible path toward achieving DOE’s 2010 targets for precious metal and power (approaches 0.2g/Kw). Our team partner Du Pont invented a new class of polymer electrolyte membrane that has sufficient stability and conductivity to demonstrate feasibility for operation at 120 oC and low relative humidity. Through the course of this project, the public has benefited greatly from numerous presentations and publications on the technical understanding necessary to achieve these goals.

  9. Fundamentals of Digital Manufacturing Science

    CERN Document Server

    Zhou, Zude; Chen, Dejun

    2012-01-01

    The manufacturing industry will reap significant benefits from encouraging the development of digital manufacturing science and technology. Digital Manufacturing Science uses theorems, illustrations and tables to introduce the definition, theory architecture, main content, and key technologies of digital manufacturing science. Readers will be able to develop an in-depth understanding of the emergence and the development, the theoretical background, and the techniques and methods of digital manufacturing science. Furthermore, they will also be able to use the basic theories and key technologies described in Digital Manufacturing Science to solve practical engineering problems in modern manufacturing processes. Digital Manufacturing Science is aimed at advanced undergraduate and postgraduate students, academic researchers and researchers in the manufacturing industry. It allows readers to integrate the theories and technologies described with their own research works, and to propose new ideas and new methods to...

  10. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  11. Manufacturing Interfaces

    NARCIS (Netherlands)

    van Houten, Frederikus J.A.M.

    1992-01-01

    The paper identifies the changing needs and requirements with respect to the interfacing of manufacturing functions. It considers the manufacturing system, its components and their relationships from the technological and logistic point of view, against the background of concurrent engineering.

  12. Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  13. Subconscious learning via games and social media

    CERN Document Server

    Wortley, David; Kim, Seongdong

    2015-01-01

    This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial experts comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand ho...

  14. Precision manufacturing

    CERN Document Server

    Dornfeld, David

    2008-01-01

    Today there is a high demand for high-precision products. The manufacturing processes are now highly sophisticated and derive from a specialized genre called precision engineering. Precision Manufacturing provides an introduction to precision engineering and manufacturing with an emphasis on the design and performance of precision machines and machine tools, metrology, tooling elements, machine structures, sources of error, precision machining processes and precision process planning. As well as discussing the critical role precision machine design for manufacturing has had in technological developments over the last few hundred years. In addition, the influence of sustainable manufacturing requirements in precision processes is introduced. Drawing upon years of practical experience and using numerous examples and illustrative applications, David Dornfeld and Dae-Eun Lee cover precision manufacturing as it applies to: The importance of measurement and metrology in the context of Precision Manufacturing. Th...

  15. Motion Detection Implementation on a Game Using Raspberry Pi

    Directory of Open Access Journals (Sweden)

    Gunawan Putra Gozali

    2017-02-01

    Full Text Available Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses motion detection sensor as the controller. Some of the sensors used in the game is UDS Sensor ( Ultrasonic Sensor disctance and touch sensors are applied to smarthphone to control the game. This allows the use of sensors in making more varied games by using raspberry devices.

  16. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    Science.gov (United States)

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  17. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  18. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  19. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  20. Problem Gaming

    OpenAIRE

    Strate, Simon Wolter; Dreyer, Maria; Petersen, Freja Astrid; Willumsen, Ea Christina

    2013-01-01

    This paper investigates the psychological and social consequences of excessive online computer use. The study is based on an assumption that immoderate time spent on online gaming will have negative consequences for the identity creation processes and the ability to socialize in a non-gaming context. The paper argues that by asserting that gaming addiction exist a question of autonomy vs. beneficence will be raised, as some will search to find a treatment for such a diagnosis. By using differ...

  1. Platform Comparison Between Games Console, Mobile Games And PC Games

    Directory of Open Access Journals (Sweden)

    Geraldus Galehantomo P.S

    2015-11-01

    Full Text Available In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.

  2. Providing disabled persons in developing countries access to computer games through a novel gaming input device

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2011-01-01

    Full Text Available A novel input device is presented for use with a personal computer by persons with physical disabilities who would otherwise not be able to enjoy computer gaming. This device is simple to manufacture and low in cost. A gaming application...

  3. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  4. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  5. Online Gaming

    OpenAIRE

    Johansson, Theis; Beck-Bang, Kathrine; Rishøj, Kristian Starup; Erlendsson, Katrine Winther

    2014-01-01

    The aim of this report has been to investigate what effects online gaming can have on an online gamer and his everyday life. To meet the requirements from our term, we have approached the subject from a technological point of view. By analyzing the different game functions of the online game League of Legends, we have been able to discuss the attraction of online games and why the players keep spending their time in this online world. By interviewing four different gamers and comparing their ...

  6. Quitting Games

    OpenAIRE

    Eilon Solan; Nicolas Vieille

    1998-01-01

    Quitting games are sequential games in which, at any stage, each player has the choice between continuing and quitting. The game ends as soon as at least player chooses to quit; player i then receives a payoff r, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is 0. We prove the existence of cyclic E-equilibrium under some assumptions on the payoff function (r sub s). We prove on an example that our result is essentially optimal...

  7. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  8. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  9. Pro Android games

    CERN Document Server

    Silva, Vladimir

    2012-01-01

    In the last few years, Android has progressed with the debut of better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, improved battery management techniques, and now Google TV Android Apps for the Android game app developer repertoire.  With actionable real-world source, Pro Android Games, Second Edition shows you how to build more sophisticated and addictive Android games, by leveraging the power of these recent advancements found in the new Android Jelly Beans development platform as well as those you

  10. Mudanças organizacionais na adoção de tecnologias avançadas de manufatura Organizational changes in the adoption of advanced manufacturing technologies

    Directory of Open Access Journals (Sweden)

    Rafaela da Rosa Cardoso

    2010-12-01

    Full Text Available Para que a adoção de Tecnologia Avançada da Manufatura (AMT possa, de fato, proporcionar vantagens competitivas às empresas, faz-se necessário que essas tecnologias sejam selecionadas segundo critérios que considerem aspectos estratégicos. As características organizacionais de uma empresa influenciam sobremaneira o processo de adoção de AMT, de tal forma que se faz necessário desenvolver recomendações para a revisão do projeto organizacional. O presente trabalho propõe um processo para a geração de tais recomendações, através de uma metodologia denominada de "refinamentos sucessivos". Como resultado deste processo de "refinamentos sucessivos" obtém-se um conjunto de recomendações para a revisão do projeto organizacional, baseados em requisitos estabelecidos pelo processo de adoção de AMT. Essas recomendações constituem um conjunto de decisões a serem tomadas acerca do projeto organizacional para adequá-lo às demandas de uma nova tecnologia a ser introduzida, ou seja, a implementação de AMT.In order for the adoption of Advanced Manufacturing Technology (AMT to provide competitive advantages to the companies, it is necessary to select these technologies according to criteria that consider strategic aspects. The organizational characteristics of a company influence particularly the process of AMT adoption, in such a way that it is necessary to develop recommendations for the review of the organizational project. The present work proposes a process for the generation of these recommendations, which through a methodology called 'successive refinements' produces a set of recommendations for the review of the organizational project, based on requirements established by the AMT adoption process. These recommendations are a set of decisions that may be taken about the organizational project to adapt them to demands of the new technology to be introduced, in other words, the AMT implementation.

  11. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    design of an interactive Petri net-based token (ludo) game is presented in which transition firing is determined by dice cast. Programming is ... that always invigorates every type of persons from small to big. This is the element of chance or ..... via the game, just like video films engaged people with watching TV. 5. Conclusion.

  12. Game Theory

    Indian Academy of Sciences (India)

    This article tries to outline what game theory is all about. It illustrates game theory's fundamental solution concept viz., Nash equilibrium, using various examples. The Genesis. In the late thirties, the mathematician John von Neumann turned his prodigious innovative talents towards economics. This brief encounter of his with ...

  13. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  14. Composites Materials and Manufacturing Technologies for Space Applications

    Science.gov (United States)

    Vickers, J. H.; Tate, L. C.; Gaddis, S. W.; Neal, R. E.

    2016-01-01

    Composite materials offer significant advantages in space applications. Weight reduction is imperative for deep space systems. However, the pathway to deployment of composites alternatives is problematic. Improvements in the materials and processes are needed, and extensive testing is required to validate the performance, qualify the materials and processes, and certify components. Addressing these challenges could lead to the confident adoption of composites in space applications and provide spin-off technical capabilities for the aerospace and other industries. To address the issues associated with composites applications in space systems, NASA sponsored a Technical Interchange Meeting (TIM) entitled, "Composites Materials and Manufacturing Technologies for Space Applications," the proceedings of which are summarized in this Conference Publication. The NASA Space Technology Mission Directorate and the Game Changing Program chartered the meeting. The meeting was hosted by the National Center for Advanced Manufacturing (NCAM)-a public/private partnership between NASA, the State of Louisiana, Louisiana State University, industry, and academia, in association with the American Composites Manufacturers Association. The Louisiana Center for Manufacturing Sciences served as the coordinator for the TIM.

  15. Green manufacturing processes and systems

    Energy Technology Data Exchange (ETDEWEB)

    Davim, J. Paulo (ed.) [Aveiro Univ. (Portugal). Dept. of Mechanical Engineering, Campus Universitario de Santiago

    2013-02-01

    This book provides the recent advances on green manufacturing processes and systems for modern industry. Chapter 1 provides information on sustainable manufacturing through environmentally-friendly machining. Chapter 2 is dedicated to environmentally-friendly machining: vegetable based cutting fluids. Chapter 3 describes environmental-friendly joining of tubes. Chapter 4 contains information on concepts, methods and strategies for zero-waste in manufacturing. Finally, chapter 5 is dedicated to the application of hybrid MCDM approach for selecting the best tyre recycling process.

  16. Additive manufacturing.

    Science.gov (United States)

    Mumith, A; Thomas, M; Shah, Z; Coathup, M; Blunn, G

    2018-04-01

    Increasing innovation in rapid prototyping (RP) and additive manufacturing (AM), also known as 3D printing, is bringing about major changes in translational surgical research. This review describes the current position in the use of additive manufacturing in orthopaedic surgery. Cite this article: Bone Joint J 2018;100-B:455-60.

  17. Product development in the socio-sphere game changing paradigms for 21st century breakthrough product development and innovation

    CERN Document Server

    2014-01-01

    This book provides a broad overview of a number of game-changing paradigms that are anticipated to reshape 21st century product development. Topics including cloud computing-based design, cloud manufacturing, crowd-sourcing and mass collaboration, open source and social product development will be discussed in the context of advanced distributed and collaborative product creation. The purpose of the book is threefold: (1) to provide decision makers in industry with a solid base for strategic design and manufacturing-related process re-organization; (2) to provide researchers and scientist with the state-of-the-art from an academic perspective as well as a research agenda aimed at advancing the theoretical foundations of the field; and (3) to serve as supplementary reading in design and manufacturing-related courses at universities and technical colleges.

  18. An adaptation framework for turning real life events into games

    DEFF Research Database (Denmark)

    Therkildsen, Sacha Kjærhus; Bunkenborg, Nanna Cassøe; Larsen, Lasse Juel

    2017-01-01

    Many games are inspired by real life events. The presented adaptation framework is based on the design of a board game with a companion app that addresses the Syrian refugee crisis. The aim of the game is to allow players to simulate the experience of being a Syrian refugee traveling through Europe....... We applied an agile development method and participatory design to achieve our ambition. In conclusion we found that turning real life events into board games can be advanced by the following game design adaptation framework, which balances four interrelated layers: (1) real life events (game fiction......), (2) game system (formal game elements), (3) movement system (game mechanisms), and (4) meaning (player choice) which prioritise game over story....

  19. Building a Competitive Edge with Additive Manufacturing

    Science.gov (United States)

    2013-02-14

    Technology News, Volume 19, No. 7 (April 30, 2012). 39 Stephanie S. Shipp et al., Emerging Global Trends in Advanced Manufacturing, IDA Paper P-4603...December 2012. 21 41 Stephanie S. Shipp et al., Emerging Global Trends in Advanced Manufacturing, IDA Paper P-4603 (Alexandria, VA: Institute... Shipp , Stephanie, et al., Emerging Global Trends in Advanced Manufacturing, IDA Paper P- 4603 (Alexandria, VA: Institute for Defense Analysis, March

  20. Games of Multitude

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2010-07-01

    Full Text Available Our hypothesis is that videogames are a paradigmatic media of Empire as described by Hardt and Negri–planetary, militarized hyper-capitalism–and of some of the forces presently challenging it. Why are virtual games the media of Empire, integral to and expressive of it like no other? They originated in the US military-industrial complex, the nuclear-armed core of capital’s global domination, to which power they remain umbilically connected. They were created by the hard-to-control hacker knowledge of a new type of intellectual worker, immaterial labour, vital to a fresh phase of capitalist expansion. In that phase, game machines have served as ubiquitous everyday incubators for the most advanced forces of production and communication, tutoring entire generations in digital technologies and networked communication. The game industry has pioneered methods of accumulation based on intellectual property rights, cognitive exploitation, cultural hybridization, transcontinentally subcontracted dirty work, and world-marketed commodities. Game making blurs the lines between work and play, production and consumption, voluntary activity and precarious exploitation, in a way that typifies the boundless exercise of biopower. At the same time, games themselves are an expensive consumer commodity which the global poor can only access illicitly, demonstrating the massive inequalities of this regime. Virtual games simulate identities as citizen-soldiers, free-agent workers, cyborg-adventurers, and corporate-criminals: virtual play trains flexible personalities for flexible jobs, shapes subjects for militarized markets, and makes becoming a neoliberal subject fun. And—taking us to the focus of this article—games exemplify Empire because they are also exemplary of the multitude, in that game culture includes subversive and alternative experiments searching for a way out. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois

  1. Manufacturing strategy issues in selected Indian manufacturing industry

    Directory of Open Access Journals (Sweden)

    Mahender Singh

    2013-03-01

    Full Text Available This paper presents some findings of Indian manufacturing sectors viz. automobile (especially two-wheeler, tractor and general manufacturing industry. Various manufacturing strategy issues such as competitive priorities, improvement activities, and performance measures, have been identified and assessed in Indian context. Sector wise comparison of competitive priorities, improvement activities i.e. advanced manufacturing technology (AMT, integrated information systems (IIS, and advanced management systems (AMS, and performance measure, is provided. Our results showed that most of the Indian companies are still emphasizing on quality. However, automobile sector has set to compete globally with high innovation rate, faster new product development, and continuous improvement. It is also observed that Indian companies are investing more in AMS as compared to IIS and AMT. Manufacturing competence index is also computed for each sector.

  2. The Assignment Game : The Reduced Game

    OpenAIRE

    Guillermo OWEN

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  3. Micro Manufacturing

    DEFF Research Database (Denmark)

    Hansen, Hans Nørgaard

    2003-01-01

    Manufacturing deals with systems that include products, processes, materials and production systems. These systems have functional requirements, constraints, design parameters and process variables. They must be decomposed in a systematic manner to achieve the best possible system performance...... processes are made applicable to a large number of customers, the pressure in regard to developing production technologies that make it possible to produce the products at a reasonable price and in large numbers is growing. The micro/nano manufacturing programme at the Department of Manufacturing....... If a micro manufacturing system isn’t designed rationally and correctly, it will be high-cost, unreliable, and not robust. For micro products and systems it is a continuously increasing challenge to create the operational basis for an industrial production. As the products through product development...

  4. Smart Manufacturing.

    Science.gov (United States)

    Davis, Jim; Edgar, Thomas; Graybill, Robert; Korambath, Prakashan; Schott, Brian; Swink, Denise; Wang, Jianwu; Wetzel, Jim

    2015-01-01

    Historic manufacturing enterprises based on vertically optimized companies, practices, market share, and competitiveness are giving way to enterprises that are responsive across an entire value chain to demand dynamic markets and customized product value adds; increased expectations for environmental sustainability, reduced energy usage, and zero incidents; and faster technology and product adoption. Agile innovation and manufacturing combined with radically increased productivity become engines for competitiveness and reinvestment, not simply for decreased cost. A focus on agility, productivity, energy, and environmental sustainability produces opportunities that are far beyond reducing market volatility. Agility directly impacts innovation, time-to-market, and faster, broader exploration of the trade space. These changes, the forces driving them, and new network-based information technologies offering unprecedented insights and analysis are motivating the advent of smart manufacturing and new information technology infrastructure for manufacturing.

  5. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  6. How to systematically assess serious games applied to health care.

    Science.gov (United States)

    Graafland, Maurits; Dankbaar, Mary; Mert, Agali; Lagro, Joep; De Wit-Zuurendonk, Laura; Schuit, Stephanie; Schaafstal, Alma; Schijven, Marlies

    2014-11-11

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games. The framework provides 62 items in 5 main themes, aimed at assessing a serious game's rationale, functionality, validity, and data safety. This will allow caregivers and educators to make balanced choices when applying a serious game for healthcare purposes. Furthermore, the framework provides game manufacturers with standards for the development of new, valid serious games.

  7. Commercial Video Games in the Science Classroom

    Science.gov (United States)

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  8. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  9. Birka: A Trading Game for Economics Students

    Science.gov (United States)

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  10. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  11. An Approach to Scoring Collaboration in Online Game Environments

    Science.gov (United States)

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  12. RAGE Architecture for Reusable Serious Gaming Technology Components

    NARCIS (Netherlands)

    Van der Vegt, Wim; Westera, Wim; Nyamsuren, Enkhbold; Georgiev, Atanas; Martinez Ortiz, Ivan

    2016-01-01

    For seizing the potential of serious games, the RAGE project - funded by the Horizon-2020 Programme of the European Commission - will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes

  13. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  14. Preparing Instructional Designers for Game-Based Learning: Part 2

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…

  15. Hitting Restart: Learning and Gaming in an Australian Classroom

    Science.gov (United States)

    Altura, Gerard J.; Curwood, Jen Scott

    2015-01-01

    Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…

  16. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  17. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  18. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  19. Donor Tag Game

    Science.gov (United States)

    ... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...

  20. Expanding the Nation’s Manufacturing Technology Workforce Capacity

    Science.gov (United States)

    2013-05-11

    of Labor (DOL), Engineering Technology and Advanced Manufacturing ( ETAM ), National Science Foundation (NSF) REPORT DOCUMENTATION PAGE 11. SPONSOR...Engineering Technology and Advanced Manufacturing ( ETAM ), National Science Foundation (NSF) ATE Students in Engineering Technology and DOL FL TRADE project...Engineering Technology & Advanced Manufacturing ( ETAM ) Project • National Science Foundation (NSF) Project; Students in Engineering Technology (SET

  1. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  2. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  3. Theory of games and statistical decisions

    CERN Document Server

    Blackwell, David

    1954-01-01

    Evaluating statistical procedures through decision and game theory, as first proposed by Neyman and Pearson and extended by Wald, is the goal of this problem-oriented text in mathematical statistics. First-year graduate students in statistics and other students with a background in statistical theory and advanced calculus will find a rigorous, thorough presentation of statistical decision theory treated as a special case of game theory.The work of Borel, von Neumann, and Morgenstern in game theory, of prime importance to decision theory, is covered in its relevant aspects: reduction of games

  4. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  5. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  6. Rapid response manufacturing (RRM)

    Energy Technology Data Exchange (ETDEWEB)

    Cain, W.D. [Lockheed Martin Energy Systems, Inc., Oak Ridge, TN (United States); Waddell, W.L. [National Centers for Manufacturing Sciences, Ann Arbor, MI (United States)

    1997-02-18

    US industry is fighting to maintain its competitive edge in the global market place. Today markets fluctuate rapidly. Companies, to survive, have to be able to respond with quick-to-market, improved, high quality, cost efficient products. The way products are developed and brought to market can be improved and made more efficient through the proper incorporation of emerging technologies. The RRM project was established to leverage the expertise and resources of US private industries and federal agencies to develop, integrate, and deploy new technologies that meet critical needs for effective product realization. The RRM program addressed a needed change in the US Manufacturing infrastructure that will ensure US competitiveness in world market typified by mass customization. This project provided the effort needed to define, develop and establish a customizable infrastructure for rapid response product development design and manufacturing. A major project achievement was the development of a broad-based framework for automating and integrating the product and process design and manufacturing activities involved with machined parts. This was accomplished by coordinating and extending the application of feature-based product modeling, knowledge-based systems, integrated data management, and direct manufacturing technologies in a cooperative integrated computing environment. Key technological advancements include a product model that integrates product and process data in a consistent, minimally redundant manner, an advanced computer-aided engineering environment, knowledge-based software aids for design and process planning, and new production technologies to make products directly from design application software.

  7. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    Science.gov (United States)

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  8. Platform Comparison Between Games Console, Mobile Games And PC Games

    OpenAIRE

    Geraldus Galehantomo P.S

    2015-01-01

    In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those gam...

  9. Serious Games: Incorporating Video Games in the Classroom

    Science.gov (United States)

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  10. Research cooperation project on manufacturing technology supported by advanced and integrated information system through international cooperation (MATIC); Kan`i sosagata denshi sekkei seisan shien system no kaihatsu ni kansuru kenkyu kyoryoku

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-03-01

    To support the advancement of basic industries including machine industry in Asian countries, research cooperation has been conducted for developing the manufacturing technology supported by advanced and integrated information system suitable for actual circumstances of individual countries. For the automotive and the parts industries, it is significant for the preparation works of manufacturing in overseas factories to possess common information between Japan and overseas factories. In this project, a system is constructed, which can be used in industries surrounding automotive industry, such as parts and facility industries, as well as in the automotive industry. In FY 1996, a primary system has been developed, and the demonstration tests were carried out. For the home electric machine and the parts industries, the technology applicable to the design of printed board circuit was developed, and the catalog of electronic parts was constructed. In FY 1996, a preliminary prototype system of the electronic parts catalog system was designed and developed. For the textile and apparel industries, the EDI, exchange system of CAD/CAM data, and construction of data bank were investigated. 87 figs., 19 tabs.

  11. Design, engineering and utility of biotic games.

    Science.gov (United States)

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-07

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  12. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  13. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  14. Urban Gaming

    OpenAIRE

    Jirjis, Farah; Midjord, Maria H.; Christiansen, Katinka; Tårnes, Elin; Jespersen, Sussie

    2013-01-01

    Projektrapporten søger at finde en definition af Urban Gaming fænomenet. Dette sker ved tematisk analyse af komponenterne, spilteori, stedspecifikhed og rollespil, der har været med til at forme fænomenet. Projektrapporten bruger desuden disse teorier i praksis, ved sammenligning med egen indsamlet empiri. Endelig lyder definitionen: Urban Gaming er spil, hvor spillerne er fysisk aktive, opfylder McGonigals fire spilkriterier og foregår i urbane områder. Derudover skal spillets...

  15. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games....

  16. Playing Newtonian Games with Modellus

    Science.gov (United States)

    Teodoro, Vitor Duarte

    2004-01-01

    This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP "Advancing Physics" course) to build physics games using Newton's laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college…

  17. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  18. Advances in video game methods and reporting practices (but still room for improvement): a commentary on Strobach, Frensch, and Schubert (2012).

    Science.gov (United States)

    Boot, Walter R; Simons, Daniel J

    2012-10-01

    Strobach, Frensch, and Schubert (2012) presented evidence that action video game experience improves task-switching and reduces dual-task costs. Their design commendably adhered to many of the guidelines proposed by Boot, Blakely and Simons (2011) to overcome common method and interpretation problems in this literature. Adherence to these method guidelines is necessary in order to reduce the influence of demand characteristics, placebo effects, and underreporting that might otherwise produce false positive findings. In their paper, Strobach et al. (2012) appear to have misinterpreted some of these proposed guidelines, meaning that their methods did not eliminate possible sources of demand characteristics and differential placebo effects. At this important, early stage of video game research, reducing the likelihood of false positive findings is essential. In this commentary we clarify our methodological critiques and guidelines, identify ways in which this new study did and did not meet these guidelines, and discuss how these methodological issues should constrain the interpretation of the reported evidence. Copyright © 2012 Elsevier B.V. All rights reserved.

  19. Green Manufacturing

    Energy Technology Data Exchange (ETDEWEB)

    Patten, John

    2013-12-31

    Green Manufacturing Initiative (GMI): The initiative provides a conduit between the university and industry to facilitate cooperative research programs of mutual interest to support green (sustainable) goals and efforts. In addition to the operational savings that greener practices can bring, emerging market demands and governmental regulations are making the move to sustainable manufacturing a necessity for success. The funding supports collaborative activities among universities such as the University of Michigan, Michigan State University and Purdue University and among 40 companies to enhance economic and workforce development and provide the potential of technology transfer. WMU participants in the GMI activities included 20 faculty, over 25 students and many staff from across the College of Engineering and Applied Sciences; the College of Arts and Sciences' departments of Chemistry, Physics, Biology and Geology; the College of Business; the Environmental Research Institute; and the Environmental Studies Program. Many outside organizations also contribute to the GMI's success, including Southwest Michigan First; The Right Place of Grand Rapids, MI; Michigan Department of Environmental Quality; the Michigan Department of Energy, Labor and Economic Growth; and the Michigan Manufacturers Technical Center.

  20. Evil games.

    Science.gov (United States)

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.

  1. Game Theory

    Indian Academy of Sciences (India)

    profession in their now classic book 'Theory of Games and Economic. Behavior'. In this book, they developed ... Professor at Indira Gandhi. Institute of Development. Research .... academic career offers a complete contrast to the fairy tale career of John Nash Jr along with whom he shared a Nobel Prize in 1994. Rational ...

  2. Urban Games

    DEFF Research Database (Denmark)

    Løssing, Tobias; Nielsen, Rune

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  3. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  4. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers....

  5. Density games.

    Science.gov (United States)

    Novak, Sebastian; Chatterjee, Krishnendu; Nowak, Martin A

    2013-10-07

    The basic idea of evolutionary game theory is that payoff determines reproductive rate. Successful individuals have a higher payoff and produce more offspring. But in evolutionary and ecological situations there is not only reproductive rate but also carrying capacity. Individuals may differ in their exposure to density limiting effects. Here we explore an alternative approach to evolutionary game theory by assuming that the payoff from the game determines the carrying capacity of individual phenotypes. Successful strategies are less affected by density limitation (crowding) and reach higher equilibrium abundance. We demonstrate similarities and differences between our framework and the standard replicator equation. Our equation is defined on the positive orthant, instead of the simplex, but has the same equilibrium points as the replicator equation. Linear stability analysis produces the classical conditions for asymptotic stability of pure strategies, but the stability properties of internal equilibria can differ in the two frameworks. For example, in a two-strategy game with an internal equilibrium that is always stable under the replicator equation, the corresponding equilibrium can be unstable in the new framework resulting in a limit cycle. Copyright © 2013 The Authors. Published by Elsevier Ltd.. All rights reserved.

  6. Game Theory

    Indian Academy of Sciences (India)

    terms of people playing Nash equilibrium strategies in all our decision situations narrated earlier. Why or using what process do, people come to learn to play such strategies? This deep question has led the game theorists to inquire into a variety of interesting issues such as formation of conventions and in general,.

  7. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  8. Game Theory

    Indian Academy of Sciences (India)

    San jay Jain for this opportunity. I thank the editor-in-charge of the paper for valuable comments . This is an expository article; no originality, other than that of the ..... and left with equal probability 1/2. The last strategy, that of randomizing, is what is known as a 'mixed strategy'. Classical game theory gives no clues as to what ...

  9. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  10. Multi-Dimensional Games (MD-Games)

    OpenAIRE

    Ruiz Estrada, M.A.

    2009-01-01

    This paper introduces the concept of Multi-Dimensional games (MD-games) based on the application of an alternative mathematical and graphical modeling approach to study the game theory from a multi-dimensional perspective. In fact, the MD-Games request the application of the mega-space coordinate system to visualize a large number of games, players, strategies and pay-offs functions into the same graphical space.

  11. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  12. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  13. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  14. Recent advances in technologies for inclusive well-being from worn to off-body sensing, virtual worlds, and games for serious applications

    CERN Document Server

    Brahnam, Sheryl; Kapralos, Bill; Jain, Lakhmi

    2017-01-01

    This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications;accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.

  15. Investigating Mental Workload of VR Training versus Serious Game Training on Shoot Operation Training

    OpenAIRE

    Ta-Min Hung; Tien-Lung Sun

    2011-01-01

    Thanks to VR technology advanced, there are many researches had used VR technology to develop a training system. Using VR characteristics can simulate many kinds of situations to reach our training-s goal. However, a good training system not only considers real simulation but also considers learner-s learning motivation. So, there are many researches started to conduct game-s features into VR training system. We typically called this is a serious game. It is using game-s ...

  16. The Effect of Online Violent Video Games on Levels of Aggression

    OpenAIRE

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase...

  17. The cognitive psychology of Internet gaming disorder.

    Science.gov (United States)

    King, Daniel L; Delfabbro, Paul H

    2014-06-01

    Internet gaming disorder (IGD) has received nomenclatural recognition as a potential mental health disorder, despite evident variability in its core psychopathology and psychometric assessment. Although cognitive-behavioural therapy (CBT) is considered an efficacious treatment for IGD, the underlying cognitions of the disorder are not well understood. This review aimed to synthesise research evidence on Internet gaming cognition toward identification of cognitive factors underlying IGD. A systematic review of 29 quantitative studies on Internet gaming cognition and 7 treatment studies employing cognitive therapy for IGD was conducted. Four cognitive factors underlying IGD were identified. Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. It is proposed that IGD-related cognition may be more complex than "preoccupation" (i.e., criterion A of IGD). IGD cognition may involve the persistent overvaluation of video gaming rewards, activities, and identities, combined with a need to adhere to maladaptive rules governing use and completion of video games. Greater understanding of the proposed cognitive factors may advance clinical research agendas on identification of individuals with IGD, as well as the expansion and improvement of cognitive therapies for the disorder. Copyright © 2014 Elsevier Ltd. All rights reserved.

  18. 75 FR 36421 - Draft Guidance for Industry on Chemistry, Manufacturing, and Controls Postapproval Manufacturing...

    Science.gov (United States)

    2010-06-25

    ... HUMAN SERVICES Food and Drug Administration Draft Guidance for Industry on Chemistry, Manufacturing, and... reported in annual reports. Specifically, the draft guidance describes chemistry, manufacturing, and... the many advances in quality management practices in manufacturing and to enable the agency to more...

  19. Introduction to semiconductor manufacturing technology

    CERN Document Server

    2012-01-01

    IC chip manufacturing processes, such as photolithography, etch, CVD, PVD, CMP, ion implantation, RTP, inspection, and metrology, are complex methods that draw upon many disciplines. [i]Introduction to Semiconductor Manufacturing Technologies, Second Edition[/i] thoroughly describes the complicated processes with minimal mathematics, chemistry, and physics; it covers advanced concepts while keeping the contents accessible to readers without advanced degrees. Designed as a textbook for college students, this book provides a realistic picture of the semiconductor industry and an in-depth discuss

  20. Training and learning for crisis management using a virtual simulation/gaming environment

    NARCIS (Netherlands)

    Walker, W.E.; Giddings, J.; Armstrong, S.

    2011-01-01

    Recent advances in computers, networking, and telecommunications offer new opportunities for using simulation and gaming as methodological tools for improving crisis management. It has become easy to develop virtual environments to support games, to have players at distributed workstations

  1. LEAN Manufacturing

    DEFF Research Database (Denmark)

    Bilberg, Arne

      As part of an employment as Technology Architect at the company Linak in combination with research at the University of Southern Denmark, this paper will present results from a strategy process where Lean has been pointed out as being a very strategic element in the Linak Production System......, organizational and management improvements in the company to what is named the Linak Production System.  ....... The mission with the strategy is to obtain competitive production in Denmark and in Western Europe based on the right combination of manufacturing principles, motivated and trained employees, level of automation, and cooperation with suppliers and customers worldwide. The strategy has resulted in technical...

  2. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....

  3. Implementation of quantum game theory simulations using Python

    Science.gov (United States)

    Madrid S., A.

    2013-05-01

    This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.

  4. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...... entertainment and society. A companion website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study....

  5. The Green Revolution Game.

    Science.gov (United States)

    Corbridge, Stuart

    1985-01-01

    The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)

  6. Teaching Original Games

    Science.gov (United States)

    Riley, Marie

    1977-01-01

    Original games, like traditional games, can be an integral part of the total games curriculum for children and are a continuation of the progression in skill development and conception of the rules governing formally organized sports. (JD)

  7. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  8. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  9. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  10. Gaming Emotions

    OpenAIRE

    Andrade, Eduardo B.; Ho, Teck

    2008-01-01

    One's own emotions may influence others' behavior in a given social interaction. If one believes this, s/he has an incentive to game emotions - to strategically conceal a current emotion or display a non-experienced emotion - in an attempt to influence her/his counterpart. In a series of three experiments, we show that people deliberately conceal (experiment 1) or misrepresent (experiments 2 and 3) their emotional state in a negotiation setting. When given the opportunity to either hide or ex...

  11. Game server

    OpenAIRE

    Čermák, Miroslav

    2007-01-01

    Main goal of this work is to create new web application "game server" in PHP programming language. Server consists of Main module and extension modules: Chess module and Fun module. It also enables user to share pictures, videos and funny texts, chat and play chess. Part of the application is system of user roles that is used to manage and apply rights for common operations and administrative interface to manage server users and modules. Extension of server functionality can be done by adding...

  12. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  13. Energy parity games

    OpenAIRE

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-01-01

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative o...

  14. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  15. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  16. Sparky's Firehouse (Games)

    Science.gov (United States)

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  17. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  18. Optimized manufacturable porous materials

    DEFF Research Database (Denmark)

    Andreassen, Erik; Andreasen, Casper Schousboe; Jensen, Jakob Søndergaard

    to include manufacturing constraints in the optimization. This work focuses on incorporating the manufacturability into the optimization procedure, allowing the resulting material structure to be manufactured directly using rapid manufacturing techniques, such as selective laser melting/sintering (SLM...

  19. Interlopers 3D: experiences designing a stereoscopic game

    Science.gov (United States)

    Weaver, James; Holliman, Nicolas S.

    2014-03-01

    Background In recent years 3D-enabled televisions, VR headsets and computer displays have become more readily available in the home. This presents an opportunity for game designers to explore new stereoscopic game mechanics and techniques that have previously been unavailable in monocular gaming. Aims To investigate the visual cues that are present in binocular and monocular vision, identifying which are relevant when gaming using a stereoscopic display. To implement a game whose mechanics are so reliant on binocular cues that the game becomes impossible or at least very difficult to play in non-stereoscopic mode. Method A stereoscopic 3D game was developed whose objective was to shoot down advancing enemies (the Interlopers) before they reached their destination. Scoring highly required players to make accurate depth judgments and target the closest enemies first. A group of twenty participants played both a basic and advanced version of the game in both monoscopic 2D and stereoscopic 3D. Results The results show that in both the basic and advanced game participants achieved higher scores when playing in stereoscopic 3D. The advanced game showed that by disrupting the depth from motion cue the game became more difficult in monoscopic 2D. Results also show a certain amount of learning taking place over the course of the experiment, meaning that players were able to score higher and finish the game faster over the course of the experiment. Conclusions Although the game was not impossible to play in monoscopic 2D, participants results show that it put them at a significant disadvantage when compared to playing in stereoscopic 3D.

  20. Maps in video games – range of applications

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2015-09-01

    Full Text Available The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.

  1. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  2. Analysis of residual stress and hardness in regions of pre-manufactured and manual bends in fixation plates for maxillary advancement.

    Science.gov (United States)

    Araújo, Marcelo Marotta; Lauria, Andrezza; Mendes, Marcelo Breno Meneses; Claro, Ana Paula Rosifini Alves; Claro, Cristiane Aparecida de Assis; Moreira, Roger William Fernandes

    2015-12-01

    The aim of this study was to analyze, through Vickers hardness test and photoelasticity analysis, pre-bent areas, manually bent areas, and areas without bends of 10-mm advancement pre-bent titanium plates (Leibinger system). The work was divided into three groups: group I-region without bend, group II-region of 90° manual bend, and group III-region of 90° pre-fabricated bends. All the materials were evaluated through hardness analysis by the Vickers hardness test, stress analysis by residual images obtained in a polariscope, and photoelastic analysis by reflection during the manual bending. The data obtained from the hardness tests were statistically analyzed using ANOVA and Tukey's tests at a significance level of 5 %. The pre-bent plate (group III) showed hardness means statistically significantly higher (P < 0.05) than those of the other groups (I-region without bends, II-90° manually bent region). Through the study of photoelastic reflection, it was possible to identify that the stress gradually increased, reaching a pink color (1.81 δ / λ), as the bending was performed. A general analysis of the results showed that the bent plate region of pre-bent titanium presented the best results.

  3. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  4. Game development and simulation with unreal technology

    CERN Document Server

    Tavakkoli, Alireza

    2015-01-01

    Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book

  5. Parity Games and Automata for Game Logic

    NARCIS (Netherlands)

    Hansen, H.H.; Kupke, C.; Marti, J.; Venema, Y.; Madeira, A.; Benevides, M.

    2018-01-01

    Parikh’s game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone μ-calculus, which in turn is expressively equivalent to monotone modal

  6. The RAGE Game Software Components Repository for Supporting Applied Game Development

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

    Full Text Available This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.

  7. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  8. Are “extreme consumption games” drinking games? Sometimes it's a matter of perspective

    Science.gov (United States)

    Zamboanga, Byron L.; Pearce, Marc W.; Kenney, Shannon R.; Ham, Lindsay S.; Woods, Olivia E.; Borsari, Brian

    2013-01-01

    Drinking games are widespread on college campuses and pose health risks to their players. Although there has been considerable research progress in the college drinking games literature, there does not appear to be a standard definition of the term “drinking games.” Researchers, however, have attempted to classify and categorize drinking games in a systematic manner. For example, one category of drinking games (e.g., chugging, keg stands) is often referred to as consumption or extreme consumption games. Questions remain as to whether or how these types of games align with researchers' definitions of drinking games or the categorization systems advanced by researchers in the field. Potential challenges regarding the definition and categorization of drinking games, particularly with respect to extreme consumption types of games, are discussed. PMID:23968169

  9. Integrated and Intelligent Manufacturing: Perspectives and Enablers

    Directory of Open Access Journals (Sweden)

    Yubao Chen

    2017-10-01

    Full Text Available With ever-increasing market competition and advances in technology, more and more countries are prioritizing advanced manufacturing technology as their top priority for economic growth. Germany announced the Industry 4.0 strategy in 2013. The US government launched the Advanced Manufacturing Partnership (AMP in 2011 and the National Network for Manufacturing Innovation (NNMI in 2014. Most recently, the Manufacturing USA initiative was officially rolled out to further “leverage existing resources... to nurture manufacturing innovation and accelerate commercialization” by fostering close collaboration between industry, academia, and government partners. In 2015, the Chinese government officially published a 10-year plan and roadmap toward manufacturing: Made in China 2025. In all these national initiatives, the core technology development and implementation is in the area of advanced manufacturing systems. A new manufacturing paradigm is emerging, which can be characterized by two unique features: integrated manufacturing and intelligent manufacturing. This trend is in line with the progress of industrial revolutions, in which higher efficiency in production systems is being continuously pursued. To this end, 10 major technologies can be identified for the new manufacturing paradigm. This paper describes the rationales and needs for integrated and intelligent manufacturing (i2M systems. Related technologies from different fields are also described. In particular, key technological enablers, such as the Internet of Things and Services (IoTS, cyber-physical systems (CPSs, and cloud computing are discussed. Challenges are addressed with applications that are based on commercially available platforms such as General Electric (GE’s Predix and PTC’s ThingWorx.

  10. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  11. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  12. THE SEPARATION GAME

    OpenAIRE

    TRISTAN CAZENAVE

    2006-01-01

    The separation game is different from the connection game, but has some similarities. In the game of Go, it is often useful because it helps to enclose groups and areas. An evaluation function, moves generation functions and a search algorithm for the separation game are described in this paper.

  13. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  14. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  15. Stress Detection for PTSD via the StartleMart Game

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Yannakakis, Georgios; Karstoft, Karen-Inge

    2013-01-01

    Computer games have recently shown promise as a diagnostic and treatment tool for psychiatric rehabilitation. This paper examines the positive impact of affect detection and advanced game technology on the treatment of mental diagnoses such as Post Traumatic Stress Disorder (PTSD). For that purpose......, we couple game design and game technology with stress detection for the automatic profiling and the personalized treatment of PTSD via game-based exposure therapy and stress inoculation training. The PTSD treatment game we designed forces the player to go through various stressful experiences while...... a stress detection mechanism profiles the severity and type of PTSD via skin conductance responses to those in-game stress elicitors. The initial study and analysis of 14 PTSD-diagnosed veteran soldiers presented in this paper reveals clear correspondence between diagnostic standard measures of PTSD...

  16. Symposium of the International Society of Dynamic Games

    CERN Document Server

    Haurie, Alain; Annals of the International Society of Dynamic Games

    1994-01-01

    Recent years have witnessed a surge of activity in the field of dynamic both theory and applications. Theoretical as well as practical games, in problems in zero-sum and nonzero-sum games, continuous time differential and discrete time multistage games, and deterministic and stochastic games games are currently being investigated by researchers in diverse disciplines, such as engineering, mathematics, biology, economics, management science, and political science. This surge of interest has led to the formation of the International Society of Dynamic Games (ISDG) in 1990, whose primary goal is to foster the development of advanced research and applications in the field of game theory. One important activity of the Society is to organize biannually an international symposium which aims at bringing together all those who contribute to the development of this active field of applied science. In 1992 the symposium was organized in Grimentz, Switzerland, under the supervision of an international scientific committe...

  17. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  18. Contemporary design and manufacturing technology

    CERN Document Server

    Wang, Taiyong; Zuo, Dunwen

    2013-01-01

    The special topic volume communicates the latest progress and research results of new theory, new technology, method, equipment and so on in Engineering Technology, and to grasp the updated technological and research trends in internationally. The major topics covered by the special volumes include Advanced Materials and Manufacturing Technologies, Control, Automation and Detection Systems, Advanced Design Technology, Optimization and Modeling. In 80 invited and peer-reviewed papers, mechanical and other engineers describe their recent and current research and results in advanced materials and

  19. Additive Manufacturing of Biomaterials, Tissues, and Organs

    NARCIS (Netherlands)

    Zadpoor, Amir A; Malda, Jos

    The introduction of additive manufacturing (AM), often referred to as three-dimensional (3D) printing, has initiated what some believe to be a manufacturing revolution, and has expedited the development of the field of biofabrication. Moreover, recent advances in AM have facilitated further

  20. Additive Manufacturing of Biomaterials, Tissues, and Organs

    NARCIS (Netherlands)

    Zadpoor, Amir A; Malda, Jos

    2017-01-01

    The introduction of additive manufacturing (AM), often referred to as three-dimensional (3D) printing, has initiated what some believe to be a manufacturing revolution, and has expedited the development of the field of biofabrication. Moreover, recent advances in AM have facilitated further

  1. Manufacturing Capacity Utilization and Industrial Development in ...

    African Journals Online (AJOL)

    FIRST LADY

    utilization in the late 1970s was as high as 78.70 percent and nosedived to as low as 43.80 percent in the 1980s. Between ... through a regime of high inflation rate which makes domestic manufacturers and domestic market ... However, inflation and loans and advances to manufacturing were found to have negative effect.

  2. Computer-Based Simulation Games in Public Administration Education

    OpenAIRE

    Kutergina Evgeniia

    2017-01-01

    Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently...

  3. Playing Newtonian Games with Modellus

    OpenAIRE

    Teodoro, Vitor Duarte

    2004-01-01

    This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP Advancing Physics course) to build physics games using Newton’s laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college students. However, with Modellus, the solution is simply the output of the usual physical reasoning: define the force law, compute its magnitude and comp...

  4. The impact of fit manufacturing on green manufacturing: A review

    Science.gov (United States)

    Qi, Ang Nian; Sin, Tan Chan; Fathullah, M.; Lee, C. C.

    2017-09-01

    Fit manufacturing and Green manufacturing are a new trend principle and concept. They are getting popular in industrial. This paper is identifying the impact between Fit manufacturing and Green manufacturing. Besides Fit manufacturing, Lean manufacturing, Agile manufacturing and Sustainable manufacturing gives big impacts to Green Manufacturing. On top of that, this paper also discuss the benefits of applying Fit manufacturing and Green manufacturing in industrial as well as environment. Hence, applications of Fit manufacturing and Green Manufacturing are increasing year by year.

  5. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  6. Challenges in teaching modern manufacturing technologies

    Science.gov (United States)

    Ngaile, Gracious; Wang, Jyhwen; Gau, Jenn-Terng

    2015-07-01

    Teaching of manufacturing courses for undergraduate engineering students has become a challenge due to industrial globalisation coupled with influx of new innovations, technologies, customer-driven products. This paper discusses development of a modern manufacturing course taught concurrently in three institutions where students collaborate in executing various projects. Lectures are developed to contain materials featuring advanced manufacturing technologies, R&D trends in manufacturing. Pre- and post-surveys were conducted by an external evaluator to assess the impact of the course on increase in student's knowledge of manufacturing; increase students' preparedness and confidence in effective communication and; increase students' interest in pursuing additional academic studies and/or a career path in manufacturing and high technology. The surveyed data indicate that the students perceived significant gains in manufacturing knowledge and preparedness in effective communication. The study also shows that implementation of a collaborative course within multiple institutions requires a robust and collective communication platform.

  7. Cooperative interval games

    OpenAIRE

    Bok, Jan

    2014-01-01

    In this thesis, we study cooperative interval games, a generalized model of cooperative games in which worth of every coalition corresponds with a closed interval representing all possible outcomes of their cooperation. We give a brief introduction into classical cooperative games, interval analysis and finally introduction to cooperative interval games with focus on selections, that is on all possible outcomes of interval game with no additional uncertainty. We introduce new selection-based ...

  8. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  9. The effect of online violent video games on levels of aggression.

    Directory of Open Access Journals (Sweden)

    Jack Hollingdale

    Full Text Available BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS. Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM, has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101 were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  10. The effect of online violent video games on levels of aggression.

    Science.gov (United States)

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  11. Low Cost Method of Manufacturing Cooled Axisymmetric Scramjets, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Scramjet engine developers are working on advanced axisymmetric engine concepts that may not be feasible due to limitations of currently available manufacturing...

  12. Machine Tool Advanced Skills Technology (MAST). Common Ground: Toward a Standards-Based Training System for the U.S. Machine Tool and Metal Related Industries. Volume 11: Computer-Aided Manufacturing & Advanced CNC, of a 15-Volume Set of Skill Standards and Curriculum Training Materials for the Precision Manufacturing Industry.

    Science.gov (United States)

    Texas State Technical Coll., Waco.

    This document is intended to help education and training institutions deliver the Machine Tool Advanced Skills Technology (MAST) curriculum to a variety of individuals and organizations. MAST consists of industry-specific skill standards and model curricula for 15 occupational specialty areas within the U.S. machine tool and metals-related…

  13. European Conference on Game Theory & Networking Games and Management

    CERN Document Server

    Mazalov, Vladimir

    2016-01-01

    This contributed volume contains fourteen papers based on selected presentations from the European Conference on Game Theory SING11-GTM 2015, held at Saint Petersburg State University in July 2015, and the Networking Games and Management workshop, held at the Karelian Research Centre of the Russian Academy of Sciences in Petrozvavodsk, Russia, also in July 2015. These papers cover a wide range of topics in game theory, including recent advances in areas with high potential for future work, as well as new developments on classical results. Some of these include A new approach to journal ranking using methods from social choice theory; A differential game of a duopoly in which two firms are competing for market share in an industry with network externalities; The impact of information propagation in the model of tax audits; A voting model in which the results of previous votes can affect the process of coalition formation in a decision-making body; The Selten-Szidarovsky technique for the analysis of Nash equil...

  14. CT-assisted agile manufacturing

    Science.gov (United States)

    Stanley, James H.; Yancey, Robert N.

    1996-11-01

    The next century will witness at least two great revolutions in the way goods are produced. First, workers will use the medium of virtual reality in all aspects of marketing, research, development, prototyping, manufacturing, sales and service. Second, market forces will drive manufacturing towards small-lot production and just-in-time delivery. Already, we can discern the merging of these megatrends into what some are calling agile manufacturing. Under this new paradigm, parts and processes will be designed and engineered within the mind of a computer, tooled and manufactured by the offspring of today's rapid prototyping equipment, and evaluated for performance and reliability by advanced nondestructive evaluation (NDE) techniques and sophisticated computational models. Computed tomography (CT) is the premier example of an NDE method suitable for future agile manufacturing activities. It is the only modality that provides convenient access to the full suite of engineering data that users will need to avail themselves of computer- aided design, computer-aided manufacturing, and computer- aided engineering capabilities, as well as newly emerging reverse engineering, rapid prototyping and solid freeform fabrication technologies. As such, CT is assured a central, utilitarian role in future industrial operations. An overview of this exciting future for industrial CT is presented.

  15. iOS Game Development using SpriteKit Framework with Swift Programming Language

    OpenAIRE

    Gurung, Lal

    2016-01-01

    iOS is a mobile operating system for Apple manufactured phones and tablets. Mobile Gaming Industries are growing very fast, and compatibility with iOS is becoming very popular among game developers. The aim of this Bachelor’s thesis was to find the best available game development tools for iOS platform. The 2D game named Lapland was developed using Apple’s own native framework, SpriteKit. The game was written with the SpriteKit programming language. The combination of SpriteKit and Swift...

  16. Introduction to Special Issue on Games + Learning + Society

    Science.gov (United States)

    Squire, Kurt; Gaydos, Matthew; DeVane, Ben

    2016-01-01

    Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…

  17. The mod industries? The industrial logic of non-market game production

    OpenAIRE

    2008-01-01

    Abstract This article seeks to make the relationship between non-market game developers (modders) and the game developer company explicit through game technology. It investigates a particular type of modding, i.e. total conversion mod teams, whose organization can be said to conform to the high-risk, technologically-advanced, capital-intensive, proprietary practice of the developer company. The notion ...

  18. Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students

    Science.gov (United States)

    Wu, Min Lun

    2018-01-01

    This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…

  19. Academics' Attitudes toward Using Digital Games for Learning & Teaching in Malaysia

    Science.gov (United States)

    Noraddin, Enas Mohamed; Kian, Neo Tse

    2014-01-01

    Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…

  20. The conception of the individual in non-cooperative game theory

    NARCIS (Netherlands)

    Davis, J.B.

    2003-01-01

    This paper examines the conception of individuals as being of certain types in Harsanyi's transformation of games of incomplete information into games of complete information. It argues that while the conception of the individual in games of complete information offers potential advances over the

  1. Is There a Place for Casual Games in Teaching and Learning? The Snakes and Ladders Case

    Science.gov (United States)

    Dalouskas, Vasilis; Rigou, Maria; Sirmakessis, Spiros

    2012-01-01

    Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are characterized by simple rules and game play, do not require long time commitment or special skills on the part of the player. They also have comparatively low…

  2. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...

  3. FY 2000 report on the research cooperation project on the research cooperative follow-up for development of the manufacturing technology supported by advanced and integrated information system through cooperation

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2001-03-01

    The manufacturing technology supported by advanced and integrated information system through cooperation (MATIC), that is, a project supporting the production technology including the international information system and CAD/CAM system, etc. was carried out from FY 1994 to FY 1998. From FY 1999, the follow-up project is being implemented for the spread of the MATIC results, support for the independent R and D and the technical guidance. China, Indonesia, Malaysia and Singapore participated in this project, by which the support and technical guidance were given in three fields: automobiles/the parts; household electric appliances/the parts; fiber/apparel. At present, each country is continuing its own activity for using the system developed in the MATIC project in its country. In this fiscal year, researchers were sent to each country for supporting the activities. Further, the MATIC follow-up committee was established to conduct the drawing-up of a business plan, grasp of the state of the spread/R and D, discussion about problems/subjects, comprehensive evaluation of the MATIC project, etc. (NEDO)

  4. Business models for Serious Games developers - transition from a product centric to a service centric approach.

    Directory of Open Access Journals (Sweden)

    Jannicke Baalsrud Hauge

    2014-02-01

    Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries

  5. Decomposition of Network Communication Games

    NARCIS (Netherlands)

    Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud

    2015-01-01

    Using network control structures this paper introduces network communication games as a generalization of vertex games and edge games corresponding to communication situations and studies their decomposition into unanimity games. We obtain a relation between the dividends of the network

  6. Rapid Response Manufacturing (RRM). Final CRADA report

    Energy Technology Data Exchange (ETDEWEB)

    Cain, W.D. [Lockheed Martin Energy Systems, Inc., Oak Ridge, TN (United States); Waddell, W.L. [National Centers for Manufacturing Sciences, Ann Arbor, MI (United States)

    1997-08-28

    A major accomplishment of the Rapid Response Manufacturing (RRM) project was the development of a broad-based generic framework for automating and integrating the design-to-manufacturing activities associated with machined part products. Key components of the framework are a manufacturing model that integrates product and process data in a consistent, minimally redundant manner, an advanced computer-aided engineering working environment, knowledge-based software systems for design, process planning, and manufacturing and new production technologies for making products directly from design application software.

  7. Nuclear fuel manufacture and technology

    International Nuclear Information System (INIS)

    Nuclear power accounts for approximately 17% of the world's total electrical energy production. Over 30 countries operate in excess of 430 nuclear power plants with a combined generating capacity of more than 340 000 MWe. BNFL is a leading force in the international nuclear industry, supplying products and services across the complete fuel cycle business spectrum. These services and products include fuel and intermediate products manufacture, reprocessing, transport, waste management and decommissioning. This paper describes the processes involved in taking uranium ore as a raw material through to the production of advanced fuels and focuses on the manufacture and technology for both uranium oxide (UO 2 ) and mixed oxide (MOX) fuels. As a light water reactor (LWR) fuel fabricator, BNFL is able to manufacture MOX or UO 2 fuel utilizing recycled uranium. This paper discusses the technology involved in the use of plutonium or uranium oxide recovered from reprocessing and other advanced fuel technical issues. Improved production methods and the application of advanced engineering permits the next generation of fuel fabrication plants to capitalize on advances in technology. The long-term research and development (R and D) commitments by BNFL are outlined in this paper, indicating the levels of investment needed in R and D to accommodate a high technology company in an international market. (author)

  8. Neutron Characterization for Additive Manufacturing

    Science.gov (United States)

    Watkins, Thomas; Bilheux, Hassina; An, Ke; Payzant, Andrew; DeHoff, Ryan; Duty, Chad; Peter, William; Blue, Craig; Brice, Craig A.

    2013-01-01

    Oak Ridge National Laboratory (ORNL) is leveraging decades of experience in neutron characterization of advanced materials together with resources such as the Spallation Neutron Source (SNS) and the High Flux Isotope Reactor (HFIR) shown in Fig. 1 to solve challenging problems in additive manufacturing (AM). Additive manufacturing, or three-dimensional (3-D) printing, is a rapidly maturing technology wherein components are built by selectively adding feedstock material at locations specified by a computer model. The majority of these technologies use thermally driven phase change mechanisms to convert the feedstock into functioning material. As the molten material cools and solidifies, the component is subjected to significant thermal gradients, generating significant internal stresses throughout the part (Fig. 2). As layers are added, inherent residual stresses cause warping and distortions that lead to geometrical differences between the final part and the original computer generated design. This effect also limits geometries that can be fabricated using AM, such as thin-walled, high-aspect- ratio, and overhanging structures. Distortion may be minimized by intelligent toolpath planning or strategic placement of support structures, but these approaches are not well understood and often "Edisonian" in nature. Residual stresses can also impact component performance during operation. For example, in a thermally cycled environment such as a high-pressure turbine engine, residual stresses can cause components to distort unpredictably. Different thermal treatments on as-fabricated AM components have been used to minimize residual stress, but components still retain a nonhomogeneous stress state and/or demonstrate a relaxation-derived geometric distortion. Industry, federal laboratory, and university collaboration is needed to address these challenges and enable the U.S. to compete in the global market. Work is currently being conducted on AM technologies at the ORNL

  9. Designing a serious game for historical heritage: a case study of Heerlen Roman bathhouse

    Science.gov (United States)

    Qi, Wen

    2014-01-01

    The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations and to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities in a constructive and meaningful way, we designed a video game about the Heerlen bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning.

  10. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  11. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  12. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  13. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...... measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted....

  14. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  15. Social Studies Games on Parade.

    Science.gov (United States)

    Bolger, Charlene

    Elementary school teachers are provided with materials and instructions for using a variety of social studies games. The 15 games described are: charades, checker states, hollywood squares, states guessing game, index relay, jeopardy, the match game, the money game, password, the states game, sequence, stump the students, track meet, famous person…

  16. Simulation Games in Moral Education

    Science.gov (United States)

    Boulogne, Jack

    1978-01-01

    Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)

  17. The management of advanced manufacturing technology

    DEFF Research Database (Denmark)

    Yang, Cheng; Matthiesen, Rikke Vestergaard; Johansen, John

    2012-01-01

    For decades, AMT has been a source of interest both for researchers and practitioners. Therefore, this subject has been examined from different perspectives, but few attempts have been made to organize the existing literature on AMT and to elaborate the various research developments in this field...

  18. Recent advances in cured raw ham manufacture.

    Science.gov (United States)

    Bosse Née Danz, Ramona; Müller, Anne; Gibis, Monika; Weiss, Agnes; Schmidt, Herbert; Weiss, Jochen

    2018-03-04

    Cured raw hams are a valuable and popular group of meat products. The consumption and international trade have increased during the last years, therefore new technologies to accelerate the production process and to increase product quality and safety are needed. In the current review, an overview of European protected cured raw hams is presented. Furthermore, traditional methods for cured raw ham production together with recent advantages in the techniques for pretreatment (trimming, blade tenderization, and freeze-thawing), curing/salting (tumbling, vacuum impregnation, pulsed pressure, ultrasound, pulsed electric fields, simultaneous thawing/salting), drying/ripening (Quick-Dry-Slice-process, oil drop application, high temperature short time process) and postprocessing (vacuum and modified atmosphere packaging, high hydrostatic pressure, high pressure carbon dioxide, high pressure carbon dioxide with ultrasound) are described. Moreover, application techniques and effects of protective cultures and starter cultures, such as molds, yeasts, coagulase-negative staphylococci and lactic acid bacteria, on cured raw ham quality and safety are reviewed.

  19. Advanced Manufacturing Technologies (AMT): 3D Print

    Data.gov (United States)

    National Aeronautics and Space Administration — To prepare for a future when parts can be printed on demand in space, NASA's Marshall Space Flight Center in Huntsville, Ala., and Made in Space of Mountain View,...

  20. Sound, music and gender in mobile games

    DEFF Research Database (Denmark)

    Machin, David; Van Leeuwen, T.

    2016-01-01

    resource, they can communicate very specific meanings and carry ideologies. In this paper, using multimodal critical discourse analysis, we analyse the sounds and music in two proto-games that are played on mobile devices: Genie Palace Divine and Dragon Island Race. While visually the two games are highly......In everyday life it is now common to find our actions linked to sound, especially using technology, such as when we use mobile devices, or operate more recently manufactured cars, technology in the workplace or simply in an elevator. While we may attend little to these noises, like any semiotic...... gendered, we show that an investigation of the sounds players can make during gameplay reveals very specific insights into the ways that sound positions players in the world. In each game we ask: what is foregrounded and what backgrounded as regards sound? Sound can be used to signal the personal...

  1. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  2. Advanced Combustion

    Energy Technology Data Exchange (ETDEWEB)

    Holcomb, Gordon R. [NETL

    2013-03-11

    The activity reported in this presentation is to provide the mechanical and physical property information needed to allow rational design, development and/or choice of alloys, manufacturing approaches, and environmental exposure and component life models to enable oxy-fuel combustion boilers to operate at Ultra-Supercritical (up to 650{degrees}C & between 22-30 MPa) and/or Advanced Ultra-Supercritical conditions (760{degrees}C & 35 MPa).

  3. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  4. The Molecular Model Game

    Science.gov (United States)

    Myers, Stephanie A.

    2003-04-01

    The Molecular Model Game is used to review Lewis structures and VSEPR theory. In this game, teams of students compete to complete problems quickly. Variations with other types of problems involving stoichiometry or equilibria are also possible.

  5. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  6. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  7. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  8. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  9. Games and Simulations.

    Science.gov (United States)

    Wardlaw, Heather

    1978-01-01

    Describes secondary school students making and playing games related to specific themes in their course work. Transcripts of student discussions are used to illustrate the language and social skills to which the gaming contributed. (AA)

  10. Olympic Games volunteering genesis

    Directory of Open Access Journals (Sweden)

    Oleksandr Tomenko

    2017-04-01

    Full Text Available Purpose: to consider the development of volunteer activity in relation to the Olympic Games. Material & Methods: theoretical scientific works of domestic and foreign scientists on the development of volunteer activities regarding their participation in the Olympic Games are analyzed, considered the main legal documents relating to the Olympic sport. Results: Statistical indicators of participation of volunteers in the Winter and Summer Olympics Games are analyzed and presented. The role and significance of volunteers' activity in the organization and holding of the Olympic Games are revealed. Conclusion: evolution of the volunteer movement, with reference to the Olympic Games, originates from the first games that took place in 1896 in Athens. To date, volunteers are an integral part of the organization and holding of the Olympic Games, their activities help to solve a number of organizational issues, the creation of a corresponding atmosphere and image at a sporting event, largely determine the success of games.

  11. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  12. Laser nano-manufacturing: state of the art and challenges

    NARCIS (Netherlands)

    Li, L.; Hong, M.; Schmidt, M.; Zhong, M.; Mashe, A.; Huis in 't veld, A.J.; Kovalenko, V.

    2011-01-01

    This paper provides an overview of advances in laser based nano-manufacturing technologies including surface nano-structure manufacturing, production of nano materials (nanoparticles, nanotubes and nanowires) and 3D nano-structures manufacture through multiple layer additive techniques and

  13. Impact of video games on plasticity of the hippocampus.

    Science.gov (United States)

    West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D

    2017-08-08

    The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.

  14. Potential game theory applications in radio resource allocation

    CERN Document Server

    Lã, Quang Duy; Soong, Boon-Hee

    2016-01-01

    This book offers a thorough examination of potential game theory and its applications in radio resource management for wireless communications systems and networking. The book addresses two major research goals: how to identify a given game as a potential game, and how to design the utility functions and the potential functions with certain special properties in order to formulate a potential game. After proposing a unifying mathematical framework for the identification of potential games, the text surveys existing applications of this technique within wireless communications and networking problems found in OFDMA 3G/4G/WiFi networks, as well as next-generation systems such as cognitive radios and dynamic spectrum access networks. Professionals interested in understanding the theoretical aspect of this specialized field will find Potential Game Theory a valuable resource, as will advanced-level engineering students. It paves the way for extensive and rigorous research exploration on a topic whose capacity for...

  15. Age and sex differences in game-related statistics which discriminate winners from losers in elite basketball games

    Directory of Open Access Journals (Sweden)

    Haruhiko Madarame

    2018-02-01

    Full Text Available Abstract AIMS To advance knowledge of long-term development of basketball players, this study investigated age and sex differences in game-related statistics which discriminate winners from losers in World Basketball Championships held after the 2010 rule change. METHODS A total of 935 games from six categories (under-17, under-19 and open age for both men and women were analyzed. All games were classified into three types (balanced, unbalanced and very unbalanced according to point differential by a k-means cluster analysis. A discriminant analysis was performed to identify game-related statistics which discriminate winners from losers in each game type. An absolute value of a structural coefficient (SC equal to or above 0.30 was considered relevant for the discrimination. RESULTS In balanced games, assists discriminated winners from losers in open games (men, |SC| = 0.32; women, |SC| = 0.34, whereas successful free throws did so in under-17 games (men, |SC| = 0.30; women, |SC| = 0.31. Successful 2-point field goals discriminated winners from losers only in women’s games (under-19, |SC| = 0.38; open, |SC| = 0.36. CONCLUSION There were three novel findings in balanced games: 1 successful free throws but not assists discriminated winners from losers in under-17 games; 2 successful 2-point field goals discriminated winners from losers in women’s games but not in men’s games; and 3 discriminating power of successful 3-point field goals was extremely small in women’s games. These results may be related to the new rules for the shot clock and the 3-point distance.

  16. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  17. Long Persuasion Games

    OpenAIRE

    Francoise Forges; Frédéric Koessler

    2006-01-01

    This paper characterizes geometrically the set of all Nash equilibrium payoffs achievable with unmediated communication in persuasion games, i.e., games with an informed expert and an uninformed decisionmaker in which the expert's information is certifiable. The first equilibrium characterization is provided for unilateral persuasion games, and the second for multistage, bilateral persuasion games. As in Aumann and Hart (2003), we use the concepts of diconvexification and dimartingale. A lead...

  18. Serious games in education

    OpenAIRE

    J. C. Read

    2015-01-01

    This paper describes some of the tensions around serious games in education by considering how serious games might be designed for learners who may not be especially motivated to play them. Beginning with a narrative that sets out where serious games position within educational settings, with a focus on high school and college, the paper describes two elements that are considered essential for serious games for this demographic – fun and cool.

  19. Graphical Potential Games

    OpenAIRE

    Ortiz, Luis E.

    2015-01-01

    Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...

  20. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

    This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...

  1. Practical example of game theory application for production route selection

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2017-08-01

    The opportunity which opens before manufacturers on the dynamic market, especially before those from the sector of the small and medium-sized enterprises, is associated with the use of the virtual organizations concept. The planning stage of such organizations could be based on supporting decision-making tasks using the tools and formalisms taken from the game theory. In the paper the model of the virtual manufacturing network, along with the practical example of decision-making situation as two person game and the decision strategies with an analysis of calculation results are presented.

  2. Sustainable Manufacturing via Multi-Scale, Physics-Based Process Modeling and Manufacturing-Informed Design

    Energy Technology Data Exchange (ETDEWEB)

    None

    2017-04-01

    This factsheet describes a project that developed and demonstrated a new manufacturing-informed design framework that utilizes advanced multi-scale, physics-based process modeling to dramatically improve manufacturing productivity and quality in machining operations while reducing the cost of machined components.

  3. Manufacturing network evolution

    DEFF Research Database (Denmark)

    Yang, Cheng; Farooq, Sami; Johansen, John

    2011-01-01

    Purpose – This paper examines the effect of changes at the manufacturing plant level on other plants in the manufacturing network and also investigates the role of manufacturing plants on the evolution of a manufacturing network. Design/methodology/approach –The research questions are developed......, the complex phenomenon of a manufacturing network evolution is observed by combining the analysis of a manufacturing plant and network level. The historical trajectories of manufacturing networks that are presented in the case studies are examined in order to understand and determine the future shape...

  4. A systematic review of serious games in asthma education.

    Science.gov (United States)

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  5. Introduction to the special issue on college drinking games.

    Science.gov (United States)

    Zamboanga, Byron L; Tomaso, Cara C

    2014-09-01

    Drinking games are high-risk, social drinking activities comprised of rules that promote participants' intoxication and determine when and how much alcohol should be consumed. Despite the negative consequences associated with drinking games, this high-risk activity is common among college students, with participation rates reported at nearly 50% in some studies. Empirical research examining drinking games participation in college student populations has increased (i.e. over 40 peer-reviewed articles were published in the past decade) in response to the health risks associated with gaming and its prevalence among college students. This Special Issue of The American Journal of Drug and Alcohol Abuse seeks to advance the college drinking games literature even further by addressing understudied, innovative factors associated with the study of drinking games, including the negative consequences associated with drinking games participation; contextual, cultural, and psychological factors that may influence gaming; methodological concerns in drinking games research; and recommendations for intervention strategies. This Prologue introduces readers to each article topic-by-topic and underscores the importance of the continued study of drinking games participation among college students.

  6. Game on: The gamification of the pharmacy classroom.

    Science.gov (United States)

    Sera, Leah; Wheeler, Erin

    Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.

  7. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  8. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  9. Convex Interval Games

    NARCIS (Netherlands)

    Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.

    2008-01-01

    In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for

  10. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  11. Stay Teen: Games

    Science.gov (United States)

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 58 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...

  12. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  13. Gaming Gains Respect

    Science.gov (United States)

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  14. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals

  15. Games of Rapport.

    Science.gov (United States)

    Corbin, Sandra J.

    1980-01-01

    Board games called Games of Rapport are being developed at the University of Alberta. The first, "Angels and Devils," is designed for play by nursing home residents. Results of a study involving "Angels and Devils" show that board games are useful in communicating rehabilitative objectives and sources of conflict. (Author/BEF)

  16. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  17. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

    The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different

  18. Gaming: An Emergent Discipline.

    Science.gov (United States)

    Duke, Richard D.

    1995-01-01

    This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…

  19. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

    Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim...

  20. Nontransferable Utility Bankruptcy Games

    NARCIS (Netherlands)

    Estevez, A.; Borm, P.E.M.; Fiestras-Janeiro, G.

    2014-01-01

    In this paper, we analyze bankruptcy problems with nontransferable utility (NTU) from a game theoretical perspective by redefining corresponding NTU-bankruptcy games in a tailor-made way. It is shown that NTU-bankruptcy games are both coalitional merge convex and ordinal convex. Generalizing the

  1. Sender-Receiver Games

    NARCIS (Netherlands)

    Peeters, R.J.A.P.; Potters, J.A.M.

    1999-01-01

    Standard game-theoretic solution concepts do not guarantee meaningful commu- nication in cheap-talk games. In this paper, we define a solution concept which guarantees communication for a large class of games by designing a behavior pro- tocol which the receiver uses to judge messages sent by the

  2. Utility of Big Area Additive Manufacturing (BAAM) For The Rapid Manufacture of Customized Electric Vehicles

    Energy Technology Data Exchange (ETDEWEB)

    Love, Lonnie J [ORNL

    2015-08-01

    This Oak Ridge National Laboratory (ORNL) Manufacturing Development Facility (MDF) technical collaboration project was conducted in two phases as a CRADA with Local Motors Inc. Phase 1 was previously reported as Advanced Manufacturing of Complex Cyber Mechanical Devices through Community Engagement and Micro-manufacturing and demonstrated the integration of components onto a prototype body part for a vehicle. Phase 2 was reported as Utility of Big Area Additive Manufacturing (BAAM) for the Rapid Manufacture of Customized Electric Vehicles and demonstrated the high profile live printing of an all-electric vehicle using ONRL s Big Area Additive Manufacturing (BAAM) technology. This demonstration generated considerable national attention and successfully demonstrated the capabilities of the BAAM system as developed by ORNL and Cincinnati, Inc. and the feasibility of additive manufacturing of a full scale electric vehicle as envisioned by the CRADA partner Local Motors, Inc.

  3. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  4. Inclusive Game Design Facilitating Shared Gaming Experience

    Science.gov (United States)

    Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders

    2017-01-01

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…

  5. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  6. A Hybrid-Streaming Method for Cloud Gaming: To Improve the Graphics Quality delivered on Highly Accessible Game Contents

    Directory of Open Access Journals (Sweden)

    Kar Long Chan

    2017-06-01

    Full Text Available The emerging Cloud Gaming Service provides a highly accessible video gaming experience. With Cloud Gaming, potential players without enough local resource can access high-quality gaming using low-spec devices. With advancing technology, we consider that if the processing power at low-spec devices can be well harvested, the quality delivered on Cloud Gaming can be further improved. Therefore, we propose a Hybrid-Streaming System that aimed at improving the graphic quality delivered by Cloud Gaming. By utilizing the available rendering power from both the Cloud Server and client PC, the system distributes rendering operations to both sides to achieve the desired improvement. Quantitative results show the proposed method improves graphics quality, as well as reducing the server’s workload while attaining acceptable network bandwidth consumption levels.

  7. Combinando simulação e sistemas baseados em conhecimento para o projeto de sistemas avançados de manufatura Combining simulation and knowledge-based systems for advanced manufacturing system design

    Directory of Open Access Journals (Sweden)

    Denis Borenstein

    1998-08-01

    Full Text Available Este trabalho apresenta um sistema inteligente desenvolvido para verificar se uma determinada opção de projeto de um Sistema Avançado de Manufatura (SAM respeita os objetivos de projeto fixados pelo time de projetistas. Se um problema é encontrado, o sistema começa um ciclo de análise-diagnóstico-recomendação no sentido de diagnosticar a causa do problema, bem como, sugerir possíveis ações no sentido de melhorar a alternativa de projeto em relação ao objetivo não respeitado. Para que este ciclo seja realizado com sucesso, o sistema desenvolvido combina simulação e sistemas baseados em conhecimento, utilizando a experiência e o conhecimento adquiridos por especialistas durante prévios projetos de SAM. Um exemplo ilustra a eficácia do sistema computacional.This article describes a tandem knowledge-based system developed to verify whether a specific advanced manufacturing system (AMS scenario meets the design requirements defined by the design team. If a problem is found, the system starts an analysis-diagnosis-recommendation cycle in order to identify the possible cause(s of the design deficiency as well as to propose changes to improve the performance of the AMS scenario. For this cycle to be successful, the developed system combines simulation and knowledge-based systems, using the experience and knowledge acquired by specialists during previous AMS projects. A case study illustrates the effectiveness of the system.

  8. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  9. Uncovering Interaction Patterns in Mobile Outdoor Gaming

    NARCIS (Netherlands)

    Orellana, D.A.; Wachowicz, M.; Andrienko, G.; Andrienko, N.

    2009-01-01

    Significant advances in recreation planning have been achieved thanks to the mobile technology and the ubiquitous computation. Today it is possible to know the real time position of a group of individuals participating in an outdoor game, and to obtain a large amount of data about their movements.

  10. Virtual Education: Guidelines for Using Games Technology

    Science.gov (United States)

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  11. 3D graphics for game programming

    CERN Document Server

    Han, JungHyun

    2011-01-01

    Modeling in Game ProductionVertex ProcessingRasterizationFragment Processing and Output MergingIllumination and ShadersParametric Curves and SurfacesShader ModelsImage TexturingBump MappingAdvanced TexturingCharacter AnimationPhysics-based SimulationReferences

  12. The mathematics of games of strategy

    CERN Document Server

    Dresher, Melvin

    1981-01-01

    A noted research mathematician explores decision making in the absence of perfect information. His clear presentation of the mathematical theory of games of strategy encompasses applications to many fields, including economics, military, business, and operations research. No advanced algebra or non-elementary calculus occurs in most of the proofs.

  13. A Historical Perspective of the Paralympic Games

    Science.gov (United States)

    DePauw, Karen P.

    2012-01-01

    Athletes with disabilities are more visible in the 21st century than they used to be, including in the world of sport. Today, one hears about the Paralympic Games, can find media coverage of them, can read about athletes who compete in the Paralympics and about advancements in sport prosthetic devices in science and sport magazines, and can even…

  14. Spatial correlated games.

    Science.gov (United States)

    Alonso-Sanz, Ramón

    2017-11-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs.

  15. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  16. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

    Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.

  17. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  18. Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices

    Directory of Open Access Journals (Sweden)

    Eleftheria Christopoulou

    2017-12-01

    Full Text Available Game engines are tools that expedite the highly demanding process of developing games. Nowadays, the great interest of people from various fields on serious games has made even more demanding the usage of game engines, since people with limited coding skills are also involved in developing serious games. Literature in the field has studied game engines focusing on specific needs, such as 3D mobile game engines or open source 3D game engines. The motivation of this article and at the same time the advancement brought by it in the field, lies in the extension of an existing framework for the comparative analysis of several game engines that export games at least on Android and iOS mobile devices and cover a wide range of different user profiles and needs. In order to validate the results of this comparative analysis a shooter game was developed for Android devices based on official tutorials of the two game engines that came out to be more powerful, namely Unity and Unreal Engine 4. In conclusion, there is not a single game engine that is better for every purpose and the extensive overview provided can help users choose the most suitable game engine for their needs.

  19. Gaming Science: The Gamification of Scientific Thinking

    Directory of Open Access Journals (Sweden)

    Bradley eMorris

    2013-09-01

    Full Text Available Science is critically important for advancing economics, health, and social well being in the 21st century. A scientifically literate workforce is one that is well suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  20. Gaming science: the "Gamification" of scientific thinking.

    Science.gov (United States)

    Morris, Bradley J; Croker, Steve; Zimmerman, Corinne; Gill, Devin; Romig, Connie

    2013-09-09

    Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.