WorldWideScience

Sample records for space exploration video

  1. Coaching the exploration and exploitation in active learning for interactive video retrieval.

    Science.gov (United States)

    Wei, Xiao-Yong; Yang, Zhen-Qun

    2013-03-01

    Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.

  2. Video Spectroscopy with the RSpec Explorer

    Science.gov (United States)

    Lincoln, James

    2018-01-01

    The January 2018 issue of "The Physics Teacher" saw two articles that featured the RSpec Explorer as a supplementary lab apparatus. The RSpec Explorer provides live video spectrum analysis with which teachers can demonstrate how to investigate features of a diffracted light source. In this article I provide an introduction to the device…

  3. The production of subject and space in video games

    Directory of Open Access Journals (Sweden)

    Altuğ Işığan

    2013-03-01

    Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.

  4. A Video Game Platform for Exploring Satellite and In-Situ Data Streams

    Science.gov (United States)

    Cai, Y.

    2014-12-01

    Exploring spatiotemporal patterns of moving objects are essential to Earth Observation missions, such as tracking, modeling and predicting movement of clouds, dust, plumes and harmful algal blooms. Those missions involve high-volume, multi-source, and multi-modal imagery data analysis. Analytical models intend to reveal inner structure, dynamics, and relationship of things. However, they are not necessarily intuitive to humans. Conventional scientific visualization methods are intuitive but limited by manual operations, such as area marking, measurement and alignment of multi-source data, which are expensive and time-consuming. A new development of video analytics platform has been in progress, which integrates the video game engine with satellite and in-situ data streams. The system converts Earth Observation data into articulated objects that are mapped from a high-dimensional space to a 3D space. The object tracking and augmented reality algorithms highlight the objects' features in colors, shapes and trajectories, creating visual cues for observing dynamic patterns. The head and gesture tracker enable users to navigate the data space interactively. To validate our design, we have used NASA SeaWiFS satellite images of oceanographic remote sensing data and NOAA's in-situ cell count data. Our study demonstrates that the video game system can reduce the size and cost of traditional CAVE systems in two to three orders of magnitude. This system can also be used for satellite mission planning and public outreaching.

  5. NOAA Ship Okeanos Explorer Video Collection

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — During each NOAA Ship Okeanos Explorer field season, full-resolution video in a ProRes 422 format at a bitrate of 145 Mbps is produced during each deployment of the...

  6. Video spectroscopy with the RSpec Explorer

    Science.gov (United States)

    Lincoln, James

    2018-03-01

    The January 2018 issue of The Physics Teacher saw two articles that featured the RSpec Explorer as a supplementary lab apparatus. The RSpec Explorer provides live video spectrum analysis with which teachers can demonstrate how to investigate features of a diffracted light source. In this article I provide an introduction to the device as well as a variety of suggestions for using it, some of which go beyond its originally intended design.

  7. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

    In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.

  8. Performative Research in Art Education: Scenes from the Seminar "Exploring Performative Rituals in City Space"

    Directory of Open Access Journals (Sweden)

    Ulrike Stutz

    2008-05-01

    Full Text Available In my contribution, I lay the foundations for a performative approach to art education research and then apply it to three examples from a performance seminar conducted with university students. In the process, I subject video documentaries produced during performative exploration of everyday rituals in public space, to a fresh performative analysis using media techniques. My research interest targets the reactions of passers-by as an expanded audience, i.e., it targets the qualitative changes of social space brought about by these actions of site specific art. The contribution is presented as a multimedia document with videos and animations. The parallel presentation of different media formats produces differentiating and activating readings. URN: urn:nbn:de:0114-fqs0802514

  9. A new visual navigation system for exploring biomedical Open Educational Resource (OER) videos.

    Science.gov (United States)

    Zhao, Baoquan; Xu, Songhua; Lin, Shujin; Luo, Xiaonan; Duan, Lian

    2016-04-01

    Biomedical videos as open educational resources (OERs) are increasingly proliferating on the Internet. Unfortunately, seeking personally valuable content from among the vast corpus of quality yet diverse OER videos is nontrivial due to limitations of today's keyword- and content-based video retrieval techniques. To address this need, this study introduces a novel visual navigation system that facilitates users' information seeking from biomedical OER videos in mass quantity by interactively offering visual and textual navigational clues that are both semantically revealing and user-friendly. The authors collected and processed around 25 000 YouTube videos, which collectively last for a total length of about 4000 h, in the broad field of biomedical sciences for our experiment. For each video, its semantic clues are first extracted automatically through computationally analyzing audio and visual signals, as well as text either accompanying or embedded in the video. These extracted clues are subsequently stored in a metadata database and indexed by a high-performance text search engine. During the online retrieval stage, the system renders video search results as dynamic web pages using a JavaScript library that allows users to interactively and intuitively explore video content both efficiently and effectively.ResultsThe authors produced a prototype implementation of the proposed system, which is publicly accessible athttps://patentq.njit.edu/oer To examine the overall advantage of the proposed system for exploring biomedical OER videos, the authors further conducted a user study of a modest scale. The study results encouragingly demonstrate the functional effectiveness and user-friendliness of the new system for facilitating information seeking from and content exploration among massive biomedical OER videos. Using the proposed tool, users can efficiently and effectively find videos of interest, precisely locate video segments delivering personally valuable

  10. Astronauts Exercising in Space Video

    Science.gov (United States)

    2001-01-01

    To minimize the effects of weightlessness and partial gravity, astronauts use several counter measures to maintain health and fitness. One counter measure is exercise to help reduce or eliminate muscle atrophy and bone loss, and to improve altered cardiovascular function. This video shows astronauts on the International Space Station (ISS) using the stationary Cycle/ Ergometer Vibration Isolation System (CVIS), the Treadmill Vibration Isolation System (TVIS), and the resistance exercise device. These technologies and activities will be crucial to keeping astronauts healthy and productive during the long missions to the Moon. Mars, and beyond.

  11. Identifying Sociological Factors for the Success of Space Exploration

    Science.gov (United States)

    Lundquist, C. A.; Tarter, D.; Coleman, A.

    Astrosociology factors relevant to success of future space exploration may best be identified through studies of sociological circumstances of past successful explorations, such as the Apollo-Lunar Missions. These studies benefit from access to primary records of the past programs. The Archives and Special Collections Division of the Salmon Library at the University of Alabama Huntsville (UAH) houses large collections of material from the early periods of the space age. The Huntsville campus of the University of Alabama System had its birth in the mid-1950s at the time when the von Braun rocket team was relocated from Texas to Huntsville. The University, the City of Huntsville and the US Government rocket organizations developed in parallel over subsequent years. As a result, the University has a significant space heritage and focus. This is true not only for the engineering and science disciplines, but also for the social sciences. The life of the University spans the period when Huntsville government and industrial organizations were responsible for producing the rocket vehicles to first take mankind to the Moon. That endeavor was surely as significant sociologically as technologically. In the 1980s, Donald E. Tarter, conducted a series of video interviews with some leading members of the original von Braun team. Although the interviews ranged over many engineering subjects, they also recorded personal features of people involved in the Apollo lunar exploration program and the interactions between these people. Such knowledge was of course an objective. These interviews are now in the collections of the UAH Library Archives, along with extensive documentation from the same period. Under sponsorship of the Archives and the NASA-Marshall Retiree Association, the interview series was restarted in 2006 to obtain comparable oral-history interviews with more than fifty US born members of the rocket team from the 1960s. Again these video interviews are rich with

  12. Fun and Games: using Games and Immersive Exploration to Teach Earth and Space Science

    Science.gov (United States)

    Reiff, P. H.; Sumners, C.

    2011-12-01

    We have been using games to teach Earth and Space Science for over 15 years. Our software "TicTacToe" has been used continuously at the Houston Museum of Natural Science since 2002. It is the single piece of educational software in the "Earth Forum" suite that holds the attention of visitors the longest - averaging over 10 minutes compared to 1-2 minutes for the other software kiosks. We now have question sets covering solar system, space weather, and Earth science. In 2010 we introduced a new game technology - that of immersive interactive explorations. In our "Tikal Explorer", visitors use a game pad to navigate a three-dimensional environment of the Classic Maya city of Tikal. Teams of students climb pyramids, look for artifacts, identify plants and animals, and site astronomical alignments that predict the annual return of the rains. We also have a new 3D exploration of the International Space Station, where students can fly around and inside the ISS. These interactive explorations are very natural to the video-game generation, and promise to bring educational objectives to experiences that had previously been used strictly for gaming. If space permits, we will set up our portable Discovery Dome in the poster session for a full immersive demonstration of these game environments.

  13. A modular CUDA-based framework for scale-space feature detection in video streams

    International Nuclear Information System (INIS)

    Kinsner, M; Capson, D; Spence, A

    2010-01-01

    Multi-scale image processing techniques enable extraction of features where the size of a feature is either unknown or changing, but the requirement to process image data at multiple scale levels imposes a substantial computational load. This paper describes the architecture and emerging results from the implementation of a GPGPU-accelerated scale-space feature detection framework for video processing. A discrete scale-space representation is generated for image frames within a video stream, and multi-scale feature detection metrics are applied to detect ridges and Gaussian blobs at video frame rates. A modular structure is adopted, in which common feature extraction tasks such as non-maximum suppression and local extrema search may be reused across a variety of feature detectors. Extraction of ridge and blob features is achieved at faster than 15 frames per second on video sequences from a machine vision system, utilizing an NVIDIA GTX 480 graphics card. By design, the framework is easily extended to additional feature classes through the inclusion of feature metrics to be applied to the scale-space representation, and using common post-processing modules to reduce the required CPU workload. The framework is scalable across multiple and more capable GPUs, and enables previously intractable image processing at video frame rates using commodity computational hardware.

  14. JAXA's Space Exploration Scenario

    Science.gov (United States)

    Sato, N. S.

    2018-04-01

    Japan Aerospace Exploration Agency (JAXA) has been studying space exploration scenario, including human exploration for Japan since 2015, which encompasses goals, knowledge gap assessment, and architecture. assessment, and technology roadmap.

  15. Social Foundations of Human Space Exploration

    CERN Document Server

    Dator, James A

    2012-01-01

    Social Foundations of Human Space Exploration presents a uniquely human perspective on the quest to explore space and to understand the universe through the lens of the arts, humanities, and social sciences. It considers early stories about the universe in various cultures; recent space fiction; the origins and cultural rationale for the space age; experiences of humans in space and their emerging interactions with robots and artificial intelligence; how humans should treat environments and alien life; and the alternative futures of space exploration and settlement.

  16. Powering the Space Exploration Initiative

    International Nuclear Information System (INIS)

    Bennett, G.L.

    1991-01-01

    The Space Exploration Initiative (SEI) establishes the long-term goal of returning to the Moon and then exploring Mars. One of the prerequisites of SEI is the Exploration Technology Program which includes program elements on space nuclear power and surface solar power. These program elements in turn build upon the ongoing NASA research and technology base program in space energy conversion. There is a wide range of missions in NASA's strategic planning and most would benefit from power sources with improved efficiency, lighter weight and reduced cost

  17. Space Science in Action: Space Exploration [Videotape].

    Science.gov (United States)

    1999

    In this videotape recording, students learn about the human quest to discover what is out in space. Students see the challenges and benefits of space exploration including the development of rocket science, a look back at the space race, and a history of manned space travel. A special section on the Saturn V rocket gives students insight into the…

  18. Exploring How Video Digital Storytelling Builds Relationship Experiences

    OpenAIRE

    Pera, R; Viglia, Giampaolo

    2016-01-01

    The purpose of the paper is to explore how digital storytelling enables a consumer relationship experience in online peer-to-peer communities. Within the value cocreation framework, digital storytelling is interpreted as an encounter communication practice where consumers adopt the role of storytellers and story receivers. This study adopts a qualitative multimethod approach to investigate the meanings contained in video stories and the linkage to relationship experience. A case study based o...

  19. A comparison between space-time video descriptors

    Science.gov (United States)

    Costantini, Luca; Capodiferro, Licia; Neri, Alessandro

    2013-02-01

    The description of space-time patches is a fundamental task in many applications such as video retrieval or classification. Each space-time patch can be described by using a set of orthogonal functions that represent a subspace, for example a sphere or a cylinder, within the patch. In this work, our aim is to investigate the differences between the spherical descriptors and the cylindrical descriptors. In order to compute the descriptors, the 3D spherical and cylindrical Zernike polynomials are employed. This is important because both the functions are based on the same family of polynomials, and only the symmetry is different. Our experimental results show that the cylindrical descriptor outperforms the spherical descriptor. However, the performances of the two descriptors are similar.

  20. Snapshots of Student Thinking: An Exploration of Video Cases for Extending Prospective Teachers' Knowledge

    Science.gov (United States)

    Pitts Bannister, Vanessa R.; Mariano, Gina J.

    2013-01-01

    The purpose of this article is to explore the relationships between prospective teachers' content knowledge, student understanding, and pedagogy using video cases. The emphasis was on the extent to which the participants utilized constructs of Technology Pedagogy And Content Knowledge. Ten prospective teachers viewed video cases of students…

  1. The Forgetful Professor and the Space Biology Adventure

    Science.gov (United States)

    Massa, Gioia D.; Jones, Wanda; Munoz, Angela; Santora, Joshua

    2014-01-01

    This video was created as one of the products of the 2013 ISS Faculty Fellows Summer Program. Our High School science teacher faculty fellows developed this video as an elementary/middle school education component. The video shows a forgetful professor who is trying to remember something, and along the journey she learns more about the space station, space station related plant science, and the Kennedy Space Center. She learns about the Veggie hardware, LED lighting for plant growth, the rotating garden concept, and generally about space exploration and the space station. Lastly she learns about the space shuttle Atlantis.

  2. The New National Vision for Space Exploration

    Science.gov (United States)

    Sackheim, Robert L.; Geveden, Rex; King, David A.

    2004-01-01

    From the Apollo landings on the Moon, to robotic surveys of the Sun and the planets, to the compelling images captured by advanced space telescopes, U.S. achievements in space have revolutionized humanity s view of the universe and have inspired Americans and people around the world. These achievements also have led to the development of technologies that have widespread applications to address problems on Earth. As the world enters the second century of powered flight, it is appropriate to articulate a new vision that will define and guide U.S. space exploration activities for the next several decades. Today, humanity has the potential to seek answers to the most fundamental questions posed about the existence of life beyond Earth. Telescopes have found planets around other stars. Robotic probes have identified potential resources on the Moon, and evidence of water - a key ingredient for life - has been found on Mars and the moons of Jupiter. Direct human experience in space has fundamentally altered our perspective of humanity and our place in the universe. Humans have the ability to respond to the unexpected developments inherent in space travel and possess unique skills that enhance discoveries. Just as Mercury, Gemini, and Apollo challenged a generation of Americans, a renewed U.S. space exploration program with a significant human component can inspire us - and our youth - to greater achievements on Earth and in space. The loss of Space Shuttles Challenger and Columbia and their crews are a stark reminder of the inherent risks of space flight and the severity of the challenges posed by space exploration. In preparation for future human exploration, we must advance our ability to live and work safely in space and, at the same time, develop the technologies to extend humanity s reach to the Moon, Mars, and beyond. The new technologies required for further space exploration also will improve the Nation s other space activities and may provide applications that

  3. The efficacy of video monitoring-supported student self-evaluation of dental explorer skills in dental hygiene education.

    Science.gov (United States)

    Tano, R; Takaku, S; Ozaki, T

    2017-11-01

    The objective of this study was to investigate whether having dental hygiene students monitor video recordings of their dental explorer skills is an effective means of proper self-evaluation in dental hygiene education. The study participants comprised students of a dental hygiene training school who had completed a module on explorer skills using models, and a dental hygiene instructor who was in charge of lessons. Questions regarding 'posture', 'grip', 'finger rest' and 'operation' were set to evaluate explorer skills. Participants rated each item on a two-point scale: 'competent (1)' or 'not competent (0)'. The total score was calculated for each evaluation item in evaluations by students with and without video monitoring, and in evaluations by the instructor with video monitoring. Mean scores for students with and without video monitoring were compared using a t-test, while intraclass correlation coefficients were found by reliability analysis of student and instructor evaluations. A total of 37 students and one instructor were subject to analysis. The mean score for evaluations with and without video monitoring differed significantly for posture (P Dental Hygiene Published by John Wiley& Sons Ltd.

  4. Virtual Space Exploration: Let's Use Web-Based Computer Game Technology to Boost IYA 2009 Public Interest

    Science.gov (United States)

    Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.

    2008-09-01

    With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development

  5. Exploring the potential of video technologies for collaboration in emergency medical care

    DEFF Research Database (Denmark)

    Söderholm, Hanna M.; Sonnenwald, Diane H.; Manning, James E.

    2008-01-01

    conferencing techniques. This may be of benefit in diagnosing and treating patients in emergency situations where specialized medical expertise is not locally available. The experimental design and results concerning information behavior are presented in the article "Exploring the Potential of Video...

  6. Why We Explore: The Value of Space Exploration for Future Generations

    Science.gov (United States)

    Cook, Stephen A.; Armstrong, Robert C., Jr.

    2007-01-01

    The National Aeronautics and Space Administration (NASA) and its industry partners are making measurable progress toward delivering new human space transportation capabilities to serve as the catalyst for a new era of discovery, as directed by the U.S. Vision for Space Exploration. In the interest of ensuring prolonged support, the Agency encourages space advocates of all stripes to accurately portray both the tangible and intangible benefits of space exploration, especially its value for future generations. This may be done not only by emphasizing the nation's return on its aerospace investment, but also by highlighting enabling security features and by promoting the scientific and technological benefits that accrue from the human exploration of space. As America embarks on a new era of leadership and international partnership on the next frontier, we are poised to master space by living off-planet on the Moon to prepare astronauts for longer journeys to Mars. These and other relevant facts should be clearly in the view of influential decision-makers and the American taxpayers, and we must increasingly involve those on whom the long-term sustainability of space exploration ultimately depends: America's youth. This paper will examine three areas of concrete benefits for future generations: fundamental security, economic enterprise, and high-technology advancements spurred by the innovation that scientific discovery demands.

  7. Assessing Space Exploration Technology Requirements as a First Step Towards Ensuring Technology Readiness for International Cooperation in Space Exploration

    Science.gov (United States)

    Laurini, Kathleen C.; Hufenbach, Bernhard; Satoh, Maoki; Piedboeuf, Jean-Claude; Neumann, Benjamin

    2010-01-01

    Advancing critical and enhancing technologies is considered essential to enabling sustainable and affordable human space exploration. Critical technologies are those that enable a certain class of mission, such as technologies necessary for safe landing on the Martian surface, advanced propulsion, and closed loop life support. Others enhance the mission by leading to a greater satisfaction of mission objectives or increased probability of mission success. Advanced technologies are needed to reduce mass and cost. Many space agencies have studied exploration mission architectures and scenarios with the resulting lists of critical and enhancing technologies being very similar. With this in mind, and with the recognition that human space exploration will only be enabled by agencies working together to address these challenges, interested agencies participating in the International Space Exploration Coordination Group (ISECG) have agreed to perform a technology assessment as an important step in exploring cooperation opportunities for future exploration mission scenarios. "The Global Exploration Strategy: The Framework for Coordination" was developed by fourteen space agencies and released in May 2007. Since the fall of 2008, several International Space Exploration Coordination Group (ISECG) participating space agencies have been studying concepts for human exploration of the moon. They have identified technologies considered critical and enhancing of sustainable space exploration. Technologies such as in-situ resource utilization, advanced power generation/energy storage systems, reliable dust resistant mobility systems, and closed loop life support systems are important examples. Similarly, agencies such as NASA, ESA, and Russia have studied Mars exploration missions and identified critical technologies. They recognize that human and robotic precursor missions to destinations such as LEO, moon, and near earth objects provide opportunities to demonstrate the

  8. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  9. Video semaphore decoding for free-space optical communication

    Science.gov (United States)

    Last, Matthew; Fisher, Brian; Ezekwe, Chinwuba; Hubert, Sean M.; Patel, Sheetal; Hollar, Seth; Leibowitz, Brian S.; Pister, Kristofer S. J.

    2001-04-01

    Using teal-time image processing we have demonstrated a low bit-rate free-space optical communication system at a range of more than 20km with an average optical transmission power of less than 2mW. The transmitter is an autonomous one cubic inch microprocessor-controlled sensor node with a laser diode output. The receiver is a standard CCD camera with a 1-inch aperture lens, and both hardware and software implementations of the video semaphore decoding algorithm. With this system sensor data can be reliably transmitted 21 km form San Francisco to Berkeley.

  10. Video Surveillance in Mental Health Facilities: Is it Ethical?

    Science.gov (United States)

    Stolovy, Tali; Melamed, Yuval; Afek, Arnon

    2015-05-01

    Video surveillance is a tool for managing safety and security within public spaces. In mental health facilities, the major benefit of video surveillance is that it enables 24 hour monitoring of patients, which has the potential to reduce violent and aggressive behavior. The major disadvantage is that such observation is by nature intrusive. It diminishes privacy, a factor of huge importance for psychiatric inpatients. Thus, an ongoing debate has developed following the increasing use of cameras in this setting. This article presents the experience of a medium-large academic state hospital that uses video surveillance, and explores the various ethical and administrative aspects of video surveillance in mental health facilities.

  11. New NASA Technologies for Space Exploration

    Science.gov (United States)

    Calle, Carlos I.

    2015-01-01

    NASA is developing new technologies to enable planetary exploration. NASA's Space Launch System is an advance vehicle for exploration beyond LEO. Robotic explorers like the Mars Science Laboratory are exploring Mars, making discoveries that will make possible the future human exploration of the planet. In this presentation, we report on technologies being developed at NASA KSC for planetary exploration.

  12. Rendezvous and Docking for Space Exploration

    Science.gov (United States)

    Machula, M. F.; Crain, T.; Sandhoo, G. S.

    2005-01-01

    To achieve the exploration goals, new approaches to exploration are being envisioned that include robotic networks, modular systems, pre-positioned propellants and in-space assembly in Earth orbit, Lunar orbit and other locations around the cosmos. A fundamental requirement for rendezvous and docking to accomplish in-space assembly exists in each of these locations. While existing systems and technologies can accomplish rendezvous and docking in low earth orbit, and rendezvous and docking with crewed systems has been successfully accomplished in low lunar orbit, our capability must extend toward autonomous rendezvous and docking. To meet the needs of the exploration vision in-space assembly requiring both crewed and uncrewed vehicles will be an integral part of the exploration architecture. This paper focuses on the intelligent application of autonomous rendezvous and docking technologies to meet the needs of that architecture. It also describes key technology investments that will increase the exploration program's ability to ensure mission success, regardless of whether the rendezvous are fully automated or have humans in the loop.

  13. Eight-channel video broadcast feed service using free-space optical wireless technology at the Sydney 2000 Olympic Games

    Science.gov (United States)

    Szajowski, Paul F.; Rigas, A. J.; Robinson, J. W.; Nykolak, Gerald; Paulson, Bruce D.; Tourgee, G. E.; Auborn, James J.

    2001-02-01

    12 Terrestrial 1550 nm WDM free-space optical communication systems have been demonstrated to provide a viable means to transport data, voice and video channels for point-to-point applications without the use of optical fiber. Key features of free-space optical transmission systems are their ability to utilize present day telecommunication components such as: laser diode transmitters, high-power optical amplifiers operating within the 1550 nm optical transmission window and high-sensitivity optical receivers designed for multi-Giga- bit data rates. In this paper, we report on details of the world's first field test, demonstrating real time video transmission of eight uncompressed standard-definition (SD) video channels operating at an aggregate data rate of 1.485 Gb/s over a 0.89 km terrestrial free-space link. This data link was used in support of the 2000 Olympic games held recently in Sydney, Australia. Results from this eight- channel SD terrestrial free-space laser communications systems are presented. The transmission system operated error-free continuously from September 14, 2000 until October 1, 2000, twenty-four hours a day, throughout the coverage of the games. Modeling results predict that free- space SD video transmission systems can be designed and operated over significant link distances under nominal visibility conditions.

  14. Space exploration and colonization - Towards a space faring society

    Science.gov (United States)

    Hammond, Walter E.

    1990-01-01

    Development trends of space exploration and colonization since 1957 are reviewed, and a five-phase evolutionary program planned for the long-term future is described. The International Geosphere-Biosphere program which is intended to provide the database on enviromental changes of the earth as a global system is considered. Evolution encompasses the anticipated advantages of such NASA observation projects as the Hubble Space Telescope, the Gamma Ray Observatory, the Advanced X-Ray Astrophysics Facility, and the Cosmic Background Explorer. Attention is given to requirements for space colonization, including development of artificial gravity and countermeasures to mitigate zero gravity problems; robotics and systems aimed to minimize human exposure to the space environment; the use of nuclear propulsion; and international collaboration on lunar-Mars projects. It is recommended that nuclear energy sources be developed for both propulsion and as extraterrestrial power plants.

  15. Applied Nanotechnology for Human Space Exploration

    Science.gov (United States)

    Yowell, Leonard L.

    2007-01-01

    A viewgraph presentation describing nanotechnology for human space exploration is shown. The topics include: 1) NASA's Strategic Vision; 2) Exploration Architecture; 3) Future Exploration Mission Requirements Cannot be met with Conventional Materials; 4) Nanomaterials: Single Wall Carbon Nanotubes; 5) Applied Nanotechnology at JSC: Fundamentals to Applications; 6) Technology Readiness Levels (TRL); 7) Growth, Modeling, Diagnostics and Production; 8) Characterization: Purity, Dispersion and Consistency; 9) Processing; 10) Nanoelectronics: Enabling Technologies; 11) Applications for Human Space Exploration; 12) Exploration Life Support: Atmosphere Revitalization System; 13) Advanced and Exploration Life Support: Regenerable CO2 Removal; 14) Exploration Life Support: Water Recovery; 15) Advanced Life Support: Water Disinfection/Recovery; 16) Power and Energy: Supercapacitors and Fuel Cells; 17) Nanomaterials for EMI Shielding; 18) Active Radiation Dosimeter; 19) Advanced Thermal Protection System (TPS) Repair; 20) Thermal Radiation and Impact Protection (TRIPS); 21) Nanotechnology: Astronaut Health Management; 22) JSC Nanomaterials Group Collaborations.

  16. Down-to-Earth Benefits of Space Exploration: Past, Present, Future

    Science.gov (United States)

    Neumann, Benjamin

    2005-01-01

    A ventricular device that helps a weakened heart keep pumping while awaiting a transplant. A rescue tool for extracting victims from dangerous situations such as car wrecks. A video analysis tool used to investigate the bombing at the 1996 Olympics in Atlanta. A sound-differentiation tool for safer air traffic control. A refrigerator that run without electricity or batteries. These are just a few of the spin-offs of NASA technology that have benefited society in recent years. Now, as NASA sets its vision on space exploration, particularly of the moon and Mars, even more benefits to society are possible. This expansion of societal benefits is tied to a new emphasis on technology infusion or spin-in. NASA is seeking partners with industry, universities, and other government laboratories to help the Agency address its specific space exploration needs in five areas: (1) advanced studies, concepts, and tools; (2) advanced materials; (3) communications, computing, electronics, and imaging; (4) software, intelligent systems, and modeling; and (5) power, propulsion, and chemical systems. These spin-in partnerships will offer benefits to U.S. economic development as well as new products for the global market. As a complement to these spin-in benefits, NASA also is examining the possible future spin-outs of the innovations related to its new space exploration mission. A matrix that charts NASA's needs against various business sectors is being developed to fully understand the implications for society and industry of spin-in and spin-out. This matrix already has been used to help guide NASA s efforts to secure spin-in partnerships. This paper presents examples of NASA spin-offs, discusses NASA s present spin-in/spin-out projects for pursuing partnerships, and considers some of the future societal benefits to be reaped from these partnerships. This paper will complement the proposed paper by Frank Schowengerdt on the Innovative Partnerships Program structure and how to work

  17. Pioneers in Astronomy and Space Exploration

    CERN Document Server

    2013-01-01

    The pioneers of astronomy and space exploration have advanced humankind's understanding of the universe. These individuals include earthbound theorists such as Aristotle, Ptolemy, and Galileo, as well as those who put their lives on the line travelling into the great unknown. Readers chronicle the lives of individuals positioned at the vanguard of astronomical discovery, laying the groundwork for space exploration past, present, and yet to come.

  18. Interaction Challenges in Human-Robot Space Exploration

    Science.gov (United States)

    Fong, Terrence; Nourbakhsh, Illah

    2005-01-01

    In January 2004, NASA established a new, long-term exploration program to fulfill the President's Vision for U.S. Space Exploration. The primary goal of this program is to establish a sustained human presence in space, beginning with robotic missions to the Moon in 2008, followed by extended human expeditions to the Moon as early as 2015. In addition, the program places significant emphasis on the development of joint human-robot systems. A key difference from previous exploration efforts is that future space exploration activities must be sustainable over the long-term. Experience with the space station has shown that cost pressures will keep astronaut teams small. Consequently, care must be taken to extend the effectiveness of these astronauts well beyond their individual human capacity. Thus, in order to reduce human workload, costs, and fatigue-driven error and risk, intelligent robots will have to be an integral part of mission design.

  19. Analytical and ethical complexities in video game research

    DEFF Research Database (Denmark)

    Andersen, Mads Lund; Chimiri, Niklas Alexander; Søndergaard, Dorte Marie

    Session: Sociomaterial complexities in digital-analog spaces Abstract: Analytical and ethical complexities in video game research A central issue that video game research seldom explicitly articulates is the ethical complexities involved in its empirical and analytical work. The presentation...... explores common research questions posed and analytical foci chosen by video game researchers subscribing to either the media effects tradition, represented by (ref.) or to interdisciplinary Game Studies. Both fields, which tend to depict themselves as polar-opposites, build on ethical assumptions...... of theoretical or analytical arrogance. The relevance of acknowledging and situating ethical complexity becomes pertinent when alternatively taking a sociomaterial perspective on doing empirical and analytical work on video gaming. From an agential realist point of view, for instance, a researcher...

  20. MEMS applications in space exploration

    Science.gov (United States)

    Tang, William C.

    1997-09-01

    Space exploration in the coming century will emphasize cost effectiveness and highly focused mission objectives, which will result in frequent multiple missions that broaden the scope of space science and to validate new technologies on a timely basis. MEMS is one of the key enabling technology to create cost-effective, ultra-miniaturized, robust, and functionally focused spacecraft for both robotic and human exploration programs. Examples of MEMS devices at various stages of development include microgyroscope, microseismometer, microhygrometer, quadrupole mass spectrometer, and micropropulsion engine. These devices, when proven successful, will serve as models for developing components and systems for new-millennium spacecraft.

  1. Exploring the use of entertainment-education YouTube videos focused on infection prevention and control.

    Science.gov (United States)

    Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly

    2018-06-05

    As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  2. Technology transfer from the space exploration initiative

    International Nuclear Information System (INIS)

    Buden, D.

    1991-01-01

    Space exploration has demonstrated that it stimulates the national economy by creating new and improved products, increased employment, and provides a stimulus to education. The exploration of the Moon and Mars under the Space Exploration Initiative has the potential of accelerating this stimulates to the economy. It is difficult to identify all of the concrete ways this will be accomplished. However, many areas can be identified. The space exploration building blocks of power, propulsion, spacecraft, robotics, rovers, mining and manufacturing, communications, navigation, habitats, life support and infrastructures are reviewed to identify possible technology areas. For example, better means for working in hazardous areas and handling hazardous waste are potential outcomes of this initiative. Methods to produce higher quality goods and improve America's competitiveness in manufacturing will undoubtedly evolve from the need to produce products that must last many years in the harsh environments of space and planetary surfaces. Some ideas for technology transfer are covered in this paper

  3. Exploring a Large Space of Small Games

    DEFF Research Database (Denmark)

    Barros, Gabriella; Togelius, Julian

    We explore the soundness and playability of randomly generated games expressed in the Video Game Description Language (VGDL). A grammar is defined for VGDL, which is able to express a large variety of simple arcade-like games, and random expansions of this grammar are fed to a VGDL interpreter...... and played with off the shelf agents. We see this work as the first step towards generating complete, playable games....

  4. SpaceExplorer

    DEFF Research Database (Denmark)

    Hansen, Thomas Riisgaard

    2007-01-01

    Web pages are designed to be displayed on a single screen, but as more and more screens are being introduced in our surroundings a burning question becomes how to design, interact, and display web pages on multiple devices and displays. In this paper I present the SpaceExplorer prototype, which...... is able to display standard HTML web pages on multiple displays with only a minor modification to the language. Based on the prototype a number of different examples are presented and discussed and some preliminary findings are presented....

  5. Shape space exploration of constrained meshes

    KAUST Repository

    Yang, Yongliang; Yang, Yijun; Pottmann, Helmut; Mitra, Niloy J.

    2011-01-01

    We present a general computational framework to locally characterize any shape space of meshes implicitly prescribed by a collection of non-linear constraints. We computationally access such manifolds, typically of high dimension and co-dimension, through first and second order approximants, namely tangent spaces and quadratically parameterized osculant surfaces. Exploration and navigation of desirable subspaces of the shape space with regard to application specific quality measures are enabled using approximants that are intrinsic to the underlying manifold and directly computable in the parameter space of the osculant surface. We demonstrate our framework on shape spaces of planar quad (PQ) meshes, where each mesh face is constrained to be (nearly) planar, and circular meshes, where each face has a circumcircle. We evaluate our framework for navigation and design exploration on a variety of inputs, while keeping context specific properties such as fairness, proximity to a reference surface, etc. © 2011 ACM.

  6. Shape space exploration of constrained meshes

    KAUST Repository

    Yang, Yongliang

    2011-12-12

    We present a general computational framework to locally characterize any shape space of meshes implicitly prescribed by a collection of non-linear constraints. We computationally access such manifolds, typically of high dimension and co-dimension, through first and second order approximants, namely tangent spaces and quadratically parameterized osculant surfaces. Exploration and navigation of desirable subspaces of the shape space with regard to application specific quality measures are enabled using approximants that are intrinsic to the underlying manifold and directly computable in the parameter space of the osculant surface. We demonstrate our framework on shape spaces of planar quad (PQ) meshes, where each mesh face is constrained to be (nearly) planar, and circular meshes, where each face has a circumcircle. We evaluate our framework for navigation and design exploration on a variety of inputs, while keeping context specific properties such as fairness, proximity to a reference surface, etc. © 2011 ACM.

  7. Nutrition for Space Exploration

    Science.gov (United States)

    Smith, Scott M.

    2005-01-01

    Nutrition has proven to be critical throughout the history of human exploration, on both land and water. The importance of nutrition during long-duration space exploration is no different. Maintaining optimal nutritional status is critical for all bodily systems, especially in light of the fact that that many are also affected by space flight itself. Major systems of concern are bone, muscle, the cardiovascular system, the immune system, protection against radiation damage, and others. The task ahead includes defining the nutritional requirements for space travelers, ensuring adequacy of the food system, and assessing crew nutritional status before, during, and after flight. Accomplishing these tasks will provide significant contributions to ensuring crew health on long-duration missions. In addition, development and testing of nutritional countermeasures to effects of space flight is required, and assessment of the impact of other countermeasures (such as exercise and pharmaceuticals) on nutrition is also critical for maintaining overall crew health. Vitamin D stores of crew members are routinely low after long-duration space flight. This occurs even when crew members take vitamin D supplements, suggesting that vitamin D metabolism may be altered during space flight. Vitamin D is essential for efficient absorption of calcium, and has numerous other benefits for other tissues with vitamin D receptors. Protein is a macronutrient that requires additional study to define the optimal intake for space travelers. Administration of protein to bed rest subjects can effectively mitigate muscle loss associated with disuse, but too much or too little protein can also have negative effects on bone. In another bed rest study, we found that the ratio of protein to potassium was correlated with the level of bone resorption: the higher the ratio, the more bone resorption. These relationships warrant further study to optimize the beneficial effect of protein on both bone and muscle

  8. Model-Based Trade Space Exploration for Near-Earth Space Missions

    Science.gov (United States)

    Cohen, Ronald H.; Boncyk, Wayne; Brutocao, James; Beveridge, Iain

    2005-01-01

    We developed a capability for model-based trade space exploration to be used in the conceptual design of Earth-orbiting space missions. We have created a set of reusable software components to model various subsystems and aspects of space missions. Several example mission models were created to test the tools and process. This technique and toolset has demonstrated itself to be valuable for space mission architectural design.

  9. Nuclear Energy in Space Exploration

    Energy Technology Data Exchange (ETDEWEB)

    Seaborg, Glenn T.

    1968-01-01

    Nuclear space programs under development by the Atomic Energy Commission are reviewed including the Rover Program, systems for nuclear rocket propulsion and, the SNAP Program, systems for generating electric power in space. The letters S-N-A-P stands for Systems for Nuclear Auxiliary Power. Some of the projected uses of nuclear systems in space are briefly discussed including lunar orbit, lunar transportation from lunar orbit to lunar surface and base stations; planetary exploration, and longer space missions. The limitations of other sources of energy such as solar, fuel cells, and electric batteries are discussed. The excitement and visionary possibilities of the Age of Space are discussed.

  10. Pornography classification: The hidden clues in video space-time.

    Science.gov (United States)

    Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson

    2016-11-01

    As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements

  11. Exploring Engaged Spaces in Community-University Partnership

    Science.gov (United States)

    Davies, Ceri; Gant, Nick; Millican, Juliet; Wolff, David; Prosser, Bethan; Laing, Stuart; Hart, Angie

    2016-01-01

    The Community University Partnership Programme (CUPP) has been operating at the University of Brighton for the past 10 years. This article explores the different types of space we think need to exist to support a variety of partnership and engaged work. We therefore explore our understandings of shared or "engaged" spaces as a physical,…

  12. Human Factors in Space Exploration

    Science.gov (United States)

    Jones, Patricia M.; Fiedler, Edna

    2010-01-01

    The exploration of space is one of the most fascinating domains to study from a human factors perspective. Like other complex work domains such as aviation (Pritchett and Kim, 2008), air traffic management (Durso and Manning, 2008), health care (Morrow, North, and Wickens, 2006), homeland security (Cooke and Winner, 2008), and vehicle control (Lee, 2006), space exploration is a large-scale sociotechnical work domain characterized by complexity, dynamism, uncertainty, and risk in real-time operational contexts (Perrow, 1999; Woods et ai, 1994). Nearly the entire gamut of human factors issues - for example, human-automation interaction (Sheridan and Parasuraman, 2006), telerobotics, display and control design (Smith, Bennett, and Stone, 2006), usability, anthropometry (Chaffin, 2008), biomechanics (Marras and Radwin, 2006), safety engineering, emergency operations, maintenance human factors, situation awareness (Tenney and Pew, 2006), crew resource management (Salas et aI., 2006), methods for cognitive work analysis (Bisantz and Roth, 2008) and the like -- are applicable to astronauts, mission control, operational medicine, Space Shuttle manufacturing and assembly operations, and space suit designers as they are in other work domains (e.g., Bloomberg, 2003; Bos et al, 2006; Brooks and Ince, 1992; Casler and Cook, 1999; Jones, 1994; McCurdy et ai, 2006; Neerincx et aI., 2006; Olofinboba and Dorneich, 2005; Patterson, Watts-Perotti and Woods, 1999; Patterson and Woods, 2001; Seagull et ai, 2007; Sierhuis, Clancey and Sims, 2002). The human exploration of space also has unique challenges of particular interest to human factors research and practice. This chapter provides an overview of those issues and reports on sorne of the latest research results as well as the latest challenges still facing the field.

  13. Space exploration

    CERN Document Server

    2009-01-01

    Space Exploration, is one book in the Britannica Illustrated Science Library Series that is correlated to the science curriculum in grades 5-8. The Britannica Illustrated Science Library is a visually compelling set that covers earth science, life science, and physical science in 16 volumes.  Created for ages 10 and up, each volume provides an overview on a subject and thoroughly explains it through detailed and powerful graphics-more than 1,000 per volume-that turn complex subjects into information that students can grasp.  Each volume contains a glossary with full definitions for vocabulary help and an index.

  14. The Role of Cis-Lunar Space in Future Global Space Exploration

    Science.gov (United States)

    Bobskill, Marianne R.; Lupisella, Mark L.

    2012-01-01

    Cis-lunar space offers affordable near-term opportunities to help pave the way for future global human exploration of deep space, acting as a bridge between present missions and future deep space missions. While missions in cis-lunar space have value unto themselves, they can also play an important role in enabling and reducing risk for future human missions to the Moon, Near-Earth Asteroids (NEAs), Mars, and other deep space destinations. The Cis-Lunar Destination Team of NASA's Human Spaceflight Architecture Team (HAT) has been analyzing cis-lunar destination activities and developing notional missions (or "destination Design Reference Missions" [DRMs]) for cis-lunar locations to inform roadmap and architecture development, transportation and destination elements definition, operations, and strategic knowledge gaps. The cis-lunar domain is defined as that area of deep space under the gravitational influence of the earth-moon system. This includes a set of earth-centered orbital locations in low earth orbit (LEO), geosynchronous earth orbit (GEO), highly elliptical and high earth orbits (HEO), earth-moon libration or "Lagrange" points (E-ML1 through E-ML5, and in particular, E-ML1 and E-ML2), and low lunar orbit (LLO). To help explore this large possibility space, we developed a set of high level cis-lunar mission concepts in the form of a large mission tree, defined primarily by mission duration, pre-deployment, type of mission, and location. The mission tree has provided an overall analytical context and has helped in developing more detailed design reference missions that are then intended to inform capabilities, operations, and architectures. With the mission tree as context, we will describe two destination DRMs to LEO and GEO, based on present human space exploration architectural considerations, as well as our recent work on defining mission activities that could be conducted with an EML1 or EML2 facility, the latter of which will be an emphasis of this

  15. Toward a global space exploration program: A stepping stone approach

    Science.gov (United States)

    Ehrenfreund, Pascale; McKay, Chris; Rummel, John D.; Foing, Bernard H.; Neal, Clive R.; Masson-Zwaan, Tanja; Ansdell, Megan; Peter, Nicolas; Zarnecki, John; Mackwell, Steve; Perino, Maria Antionetta; Billings, Linda; Mankins, John; Race, Margaret

    2012-01-01

    In response to the growing importance of space exploration in future planning, the Committee on Space Research (COSPAR) Panel on Exploration (PEX) was chartered to provide independent scientific advice to support the development of exploration programs and to safeguard the potential scientific assets of solar system objects. In this report, PEX elaborates a stepwise approach to achieve a new level of space cooperation that can help develop world-wide capabilities in space science and exploration and support a transition that will lead to a global space exploration program. The proposed stepping stones are intended to transcend cross-cultural barriers, leading to the development of technical interfaces and shared legal frameworks and fostering coordination and cooperation on a broad front. Input for this report was drawn from expertise provided by COSPAR Associates within the international community and via the contacts they maintain in various scientific entities. The report provides a summary and synthesis of science roadmaps and recommendations for planetary exploration produced by many national and international working groups, aiming to encourage and exploit synergies among similar programs. While science and technology represent the core and, often, the drivers for space exploration, several other disciplines and their stakeholders (Earth science, space law, and others) should be more robustly interlinked and involved than they have been to date. The report argues that a shared vision is crucial to this linkage, and to providing a direction that enables new countries and stakeholders to join and engage in the overall space exploration effort. Building a basic space technology capacity within a wider range of countries, ensuring new actors in space act responsibly, and increasing public awareness and engagement are concrete steps that can provide a broader interest in space exploration, worldwide, and build a solid basis for program sustainability. By engaging

  16. Space Biology and Medicine. Volume I; Space and Its Exploration

    Science.gov (United States)

    Nicogossian, Arnauld E.; Mohler, Stanley R.; Gazenko, Oleg G.; Grigoryev, Anatoliy I.

    1993-01-01

    Perhaps one of the greatest gifts that has been given to the people of the world in the last few hundred years has been an emerging sense of the place of our planet and its inhabitants within the context of the vast universe. Our knowledge of the rest of the universe has not come quickly, nor was the process of attaining it only recently begun; however, the unprecedented acceleration of that process has benefitted from a fundamental new aspect of our species that has only manifested itself in the last 30 years or so, the ability to travel in space. Before the space age, the Universe was studied only through observations from the Earth. All that has changed with the beginning of the space age. Machines built by humans have flown to all but one of the nine planets that revolve around our Sun, have ventured billions of miles from the Earth and looked back, and have landed on three other worlds. Spacecraft in orbit around the Earth have viewed the sky at a vast number of electromagnetic wavelengths, detecting the shape of the galaxy and the universe, and even measuring the remnants of the universe's beginning. Human explorers have ventured forth, first for short stays in orbit, then, later, walking upon the Moon and living for long periods in space. As they did so, billions of people on the Earth came to view the Earth in a fundamentally different way, not just as the familiar day to- day backdrop for their lives, but as a small oasis suspended in the night sky above an alien landscape. It is this new view of the Earth that is the true gift of space exploration. Space exploration has at once given us a new perspective on the value of our world, and a new perspective from which to understand how it operates. It has shown us that the Earth is by far the most precious place in the solar system in terms of supporting human life, while revealing that other destinations may still be compelling. The exploration of space has at once become a challenge for humanity to overcome

  17. A qualitative exploration of patients' attitudes towards the 'Participate Inform Notice Know' (PINK) patient safety video.

    Science.gov (United States)

    Pinto, Anna; Vincent, Charles; Darzi, Ara; Davis, Rachel

    2013-02-01

    To explore patients' attitudes towards the PINK video, a patient education video aimed at encouraging hospital patients' involvement in safety-relevant behaviours. Qualitative semi-structured interviews. Detailed field notes were taken during the interviews which were analysed using content analysis. One National Health System (NHS) teaching hospital based in London, UK. Thirty-six in-patients aged between 20 and 79 years, 18 of them males. The PINK video is a short animated educational video aimed at encouraging patients to be involved in the safety of their care during hospitalization. Patients' perceptions of how informative, relevant and acceptable the video is; attitudes towards participating in the recommended safety-related behaviours and; potential negative side effects of watching the video. Overall the video was received favourably among the interviewees. Commonly cited benefits included raising awareness and facilitating patients to be involved in their care during their hospital stay. More variability was found in participants' views with regard to the video's role as a patient safety enhancement tool. A number of suggestions for improvement of the video were provided relating to tailoring its content and design to meet the needs of individual patients and their circumstances. Educational videos such as PINK have significant potential to empower patients in the safety and quality of their care. However, efforts to implement patient safety educational videos in practice need to consider different patient groups' needs and characteristics instead of trying to adopt 'a one size fits all' approach.

  18. Creating engagement with old research videos

    DEFF Research Database (Denmark)

    Caglio, Agnese; Buur, Jacob

    User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... as source of inspiration or knowledge of a particular context or user group -- if it were practically feasible to engage with the material later on. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...

  19. Technology Applications that Support Space Exploration

    Science.gov (United States)

    Henderson, Edward M.; Holderman, Mark L.

    2011-01-01

    Several enabling technologies have been identified that would provide significant benefits for future space exploration. In-Space demonstrations should be chosen so that these technologies will have a timely opportunity to improve efficiencies and reduce risks for future spaceflight. An early window exists to conduct ground and flight demonstrations that make use of existing assets that were developed for the Space Shuttle and the Constellation programs. The work could be mostly performed using residual program civil servants, existing facilities and current commercial launch capabilities. Partnering these abilities with the emerging commercial sector, along with other government agencies, academia and with international partners would provide an affordable and timely approach to get the launch costs down for these payloads, while increasing the derived benefits to a larger community. There is a wide scope of varied technologies that are being considered to help future space exploration. However, the cost and schedule would be prohibitive to demonstrate all these in the near term. Determining which technologies would yield the best return in meeting our future space needs is critical to building an achievable Space Architecture that allows exploration beyond Low Earth Orbit. The best mix of technologies is clearly to be based on our future needs, but also must take into account the availability of existing assets and supporting partners. Selecting those technologies that have complimentary applications will provide the most knowledge, with reasonable cost, for future use The plan is to develop those applications that not only mature the technology but actually perform a useful task or mission. These might include such functions as satellite servicing, a propulsion stage, processing lunar regolith, generating and transmitting solar power, cryogenic fluid transfer and storage and artificial gravity. Applications have been selected for assessment for future

  20. The architecture of a video image processor for the space station

    Science.gov (United States)

    Yalamanchili, S.; Lee, D.; Fritze, K.; Carpenter, T.; Hoyme, K.; Murray, N.

    1987-01-01

    The architecture of a video image processor for space station applications is described. The architecture was derived from a study of the requirements of algorithms that are necessary to produce the desired functionality of many of these applications. Architectural options were selected based on a simulation of the execution of these algorithms on various architectural organizations. A great deal of emphasis was placed on the ability of the system to evolve and grow over the lifetime of the space station. The result is a hierarchical parallel architecture that is characterized by high level language programmability, modularity, extensibility and can meet the required performance goals.

  1. Strategies For Human Exploration Leading To Human Colonization of Space

    Science.gov (United States)

    Smitherman, David; Everett, Harmon

    2009-01-01

    Enabling the commercial development of space is key to the future colonization of space and key to a viable space exploration program. Without commercial development following in the footsteps of exploration it is difficult to justify and maintain public interest in the efforts. NASA's exploration program has suffered from the lack of a good commercial economic strategy for decades. Only small advances in commercial space have moved forward, and only up to Earth orbit with the commercial satellite industry. A way to move beyond this phase is to begin the establishment of human commercial activities in space in partnership with the human exploration program. In 2007 and 2008, the authors researched scenarios to make space exploration and commercial space development more feasible as part of their graduate work in the Space Architecture Program at the Sasakawa International Center for Space Architecture at the University of Houston, Houston, Texas. Through this research it became apparent that the problems facing future colonization are much larger than the technology being developed or the international missions that our space agencies are pursuing. These issues are addressed in this paper with recommendations for space exploration, commercial development, and space policy that are needed to form a strategic plan for human expansion into space. In conclusion, the authors found that the current direction in space as carried out by our space agencies around the world is definitely needed, but is inadequate and incapable of resolving all of the issues that inhibit commercial space development. A bolder vision with strategic planning designed to grow infrastructures and set up a legal framework for commercial markets will go a long way toward enabling the future colonization of space.

  2. Water: A Critical Material Enabling Space Exploration

    Science.gov (United States)

    Pickering, Karen D.

    2014-01-01

    Water is one of the most critical materials in human spaceflight. The availability of water defines the duration of a space mission; the volume of water required for a long-duration space mission becomes too large, heavy, and expensive for launch vehicles to carry. Since the mission duration is limited by the amount of water a space vehicle can carry, the capability to recycle water enables space exploration. In addition, water management in microgravity impacts spaceflight in other respects, such as the recent emergency termination of a spacewalk caused by free water in an astronaut's spacesuit helmet. A variety of separation technologies are used onboard spacecraft to ensure that water is always available for use, and meets the stringent water quality required for human space exploration. These separation technologies are often adapted for use in a microgravity environment, where water behaves in unique ways. The use of distillation, membrane processes, ion exchange and granular activated carbon will be reviewed. Examples of microgravity effects on operations will also be presented. A roadmap for future technologies, needed to supply water resources for the exploration of Mars, will also be reviewed.

  3. Practice development using video-reflexive ethnography: promoting safe space(s towards the end of life in hospital

    Directory of Open Access Journals (Sweden)

    Aileen Collier

    2016-05-01

    Full Text Available Background: There is international consensus of the need for improved palliative and end-of-life care in hospital settings. What is less clear is how such improvements might be realised in practice. Research and practice improvement methodologies need to acknowledge the relational, spiritual, moral and ethical as well as physical dimensions of death and dying if improvements in care are to be achieved. Aims and objectives: The aim of this article is to explore the potential of video-reflexive ethnography as a practice development methodology to improve care of people with a life-limiting illness in the hospital setting. Methods: The study used video-reflexive ethnography and was underpinned by an indigenous research ethical framework. Findings: Study findings highlight the potential of video-reflexive ethnography as a practice development methodology. The reach of video extended internally and externally beyond immediate practice research sites to make hospital dying tangible. The research acted as a disruptive innovation, foregrounding peoples’ (patients and families expertise as well as that of healthcare workers. For some patient and family participants, the research offered a visual legacy. Conclusions: The theories underpinning video-reflexive ethnography and practice development are closely aligned; the former has potential as a practice development methodology to promote person-centred palliative and end-of-life care. The underpinning philosophical, ethical and values framework through which it is applied, along with the skills and aptitude of facilitation, are critical if its potential is to be realised. Implications for practice development: The delivery of person-centred end-of-life care may be facilitated by: Healthcare workers seeing themselves and those they care for differently Healthcare organisations seeing their employees as well as patients and families differently Researchers also being prepared to see themselves differently

  4. Human Space Exploration: The Moon, Mars, and Beyond

    Science.gov (United States)

    Sexton, Jeffrey D.

    2007-01-01

    America is returning to the Moon in preparation for the first human footprint on Mars, guided by the U.S. Vision for Space Exploration. This presentation will discuss NASA's mission, the reasons for returning to the Moon and going to Mars, and how NASA will accomplish that mission in ways that promote leadership in space and economic expansion on the new frontier. The primary goals of the Vision for Space Exploration are to finish the International Space Station, retire the Space Shuttle, and build the new spacecraft needed, to return people to the Moon and go to Mars. The Vision commits NASA and the nation to an agenda of exploration that also includes robotic exploration and technology development, while building on lessons learned over 50 years of hard-won experience. Why the Moon? Many questions about the Moon's potential resources and how its history is linked to that of Earth were spurred by the brief Apollo explorations of the 1960s and 1970s. This new venture will carry more explorers to more diverse landing sites with more capable tools and equipment for extended expeditions. The Moon also will serve as a training ground before embarking on the longer, more difficult trip to Mars. NASA plans to build a lunar outpost at one of the lunar poles, learn to live off the land, and reduce dePendence on Earth for longer missions. America needs to extend its ability to survive in hostile environments close to our home planet before astronauts will reach Mars, a planet very much like Earth. NASA has worked with scientists to define lunar exploration goals and is addressing the opportunities for a range of scientific study on Mars. In order to reach the Moon and Mars within a lifetime and within budget, NASA is building on common hardware, shared knowledge, and unique experience derived from the Apollo Saturn, Space Shuttle and contemporary commercial launch vehicle programs. The journeys to the Moon and Mars will require a variety of vehicles, including the Ares I

  5. A Compositional Sweep-Line State Space Exploration Method

    DEFF Research Database (Denmark)

    Kristensen, Lars Michael; Mailund, Thomas

    2002-01-01

    State space exploration is a main approach to verification of finite-state systems. The sweep-line method exploits a certain kind of progress present in many systems to reduce peak memory usage during state space exploration. We present a new sweep-line algorithm for a compositional setting where...

  6. An Exploration of Elementary School Counselors' Perceptions of Students' Exposure to Violent Video Games

    Science.gov (United States)

    Woody, Tammy Lynn

    2010-01-01

    This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…

  7. Global partnerships: Expanding the frontiers of space exploration education

    Science.gov (United States)

    MacLeish, Marlene Y.; Akinyede, Joseph O.; Goswami, Nandu; Thomson, William A.

    2012-11-01

    Globalization is creating an interdependent space-faring world and new opportunities for international partnerships that strengthen space knowledge development and transfer. These opportunities have been codified in the Global Exploration Strategy, which endorses the "inspirational and educational value of space exploration" [1]. Also, during the 2010 Heads of Space Agencies Summit celebrating the International Academy of Astronautics' (IAA) 50th Anniversary, space-faring nations from across the globe issued a collective call in support of robust international partnerships to expand the frontiers of space exploration and generate knowledge for improving life on Earth [2]. Educators play a unique role in this mission, developing strategic partnerships and sharing best educational practices to (1) further global understanding of the benefits of space exploration for life on Earth and (2) prepare the next generation of scientists required for the 21st Century space workforce. Educational Outreach (EO) programs use evidence-based, measurable outcomes strategies and cutting edge information technologies to transfer space-based science, technology, engineering and mathematics (STEM) knowledge to new audiences; create indigenous materials with cultural resonance for emerging space societies; support teacher professional development; and contribute to workforce development initiatives that inspire and prepare new cohorts of students for space exploration careers. The National Space Biomedical Research Institute (NSBRI), the National Aeronautics and Space Administration (NASA) and Morehouse School of Medicine (MSM) have sustained a 13-year space science education partnership dedicated to these objectives. This paper briefly describes the design and achievements of NSBRI's educational programs, with special emphasis on those initiatives' involvement with IAA and the International Astronautical Congress (IAC). The IAA Commission 2 Draft Report, Space for Africa, is discussed

  8. The Space Medicine Exploration Medical Condition List

    Science.gov (United States)

    Watkins, Sharmi; Barr, Yael; Kerstman, Eric

    2011-01-01

    Exploration Medical Capability (ExMC) is an element of NASA s Human Research Program (HRP). ExMC's goal is to address the risk of the "Inability to Adequately Recognize or Treat an Ill or Injured Crewmember." This poster highlights the approach ExMC has taken to address this risk. The Space Medicine Exploration Medical Condition List (SMEMCL) was created to define the set of medical conditions that are most likely to occur during exploration space flight missions. The list was derived from the International Space Station Medical Checklist, the Shuttle Medical Checklist, in-flight occurrence data from the Lifetime Surveillance of Astronaut Health, and NASA subject matter experts. The list of conditions was further prioritized for eight specific design reference missions with the assistance of the ExMC Advisory Group. The purpose of the SMEMCL is to serve as an evidence-based foundation for the conditions that could affect a crewmember during flight. This information is used to ensure that the appropriate medical capabilities are available for exploration missions.

  9. Utilization of exploration-based learning and video-assisted learning to teach GlideScope videolaryngoscopy.

    Science.gov (United States)

    Johnston, Lindsay C; Auerbach, Marc; Kappus, Liana; Emerson, Beth; Zigmont, Jason; Sudikoff, Stephanie N

    2014-01-01

    GlideScope (GS) is used in pediatric endotracheal intubation (ETI) but requires a different technique compared to direct laryngoscopy (DL). This article was written to evaluate the efficacy of exploration-based learning on procedural performance using GS for ETI of simulated pediatric airways and establish baseline success rates and procedural duration using DL in airway trainers among pediatric providers at various levels. Fifty-five pediatric residents, fellows, and faculty from Pediatric Critical Care, NICU, and Pediatric Emergency Medicine were enrolled. Nine physicians from Pediatric Anesthesia benchmarked expert performance. Participants completed a demographic survey and viewed a video by the GS manufacturer. Subjects spent 15 minutes exploring GS equipment and practicing the intubation procedure. Participants then intubated neonatal, infant, child, and adult airway simulators, using GS and DL, in random order. Time to ETI was recorded. Procedural performance after exploration-based learning, measured as time to successful ETI, was shorter for DL than for GS for neonatal and child airways at the.05 significance level. Time to ETI in adult airway using DL was correlated with experience level (p =.01). Failure rates were not different among subgroups. A brief video and period of exploration-based learning is insufficient for implementing a new technology. Pediatricians at various levels of training intubated simulated airways faster using DL than GS.

  10. Modular Power Standard for Space Explorations Missions

    Science.gov (United States)

    Oeftering, Richard C.; Gardner, Brent G.

    2016-01-01

    Future human space exploration will most likely be composed of assemblies of multiple modular spacecraft elements with interconnected electrical power systems. An electrical system composed of a standardized set modular building blocks provides significant development, integration, and operational cost advantages. The modular approach can also provide the flexibility to configure power systems to meet the mission needs. A primary goal of the Advanced Exploration Systems (AES) Modular Power System (AMPS) project is to establish a Modular Power Standard that is needed to realize these benefits. This paper is intended to give the space exploration community a "first look" at the evolving Modular Power Standard and invite their comments and technical contributions.

  11. Applications of MEMS for Space Exploration

    Science.gov (United States)

    Tang, William C.

    1998-03-01

    Space exploration in the coming century will emphasize cost effectiveness and highly focused mission objectives, which will result in frequent multiple missions that broaden the scope of space science and to validate new technologies on a timely basis. Micro Electro Mechanical Systems (MEMS) is one of the key enabling technologies to create cost-effective, ultra-miniaturized, robust, and functionally focused spacecraft for both robotic and human exploration programs. Examples of MEMS devices at various stages of development include microgyroscope, microseismometer, microhygrometer, quadrupole mass spectrometer, and micropropulsion engine. These devices, when proven successful, will serve as models for developing components and systems for new-millennium spacecraft.

  12. Marshall Space Flight Center - Launching the Future of Science and Exploration

    Science.gov (United States)

    Shivers, Alisa; Shivers, Herbert

    2010-01-01

    Topics include: NASA Centers around the country, launching a legacy (Explorer I), Marshall's continuing role in space exploration, MSFC history, lifting from Earth, our next mission STS 133, Space Shuttle propulsion systems, Space Shuttle facts, Space Shuttle and the International Space Station, technologies/materials originally developed for the space program, astronauts come from all over, potential future missions and example technologies, significant accomplishments, living and working in space, understanding our world, understanding worlds beyond, from exploration to innovation, inspiring the next generation, space economy, from exploration to opportunity, new program assignments, NASA's role in education, and images from deep space including a composite of a galaxy with a black hole, Sagittarius A, Pillars of Creation, and an ultra deep field

  13. Space exploration - Present and future challenges

    CERN Multimedia

    CERN. Geneva

    2003-01-01

    Our future deep-space exploration faces many daunting challenges, but three of them loom high above the rest: physiological debilitation, radiation sickness and psychological stress. Many measures are presently being developed to reduce these difficulties. However, in the long run, two important new developments are required: abundant supply of power, and advanced space propulsion. The future looks bright, however. While the road is a long one, it is now well defined and many exciting explorations are within near-term reach.BiographyDr. Chang-Diaz graduated from MIT in the field of applied plasma physics and fusion research. He has been a NASA space shuttle astronaut on seven missions between 1986 and 2002. As director of the ASP Laboratory in Houston, he continues research on plasma rockets.For more details: see www.jsc.nasa.gov/Bios/htmlbios/chang.htmlNote: Tea and coffee will be served at 16:00 hrs.

  14. Hierarchical video surveillance architecture: a chassis for video big data analytics and exploration

    Science.gov (United States)

    Ajiboye, Sola O.; Birch, Philip; Chatwin, Christopher; Young, Rupert

    2015-03-01

    There is increasing reliance on video surveillance systems for systematic derivation, analysis and interpretation of the data needed for predicting, planning, evaluating and implementing public safety. This is evident from the massive number of surveillance cameras deployed across public locations. For example, in July 2013, the British Security Industry Association (BSIA) reported that over 4 million CCTV cameras had been installed in Britain alone. The BSIA also reveal that only 1.5% of these are state owned. In this paper, we propose a framework that allows access to data from privately owned cameras, with the aim of increasing the efficiency and accuracy of public safety planning, security activities, and decision support systems that are based on video integrated surveillance systems. The accuracy of results obtained from government-owned public safety infrastructure would improve greatly if privately owned surveillance systems `expose' relevant video-generated metadata events, such as triggered alerts and also permit query of a metadata repository. Subsequently, a police officer, for example, with an appropriate level of system permission can query unified video systems across a large geographical area such as a city or a country to predict the location of an interesting entity, such as a pedestrian or a vehicle. This becomes possible with our proposed novel hierarchical architecture, the Fused Video Surveillance Architecture (FVSA). At the high level, FVSA comprises of a hardware framework that is supported by a multi-layer abstraction software interface. It presents video surveillance systems as an adapted computational grid of intelligent services, which is integration-enabled to communicate with other compatible systems in the Internet of Things (IoT).

  15. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...

  16. MIT-NASA/KSC space life science experiments - A telescience testbed

    Science.gov (United States)

    Oman, Charles M.; Lichtenberg, Byron K.; Fiser, Richard L.; Vordermark, Deborah S.

    1990-01-01

    Experiments performed at MIT to better define Space Station information system telescience requirements for effective remote coaching of astronauts by principal investigators (PI) on the ground are described. The experiments were conducted via satellite video, data, and voice links to surrogate crewmembers working in a laboratory at NASA's Kennedy Space Center. Teams of two PIs and two crewmembers performed two different space life sciences experiments. During 19 three-hour interactive sessions, a variety of test conditions were explored. Since bit rate limits are necessarily imposed on Space Station video experiments surveillance video was varied down to 50 Kb/s and the effectiveness of PI controlled frame rate, resolution, grey scale, and color decimation was investigated. It is concluded that remote coaching by voice works and that dedicated crew-PI voice loops would be of great value on the Space Station.

  17. Product Lifecycle Management and Sustainable Space Exploration

    Science.gov (United States)

    Caruso, Pamela W.; Dumbacher, Daniel L.; Grieves, Michael

    2011-01-01

    This slide presentation reviews the use of product lifecycle management (PLM) in the general aerospace industry, its use and development at NASA and at Marshall Space Flight Center, and how the use of PLM can lead to sustainable space exploration.

  18. Commercialization is Required for Sustainable Space Exploration and Development

    Science.gov (United States)

    Martin, Gary L.; Olson, John M.

    2009-01-01

    The U.S. Space Exploration policy outlines an exciting new direction in space for human and robotic exploration and development beyond low Earth orbit. Pressed by this new visionary guidance, human civilization will be able to methodically build capabilities to move off Earth and into the solar system in a step-by-step manner, gradually increasing the capability for humans to stay longer in space and move further away from Earth. The new plans call for an implementation that would create an affordable and sustainable program in order to span over generations of explorers, each new generation pushing back the boundaries and building on the foundations laid by the earlier. To create a sustainable program it is important to enable and encourage the development of a selfsupporting commercial space industry leveraging both traditional and non-traditional segments of the industrial base. Governments will not be able to open the space frontier on their own because their goals change over relatively short timescales and because the large costs associated with human spaceflight cannot be sustained. A strong space development industrial sector is needed that can one day support the needs of commercial space enterprises as well as provide capabilities that the National Aeronautics and Space Administration (NASA) and other national space agencies can buy to achieve their exploration goals. This new industrial space sector will someday provide fundamental capabilities like communications, power, logistics, and even cargo and human space transportation, just as commercial companies are able to provide these services on Earth today. To help develop and bolster this new space industrial sector, NASA and other national space agencies can enable and facilitate it in many ways, including reducing risk by developing important technologies necessary for commercialization of space, and as a paying customer, partner, or anchor tenant. This transition from all or mostly government

  19. Evolution of space drones for planetary exploration: A review

    Science.gov (United States)

    Hassanalian, M.; Rice, D.; Abdelkefi, A.

    2018-02-01

    In the past decade, there has been a tendency to design and fabricate drones which can perform planetary exploration. Generally, there are various ways to study space objects, such as the application of telescopes and satellites, launching robots and rovers, and sending astronauts to the targeted solar bodies. However, due to the advantages of drones compared to other approaches in planetary exploration, ample research has been carried out by different space agencies in the world, including NASA to apply drones in other solar bodies. In this review paper, several studies which have been performed on space drones for planetary exploration are consolidated and discussed. Design and fabrication challenges of space drones, existing methods for their flight tests, different methods for deployment and planet entry, and various navigation and control approaches are reviewed and discussed elaborately. Limitations of applying space drones, proposed solutions for future space drones, and recommendations are also presented and discussed.

  20. Space science--a fountain of exploration and discovery

    International Nuclear Information System (INIS)

    Gu Yidong

    2014-01-01

    Space science is a major part of space activities, as well as one of the most active areas in scientific exploration today. This paper gives a brief introduction regarding the main achievements in space science involving solar physics and space physics, space astronomy, moon and planetary science, space geo- science, space life science, and micro- gravity science. At the very frontier of basic research, space science should be developed to spearhead breakthroughs in China's fundamental sciences. (author)

  1. From space exploration to commercialisation

    NARCIS (Netherlands)

    Tkatchova, S.A.

    2006-01-01

    Space exploration has captured the imagination and dreams of many scientists, engineers and visionaries.The ISS is being built by five ISS partners; NASA, RSA, ESA, CSA and JAXA. ISS commercialisation is the process by which ISS products and services are sold to private companies, without

  2. Complexity in Simplicity: Flexible Agent-based State Space Exploration

    DEFF Research Database (Denmark)

    Rasmussen, Jacob Illum; Larsen, Kim Guldstrand

    2007-01-01

    In this paper, we describe a new flexible framework for state space exploration based on cooperating agents. The idea is to let various agents with different search patterns explore the state space individually and communicate information about fruitful subpaths of the search tree to each other...

  3. A detailed view of Earth across space and time: our changing planet through a 32-year global Landsat and Sentinel-2 timelapse video

    Science.gov (United States)

    Herwig, C.

    2017-12-01

    The Landsat program offers an unparalleled record of our changing planet, with satellites that have been observing the Earth since 1972 to the present day. However, clouds, seasonal variation, and technical challenges around access to large volumes of data make it difficult for researchers and the public to understand global and regional scale changes across time through the planetary dataset. Earth Timelapse is a global, zoomable video that has helped revolutionize how users - millions of which have never been capable of utilizing Landsat data before - monitor and understand a changing planet. It is made from 33 cloud-free annual mosaics, one for each year from 1984 to 2016, which are made interactively explorable by Carnegie Mellon University CREATE Lab's Time Machine library, a technology for creating and viewing zoomable and pannable timelapses over space and time. Using Earth Engine, we combined over 5 million satellite images acquired over the past three decades by 5 different satellites. The majority of the images come from Landsat, a joint USGS/NASA Earth observation program that has observed the Earth since the 1970s. For 2015 and 2016, we combined Landsat 8 imagery with imagery from Sentinel-2A, part of the European Commission and European Space Agency's Copernicus Earth observation program. Along with the interactive desktop Timelapse application, we created a 200-video YouTube playlist highlighting areas across the world exhibiting change in the dataset.Earth Timelapse is an example that illustrates the power of Google Earth Engine's cloud-computing platform, which enables users such as scientists, researchers, and journalists to detect changes, map trends, and quantify differences on the Earth's surface using Google's computational infrastructure and the multi-petabyte Earth Engine data catalog. Earth Timelapse also highlights the value of data visualization to communicate with non-scientific audiences with varied technical and internet connectivity

  4. Variable Vector Countermeasure Suit for Space Habitation and Exploration

    Data.gov (United States)

    National Aeronautics and Space Administration — The "Variable Vector Countermeasure Suit (V2Suit) for Space Habitation and Exploration" is a visionary system concept that will revolutionize space missions by...

  5. Delay/Disruption Tolerant Networks for Human Space Flight Video Project

    Science.gov (United States)

    Fink, Patrick W.; Ngo, Phong; Schlesinger, Adam

    2010-01-01

    The movie describes collaboration between NASA and Vint Cerf on the development of Disruption Tolerant Networks (DTN) for use in space exploration. Current evaluation efforts at Johnson Space Center are focused on the use of DTNs in space communications. Tests include the ability of rovers to store data for later display, tracking local and remote habitat inventory using radio-frequency identification tags, and merging networks.

  6. Enabling Sustainable Exploration through the Commercial Development of Space

    Science.gov (United States)

    Nall, Mark; Casas, Joseph

    2003-01-01

    The commercial development of space offers enabling benefits to space exploration. This paper examines how those benefits can be realized, and how the Space Product Development Office of the National Aeronautics and Space Administration is taking the first steps towards opening the space frontier through vital and sustainable industrial development. The Space Product Development Office manages 15 Commercial Space Centers that partner with US industry to develop opportunities for commerce in space. This partnership directly benefits NASA exploration in four primary ways. First, by actively involving traditional and non-traditional companies in commercial space activities, it seeks and encourages to the maximum extent possible the fullest commercial use of space, as directed by NASA's charter. Second, the commercial research and technologies pursued and developed in the program often have direct applicability to NASA priority mission areas. This dual use strategy for research and technology has the potential to greatly expand what the NASA scientific community can do. Third, the commercial experiment hardware developed by the Commercial Space Centers and their industrial partners is available for use by NASA researchers in support of priority NASA research. By utilizing low cost and existing commercial hardware, essential NASA research can be more readily accomplished. Fourth, by assisting industry in understanding the use of the environment of space and in helping industry enhance the tools and technologies for NASA and commercial space systems, the market for commercial space utilization and the capability for meeting the future growing market needs is being developed. These two activities taken together form the beginning of a new space economy that will enable sustainable NASA exploration of the universe.

  7. Space Launch System for Exploration and Science

    Science.gov (United States)

    Klaus, K.

    2013-12-01

    Introduction: The Space Launch System (SLS) is the most powerful rocket ever built and provides a critical heavy-lift launch capability enabling diverse deep space missions. The exploration class vehicle launches larger payloads farther in our solar system and faster than ever before. The vehicle's 5 m to 10 m fairing allows utilization of existing systems which reduces development risks, size limitations and cost. SLS lift capacity and superior performance shortens mission travel time. Enhanced capabilities enable a myriad of missions including human exploration, planetary science, astrophysics, heliophysics, planetary defense and commercial space exploration endeavors. Human Exploration: SLS is the first heavy-lift launch vehicle capable of transporting crews beyond low Earth orbit in over four decades. Its design maximizes use of common elements and heritage hardware to provide a low-risk, affordable system that meets Orion mission requirements. SLS provides a safe and sustainable deep space pathway to Mars in support of NASA's human spaceflight mission objectives. The SLS enables the launch of large gateway elements beyond the moon. Leveraging a low-energy transfer that reduces required propellant mass, components are then brought back to a desired cislunar destination. SLS provides a significant mass margin that can be used for additional consumables or a secondary payloads. SLS lowers risks for the Asteroid Retrieval Mission by reducing mission time and improving mass margin. SLS lift capacity allows for additional propellant enabling a shorter return or the delivery of a secondary payload, such as gateway component to cislunar space. SLS enables human return to the moon. The intermediate SLS capability allows both crew and cargo to fly to translunar orbit at the same time which will simplify mission design and reduce launch costs. Science Missions: A single SLS launch to Mars will enable sample collection at multiple, geographically dispersed locations and a

  8. Exploring inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video

    Science.gov (United States)

    Li, Jia; Tian, Yonghong; Gao, Wen

    2008-01-01

    In recent years, the amount of streaming video has grown rapidly on the Web. Often, retrieving these streaming videos offers the challenge of indexing and analyzing the media in real time because the streams must be treated as effectively infinite in length, thus precluding offline processing. Generally speaking, captions are important semantic clues for video indexing and retrieval. However, existing caption detection methods often have difficulties to make real-time detection for streaming video, and few of them concern on the differentiation of captions from scene texts and scrolling texts. In general, these texts have different roles in streaming video retrieval. To overcome these difficulties, this paper proposes a novel approach which explores the inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video. In our approach, the inter-frame correlation information is used to distinguish caption texts from scene texts and scrolling texts. Moreover, wavelet-domain Generalized Gaussian Models (GGMs) are utilized to automatically remove non-text regions from each frame and only keep caption regions for further processing. Experiment results show that our approach is able to offer real-time caption detection with high recall and low false alarm rate, and also can effectively discern caption texts from the other texts even in low resolutions.

  9. Enabling Rapid Naval Architecture Design Space Exploration

    Science.gov (United States)

    Mueller, Michael A.; Dufresne, Stephane; Balestrini-Robinson, Santiago; Mavris, Dimitri

    2011-01-01

    Well accepted conceptual ship design tools can be used to explore a design space, but more precise results can be found using detailed models in full-feature computer aided design programs. However, defining a detailed model can be a time intensive task and hence there is an incentive for time sensitive projects to use conceptual design tools to explore the design space. In this project, the combination of advanced aerospace systems design methods and an accepted conceptual design tool facilitates the creation of a tool that enables the user to not only visualize ship geometry but also determine design feasibility and estimate the performance of a design.

  10. Super Global Projects and Environmentally Friendly Technologies Used in Space Exploration: Realities and Prospects of the Space Age

    Directory of Open Access Journals (Sweden)

    Sergey Krichevsky

    2018-02-01

    Full Text Available The 60th anniversary of the Space Age is an important intermediate finishing point on the way of a man and the whole humanity to space. Along with the outstanding achievements, there are a number of challenges and contradictions in space exploration due to the aggravation of the global crisis on Earth, low efficiency and the backlog of space research in the transition to a new technology based reality and clean technologies. Both the international astronautics and the space exploration area nowadays face difficulties in choosing a new paradigm and a development strategy that is becoming even more complicated due to the current unstable and turbulent situation on Earth. The article reveals the optimistic scenario of further space exploration, as well as the methodological and practical aspects of new projects and technologies. The periodization of the Space Age history has been conducted. It has been also proposed a new classification of the “space” phenomenon due to concretizing the concept of “global” in the form of a three-scale structure encompassing the following levels: 1 planetary global; 2 super global; 3 universally global. The notion of “super global space exploration project” has been introduced. The concept of further space exploration is proposed, which includes four interrelated super global projects:1 Earth Protection System from Asteroid and Comet Threat; 2 Moon Exploration; 3 Mars Exploration; 4 Cosmic Humanity. Since the humanity is embarking on the practical implementation of these super global projects, it is urgent to make a transition towards a new technology based order, as well as up-to-date technologies. A couple of ecological projects and space exploration technologies of the 20th and 21st centuries have been exemplified and analyzed. It has been also worked out the list of new environmentally friendly space technologies and projects. The research makes an emphasis upon a great potential of clean and green

  11. Micro-Inspector Spacecraft for Space Exploration Missions

    Science.gov (United States)

    Mueller, Juergen; Alkalai, Leon; Lewis, Carol

    2005-01-01

    NASA is seeking to embark on a new set of human and robotic exploration missions back to the Moon, to Mars, and destinations beyond. Key strategic technical challenges will need to be addressed to realize this new vision for space exploration, including improvements in safety and reliability to improve robustness of space operations. Under sponsorship by NASA's Exploration Systems Mission, the Jet Propulsion Laboratory (JPL), together with its partners in government (NASA Johnson Space Center) and industry (Boeing, Vacco Industries, Ashwin-Ushas Inc.) is developing an ultra-low mass (missions. The micro-inspector will provide remote vehicle inspections to ensure safety and reliability, or to provide monitoring of in-space assembly. The micro-inspector spacecraft represents an inherently modular system addition that can improve safety and support multiple host vehicles in multiple applications. On human missions, it may help extend the reach of human explorers, decreasing human EVA time to reduce mission cost and risk. The micro-inspector development is the continuation of an effort begun under NASA's Office of Aerospace Technology Enabling Concepts and Technology (ECT) program. The micro-inspector uses miniaturized celestial sensors; relies on a combination of solar power and batteries (allowing for unlimited operation in the sun and up to 4 hours in the shade); utilizes a low-pressure, low-leakage liquid butane propellant system for added safety; and includes multi-functional structure for high system-level integration and miniaturization. Versions of this system to be designed and developed under the H&RT program will include additional capabilities for on-board, vision-based navigation, spacecraft inspection, and collision avoidance, and will be demonstrated in a ground-based, space-related environment. These features make the micro-inspector design unique in its ability to serve crewed as well as robotic spacecraft, well beyond Earth-orbit and into arenas such

  12. The nothingness as an ontological category on the video game: Analyzing Sad Satan

    Directory of Open Access Journals (Sweden)

    Aarón RODRÍGUEZ SERRANO

    2017-06-01

    Full Text Available This study tries to explore the idea of nothingness as an ontological category on the construction of virtual worlds. The research is framed in the metaphysical study of video games, trying to go over the narratological readings, and asking about the way in which the designing of virtual worlds is, at the same time, indebted to and divergent from our concrete experience of the real world. To achieve our goal, in the first place, we will try to make a brief comment about different applications of the Heideggerian ontology to the video game world, specifically using parameters such as time, space and interface. After that, we will explore the consequences of this context in the concrete analysis of Sad Satan, a video game that emerged from the Deep Web in an unknown date and was developed by an unknown company. This analysis will use the methodological tools in the building of virtual worlds –Character, Item and Object– developed by Siabra Fraile in his Wittgensteinian interpretation of the video game.

  13. Communication-Oriented Design Space Exploration for Reconfigurable Architectures

    Directory of Open Access Journals (Sweden)

    Gogniat Guy

    2007-01-01

    Full Text Available Many academic works in computer engineering focus on reconfigurable architectures and associated tools. Fine-grain architectures, field programmable gate arrays (FPGAs, are the most well-known structures of reconfigurable hardware. Dedicated tools (generic or specific allow for the exploration of their design space to choose the best architecture characteristics and/or to explore the application characteristics. The aim is to increase the synergy between the application and the architecture in order to get the best performance. However, there is no generic tool to perform such an exploration for coarse-grain or heterogeneous-grain architectures, just a small number of very specific tools are able to explore a limited set of architectures. To address this major lack, in this paper we propose a new design space exploration approach adapted to fine- and coarse-grain granularities. Our approach combines algorithmic and architecture explorations. It relies on an automatic estimation tool which computes the communication hierarchical distribution and the architectural processing resources use rate for the architecture under exploration. Such an approach forwards the rapid definition of efficient reconfigurable architectures dedicated to one or several applications.

  14. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  15. Video outside versus video inside the web: do media setting and image size have an impact on the emotion-evoking potential of video?

    NARCIS (Netherlands)

    Verleur, R.; Verhagen, Pleunes Willem; Crawford, Margaret; Simonson, Michael; Lamboy, Carmen

    2001-01-01

    To explore the educational potential of video-evoked affective responses in a Web-based environment, the question was raised whether video in a Web-based environment is experienced differently from video in a traditional context. An experiment was conducted that studied the affect-evoking power of

  16. Exploring the architectural trade space of NASAs Space Communication and Navigation Program

    Science.gov (United States)

    Sanchez, M.; Selva, D.; Cameron, B.; Crawley, E.; Seas, A.; Seery, B.

    NASAs Space Communication and Navigation (SCaN) Program is responsible for providing communication and navigation services to space missions and other users in and beyond low Earth orbit. The current SCaN architecture consists of three independent networks: the Space Network (SN), which contains the TDRS relay satellites in GEO; the Near Earth Network (NEN), which consists of several NASA owned and commercially operated ground stations; and the Deep Space Network (DSN), with three ground stations in Goldstone, Madrid, and Canberra. The first task of this study is the stakeholder analysis. The goal of the stakeholder analysis is to identify the main stakeholders of the SCaN system and their needs. Twenty-one main groups of stakeholders have been identified and put on a stakeholder map. Their needs are currently being elicited by means of interviews and an extensive literature review. The data will then be analyzed by applying Cameron and Crawley's stakeholder analysis theory, with a view to highlighting dominant needs and conflicting needs. The second task of this study is the architectural tradespace exploration of the next generation TDRSS. The space of possible architectures for SCaN is represented by a set of architectural decisions, each of which has a discrete set of options. A computational tool is used to automatically synthesize a very large number of possible architectures by enumerating different combinations of decisions and options. The same tool contains models to evaluate the architectures in terms of performance and cost. The performance model uses the stakeholder needs and requirements identified in the previous steps as inputs, and it is based in the VASSAR methodology presented in a companion paper. This paper summarizes the current status of the MIT SCaN architecture study. It starts by motivating the need to perform tradespace exploration studies in the context of relay data systems through a description of the history NASA's space communicati

  17. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  18. Evaluating Space Weather Architecture Options to Support Human Deep Space Exploration of the Moon and Mars

    Science.gov (United States)

    Parker, L.; Minow, J.; Pulkkinen, A.; Fry, D.; Semones, E.; Allen, J.; St Cyr, C.; Mertens, C.; Jun, I.; Onsager, T.; Hock, R.

    2018-02-01

    NASA's Engineering and Space Center (NESC) is conducting an independent technical assessment of space environment monitoring and forecasting architecture options to support human and robotic deep space exploration.

  19. Advanced Technologies for Robotic Exploration Leading to Human Exploration: Results from the SpaceOps 2015 Workshop

    Science.gov (United States)

    Lupisella, Mark L.; Mueller, Thomas

    2016-01-01

    This paper will provide a summary and analysis of the SpaceOps 2015 Workshop all-day session on "Advanced Technologies for Robotic Exploration, Leading to Human Exploration", held at Fucino Space Center, Italy on June 12th, 2015. The session was primarily intended to explore how robotic missions and robotics technologies more generally can help lead to human exploration missions. The session included a wide range of presentations that were roughly grouped into (1) broader background, conceptual, and high-level operations concepts presentations such as the International Space Exploration Coordination Group Roadmap, followed by (2) more detailed narrower presentations such as rover autonomy and communications. The broader presentations helped to provide context and specific technical hooks, and helped lay a foundation for the narrower presentations on more specific challenges and technologies, as well as for the discussion that followed. The discussion that followed the presentations touched on key questions, themes, actions and potential international collaboration opportunities. Some of the themes that were touched on were (1) multi-agent systems, (2) decentralized command and control, (3) autonomy, (4) low-latency teleoperations, (5) science operations, (6) communications, (7) technology pull vs. technology push, and (8) the roles and challenges of operations in early human architecture and mission concept formulation. A number of potential action items resulted from the workshop session, including: (1) using CCSDS as a further collaboration mechanism for human mission operations, (2) making further contact with subject matter experts, (3) initiating informal collaborative efforts to allow for rapid and efficient implementation, and (4) exploring how SpaceOps can support collaboration and information exchange with human exploration efforts. This paper will summarize the session and provide an overview of the above subjects as they emerged from the SpaceOps 2015

  20. Space Exploration: Challenges in Medicine, Research, and Ethics

    Science.gov (United States)

    Davis, Jeffrey R.

    2007-01-01

    This viewgraph presentation describes the challenges that space exploration faces in terms of medicine, research and ethics. The topics include: 1) Effects of Microgravity on Human Physiology; 2) Radiation; 3) Bone; 4) Behavior and Performance; 5) Muscle; 6) Cardiovascular; 7) Neurovestibular; 8) Food and Nutrition; 9) Immunology and Hematology; 10) Environment; 11) Exploration; 12) Building Block Approach; 13) Exploration Issues; 14) Life Sciences Contributions; 15) Health Care; and 17) Habitability.

  1. State of the art in video system performance

    Science.gov (United States)

    Lewis, Michael J.

    1990-01-01

    The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.

  2. Manned Mission Space Exploration Utilizing a Flexible Universal Module

    Science.gov (United States)

    Humphries, P.; Barez, F.; Gowda, A.

    2018-02-01

    The proposed ASMS, Inc. "Flexible Universal Module" is in support of NASA's Deep Space Gateway project. The Flexible Universal Module provides a possible habitation or manufacturing environment in support of Manned Mission for Space Exploration.

  3. Integrated Systems Health Management for Space Exploration

    Science.gov (United States)

    Uckun, Serdar

    2005-01-01

    Integrated Systems Health Management (ISHM) is a system engineering discipline that addresses the design, development, operation, and lifecycle management of components, subsystems, vehicles, and other operational systems with the purpose of maintaining nominal system behavior and function and assuring mission safety and effectiveness under off-nominal conditions. NASA missions are often conducted in extreme, unfamiliar environments of space, using unique experimental spacecraft. In these environments, off-nominal conditions can develop with the potential to rapidly escalate into mission- or life-threatening situations. Further, the high visibility of NASA missions means they are always characterized by extraordinary attention to safety. ISHM is a critical element of risk mitigation, mission safety, and mission assurance for exploration. ISHM enables: In-space maintenance and repair; a) Autonomous (and automated) launch abort and crew escape capability; b) Efficient testing and checkout of ground and flight systems; c) Monitoring and trending of ground and flight system operations and performance; d) Enhanced situational awareness and control for ground personnel and crew; e) Vehicle autonomy (self-sufficiency) in responding to off-nominal conditions during long-duration and distant exploration missions; f) In-space maintenance and repair; and g) Efficient ground processing of reusable systems. ISHM concepts and technologies may be applied to any complex engineered system such as transportation systems, orbital or planetary habitats, observatories, command and control systems, life support systems, safety-critical software, and even the health of flight crews. As an overarching design and operational principle implemented at the system-of-systems level, ISHM holds substantial promise in terms of affordability, safety, reliability, and effectiveness of space exploration missions.

  4. Video astronomy on the go using video cameras with small telescopes

    CERN Document Server

    Ashley, Joseph

    2017-01-01

    Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...

  5. Different spaces : Exploring Facebook as heterotopia

    NARCIS (Netherlands)

    Rymarczuk, R.; Derksen, Maarten

    2014-01-01

    In this paper we explore the space of Facebook, and use Michel Foucault’s concept of heterotopia to describe it. We show that the heterotopic nature of Facebook explains not only much of its attraction, but even more the discomfort that many people, users as well as non–users, experience in it.

  6. Opportunities and challenges of international coordination efforts in space exploration - the DLR perspective

    Science.gov (United States)

    Boese, Andrea

    The German Aerospace Center and German Space Agency DLR has defined internationalisation one of the four pillars of its corporate strategy. Driven by global challenges, national space agencies like DLR are seeking partnerships to contribute to essential societal needs, such as human welfare, sustainability of life, economic development, security, culture and knowledge. All partnerships with both traditional and non-traditional partners must reflect a balanced approach between national requirements and needs of the international community. In view of the challenges emerging from this complexity, endeavours like space exploration must be built on mutual cooperation especially in a challenging political environment. Effective and efficient exploitation of existing expertise, human resources, facilities and infrastructures require consolidated actions of stakeholders, interest groups and authorities. This basic principle applies to any space exploration activity. DLR is among the agencies participating in the International Space Exploration Coordination Group (ISECG) from its beginning in 2007. The strategic goals of DLR regarding space exploration correspond to the purpose of ISECG as a forum to share objectives and plans to take concrete steps towards partnerships for a globally coordinated effort in space exploration. DLR contributes to ISECG publications especially the “Global Exploration Roadmap” and the “Benefits stemming from Space Exploration” to see those messages reflected that support cooperation with internal and external exploration stakeholders in science and technology and communication with those in politics and society. DLR provides input also to other groups engaging in space exploration. However, taking into account limited resources and expected results, the effectiveness of multiple coordination and planning mechanisms needs to be discussed.

  7. Imagined Spaces: Motion Graphics in Performance Spaces

    DEFF Research Database (Denmark)

    Steijn, Arthur

    2016-01-01

    through theories drawn from two different fields. The first is from the field of direct visual perception as explored and described by the American psychologist J. J. Gibson. I supplement this angle by introducing relevant new media theories extracted from writings from L. Manovich. I also briefly...... introduce a second theoretic perspective from neuroscience, especially neurological theories related to aesthetic experiences as studied, categorized and explained by V. S. Ramachandran. Key Words: Motion graphics, video projections, space, direct visual perception, design process, new media, neuroscience...

  8. How has my learning enabled me to create and share an animated video to assist newly qualified teachers in the creation of a safe critical space for their students?

    OpenAIRE

    Gallagher, Emma

    2011-01-01

    This paper presents my emergent living theory as it developed while I attempted to address my concern “How has my learning enabled me to create and share an animated video to assist Newly Qualified Teachers in the creation of a safe critical space for their students?” I explore how my learning on the Masters in Education and Training Management (e-learning) has affected me both personally and professionally and how my learning has impacted the learning of others. In particular, I look at t...

  9. A Situation Awareness Assistant for Human Deep Space Exploration

    Science.gov (United States)

    Boy, Guy A.; Platt, Donald

    2013-01-01

    This paper presents the development and testing of a Virtual Camera (VC) system to improve astronaut and mission operations situation awareness while exploring other planetary bodies. In this embodiment, the VC is implemented using a tablet-based computer system to navigate through inter active database application. It is claimed that the advanced interaction media capability of the VC can improve situation awareness as the distribution of hu man space exploration roles change in deep space exploration. The VC is being developed and tested for usability and capability to improve situation awareness. Work completed thus far as well as what is needed to complete the project will be described. Planned testing will also be described.

  10. Vision of Space Exploration Possibilities and limits of a human space conquest.

    Science.gov (United States)

    Zelenyi, Lev

    Few generations of a schoolboys, which later become active and productive space researchers, have been brought up on a science fiction books. These books told us about travels to other Galaxies with velocities larger then velocity of light, meetings with friendly aliens (necessarily with communistic mentalities in Soviet Union books), star wars with ugly space monsters (in the western hemisphere books), etc. Beginning of Space age (4/10/1957) opened the door to a magic box, full of scientific discoveries, made mostly by robotic satellites and spacecraft. However, already the first human space trips clearly demonstrated that space is vigorously hostile to a human beings. Space medicine during the years since Gagarin flight, made an outstanding progress in supporting human presence at orbital stations, but the radiation hazards and problem of hypomagnetism are still opened and there is no visible path to their solution. So the optimistic slogan of 60-ies “Space is Our Place” is not supported by an almost half a century practice. Space never will be a comfortable place for soft and vulnerable humans? There is a general consensus that man will be on Mars during this century (or even its first part). This is very difficult but task it seems to be realistic after the significant advance of modern technologies will be made. But, is there any real need for humans to travel beyond the Mars orbit or to the inner regions of the Solar system? Will the age of Solar system exploration comes to its logical as it was described by Stanislav Lem in his famous book “Return from stars”? The author of this talk has more questions than answers, and thinks that PEX1 Panel on Exploration is just a right place to discuss these usually by passed topics.

  11. From outer space to Earth-The social significance of isolated and confined environment research in human space exploration

    Science.gov (United States)

    Tachibana, Koji; Tachibana, Shoichi; Inoue, Natsuhiko

    2017-11-01

    Human space exploration requires massive budgets every fiscal year. Especially under severe financial constraint conditions, governments are forced to justify to society why spending so much tax revenue for human space exploration is worth the cost. The value of human space exploration might be estimated in many ways, but its social significance and cost-effectiveness are two key ways to gauge that worth. Since these measures should be applied country by country because sociopolitical conditions differ in each country and must be taken into consideration, the study on the social significance of human space exploration must take the coloration of a case-study. This paper, focusing on the case of Japan with surveying Japanese literary and national documents as well as taking its sociopolitical conditions into account, examines the social significance of human space exploration. First, we give an overview of the circumstances surrounding Japan's human space exploration program. Derived from the statements of such relevant parties as scholars, journalists, policy makers, and astronauts, this overview indicates that the main concerns about human space exploration in Japan are its social significance and cost-effectiveness (Section 1). Next, an overview of behavioral science-an essential field for human space exploration (referred to in this paper as space behavioral science) that provides support for astronauts-is presented from the perspective of stress research in isolated and confined environments (Section 2). We then give two examples of where such knowledge from space behavioral science research has been applied to terrestrial isolated and confined environments. One is JAXA's support in 2009 for people who were vulnerable to infection by a new strain of flu and accordingly placed in an isolated and confined facility under the Infectious Disease Law and the Quarantine Law. The other is NASA's support in 2010 for Chilean mine workers who were trapped 700 m

  12. Ethics and public integrity in space exploration

    Science.gov (United States)

    Greenstone, Adam F.

    2018-02-01

    This paper discusses the National Aeronautics and Space Administration's (NASA) work to support ethics and public integrity in human space exploration. Enterprise Risk Management (ERM) to protect an organization's reputation has become widespread in the private sector. Government ethics law and practice is integral to a government entity's ERM by managing public sector reputational risk. This activity has also increased on the international plane, as seen by the growth of ethics offices in UN organizations and public international financial institutions. Included in this area are assessments to ensure that public office is not used for private gain, and that external entities are not given inappropriate preferential treatment. NASA has applied rules supporting these precepts to its crew since NASA's inception. The increased focus on public sector ethics principles for human activity in space is important because of the international character of contemporary space exploration. This was anticipated by the 1998 Intergovernmental Agreement for the International Space Station (ISS), which requires a Code of Conduct for the Space Station Crew. Negotiations among the ISS Partners established agreed-upon ethics principles, now codified for the United States in regulations at 14 C.F.R. § 1214.403. Understanding these ethics precepts in an international context requires cross-cultural dialogue. Given NASA's long spaceflight experience, a valuable part of this dialogue is understanding NASA's implementation of these requirements. Accordingly, this paper will explain how NASA addresses these and related issues, including for human spaceflight and crew, as well as the development of U.S. Government ethics law which NASA follows as a U.S. federal agency. Interpreting how the U.S. experience relates constructively to international application involves parsing out which dimensions relate to government ethics requirements that the international partners have integrated into the

  13. From different angles : Exploring and applying the design potential of video

    NARCIS (Netherlands)

    Pasman, G.J.

    2012-01-01

    Recent developments in both hardware and software have brought video within the scope of design students as a new visual design tool. Being more and more equipped with cameras, for example in their smartphones, and video editing programs on their computers, they are increasing using video to record

  14. A space exploration strategy that promotes international and commercial participation

    Science.gov (United States)

    Arney, Dale C.; Wilhite, Alan W.; Chai, Patrick R.; Jones, Christopher A.

    2014-01-01

    NASA has created a plan to implement the Flexible Path strategy, which utilizes a heavy lift launch vehicle to deliver crew and cargo to orbit. In this plan, NASA would develop much of the transportation architecture (launch vehicle, crew capsule, and in-space propulsion), leaving the other in-space elements open to commercial and international partnerships. This paper presents a space exploration strategy that reverses that philosophy, where commercial and international launch vehicles provide launch services. Utilizing a propellant depot to aggregate propellant on orbit, smaller launch vehicles are capable of delivering all of the mass necessary for space exploration. This strategy has benefits to the architecture in terms of cost, schedule, and reliability.

  15. NASA's Space Launch System: An Enabling Capability for International Exploration

    Science.gov (United States)

    Creech, Stephen D.; May, Todd A.; Robinson, Kimberly F.

    2014-01-01

    As the program moves out of the formulation phase and into implementation, work is well underway on NASA's new Space Launch System, the world's most powerful launch vehicle, which will enable a new era of human exploration of deep space. As assembly and testing of the rocket is taking place at numerous sites around the United States, mission planners within NASA and at the agency's international partners continue to evaluate utilization opportunities for this ground-breaking capability. Developed with the goals of safety, affordability, and sustainability in mind, the SLS rocket will launch the Orion Multi-Purpose Crew Vehicle (MPCV), equipment, supplies, and major science missions for exploration and discovery. NASA is developing this new capability in an austere economic climate, a fact which has inspired the SLS team to find innovative solutions to the challenges of designing, developing, fielding, and operating the largest rocket in history, via a path that will deliver an initial 70 metric ton (t) capability in December 2017 and then continuing through an incremental evolutionary strategy to reach a full capability greater than 130 t. SLS will be enabling for the first missions of human exploration beyond low Earth in almost half a century, and from its first crewed flight will be able to carry humans farther into space than they have ever voyaged before. In planning for the future of exploration, the International Space Exploration Coordination Group, representing 12 of the world's space agencies, has created the Global Exploration Roadmap, which outlines paths toward a human landing on Mars, beginning with capability-demonstrating missions to the Moon or an asteroid. The Roadmap and corresponding NASA research outline the requirements for reference missions for these destinations. SLS will offer a robust way to transport international crews and the air, water, food, and equipment they would need for such missions.

  16. Exploring children's movement characteristics during virtual reality video game play.

    Science.gov (United States)

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (pgames demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  17. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  18. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  19. Urban Space Explorer: A Visual Analytics System for Urban Planning.

    Science.gov (United States)

    Karduni, Alireza; Cho, Isaac; Wessel, Ginette; Ribarsky, William; Sauda, Eric; Dou, Wenwen

    2017-01-01

    Understanding people's behavior is fundamental to many planning professions (including transportation, community development, economic development, and urban design) that rely on data about frequently traveled routes, places, and social and cultural practices. Based on the results of a practitioner survey, the authors designed Urban Space Explorer, a visual analytics system that utilizes mobile social media to enable interactive exploration of public-space-related activity along spatial, temporal, and semantic dimensions.

  20. Medical students' perceptions of video-linked lectures and video-streaming

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

    Full Text Available Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher Education Academy-funded Pathfinder project, this study explored medical students' perceptions of video-linked lectures and video-streaming, and their impact on learning. The methodology involved semi-structured interviews with 20 undergraduate medical students across four sites and five year groups. Several key themes emerged from the analysis. Students generally preferred live lectures at the home site and saw interaction between sites as a major challenge. Students reported that their attendance at live lectures was not affected by the availability of streamed lectures and tended to be influenced more by the topic and speaker than the technical arrangements. These findings will inform other educators interested in employing similar video technologies in their teaching.Keywords: video-linked lecture; video-streaming; student perceptions; decisionmaking; cross-campus teaching.

  1. Space Resource Utilization: Near-Term Missions and Long-Term Plans for Human Exploration

    Science.gov (United States)

    Sanders, Gerald B.

    2015-01-01

    A primary goal of all major space faring nations is to explore space: from the Earth with telescopes, with robotic probes and space telescopes, and with humans. For the US National Aeronautics and Space Administration (NASA), this pursuit is captured in three important strategic goals: 1. Ascertain the content, origin, and evolution of the solar system and the potential for life elsewhere, 2. Extend and sustain human activities across the solar system (especially the surface of Mars), and 3. Create innovative new space technologies for exploration, science, and economic future. While specific missions and destinations are still being discussed as to what comes first, it is imperative for NASA that it foster the development and implementation of new technologies and approaches that make space exploration affordable and sustainable. Critical to achieving affordable and sustainable human exploration beyond low Earth orbit (LEO) is the development of technologies and systems to identify, extract, and use resources in space instead of bringing everything from Earth. To reduce the development and implementation costs for space resource utilization, often called In Situ Resource Utilization (ISRU), it is imperative to work with terrestrial mining companies to spin-in/spin-off technologies and capabilities, and space mining companies to expand our economy beyond Earth orbit. In the last two years, NASA has focused on developing and implementing a sustainable human space exploration program with the ultimate goal of exploring the surface of Mars with humans. The plan involves developing technology and capability building blocks critical for sustained exploration starting with the Space Launch System (SLS) and Orion crew spacecraft and utilizing the International Space Station as a springboard into the solar system. The evolvable plan develops and expands human exploration in phases starting with missions that are reliant on Earth, to performing ever more challenging and

  2. Preaching to the converted? An analysis of the UK public for space exploration.

    Science.gov (United States)

    Entradas, Marta; Miller, Steve; Peters, Hans Peter

    2013-04-01

    This article presents the results of a survey carried out at two space outreach events in the UK aimed at characterising "the public for space exploration" and measuring public support for space exploration. Attitude towards space exploration and policy preferences were used as measures of public support. The sample involved 744 respondents and was mainly composed of adults between 25 and 45 years old, with men slightly over-represented compared with women. Findings revealed that males appeared to be stronger supporters than females - men had a more positive attitude towards space exploration and stronger space policy preferences. Because mixed groups tend to come together to such events we argue that male respondents would be more likely to be part of the "attentive" and "interested" public who come to outreach activities and bring a less interested public with them.

  3. Deep space telecommunications, navigation, and information management. Support of the space exploration initiative

    Science.gov (United States)

    Hall, Justin R.; Hastrup, Rolf C.

    The United States Space Exploration Initiative (SEI) calls for the charting of a new and evolving manned course to the Moon, Mars, and beyond. This paper discusses key challenges in providing effective deep space telecommunications, navigation, and information management (TNIM) architectures and designs for Mars exploration support. The fundamental objectives are to provide the mission with means to monitor and control mission elements, acquire engineering, science, and navigation data, compute state vectors and navigate, and move these data efficiently and automatically between mission nodes for timely analysis and decision-making. Although these objectives do not depart, fundamentally, from those evolved over the past 30 years in supporting deep space robotic exploration, there are several new issues. This paper focuses on summarizing new requirements, identifying related issues and challenges, responding with concepts and strategies which are enabling, and, finally, describing candidate architectures, and driving technologies. The design challenges include the attainment of: 1) manageable interfaces in a large distributed system, 2) highly unattended operations for in-situ Mars telecommunications and navigation functions, 3) robust connectivity for manned and robotic links, 4) information management for efficient and reliable interchange of data between mission nodes, and 5) an adequate Mars-Earth data rate.

  4. Human Space Exploration and Human Space Flight: Latency and the Cognitive Scale of the Universe

    Science.gov (United States)

    Lester, Dan; Thronson, Harley

    2011-01-01

    The role of telerobotics in space exploration as placing human cognition on other worlds is limited almost entirely by the speed of light, and the consequent communications latency that results from large distances. This latency is the time delay between the human brain at one end, and the telerobotic effector and sensor at the other end. While telerobotics and virtual presence is a technology that is rapidly becoming more sophisticated, with strong commercial interest on the Earth, this time delay, along with the neurological timescale of a human being, quantitatively defines the cognitive horizon for any locale in space. That is, how distant can an operator be from a robot and not be significantly impacted by latency? We explore that cognitive timescale of the universe, and consider the implications for telerobotics, human space flight, and participation by larger numbers of people in space exploration. We conclude that, with advanced telepresence, sophisticated robots could be operated with high cognition throughout a lunar hemisphere by astronauts within a station at an Earth-Moon Ll or L2 venue. Likewise, complex telerobotic servicing of satellites in geosynchronous orbit can be carried out from suitable terrestrial stations.

  5. Exploration Space Suit Architecture: Destination Environmental-Based Technology Development

    Science.gov (United States)

    Hill, Terry R.

    2010-01-01

    This paper picks up where EVA Space Suit Architecture: Low Earth Orbit Vs. Moon Vs. Mars (Hill, Johnson, IEEEAC paper #1209) left off in the development of a space suit architecture that is modular in design and interfaces and could be reconfigured to meet the mission or during any given mission depending on the tasks or destination. This paper will walk though the continued development of a space suit system architecture, and how it should evolve to meeting the future exploration EVA needs of the United States space program. In looking forward to future US space exploration and determining how the work performed to date in the CxP and how this would map to a future space suit architecture with maximum re-use of technology and functionality, a series of thought exercises and analysis have provided a strong indication that the CxP space suit architecture is well postured to provide a viable solution for future exploration missions. Through the destination environmental analysis that is presented in this paper, the modular architecture approach provides the lowest mass, lowest mission cost for the protection of the crew given any human mission outside of low Earth orbit. Some of the studies presented here provide a look and validation of the non-environmental design drivers that will become every-increasingly important the further away from Earth humans venture and the longer they are away. Additionally, the analysis demonstrates a logical clustering of design environments that allows a very focused approach to technology prioritization, development and design that will maximize the return on investment independent of any particular program and provide architecture and design solutions for space suit systems in time or ahead of being required for any particular manned flight program in the future. The new approach to space suit design and interface definition the discussion will show how the architecture is very adaptable to programmatic and funding changes with

  6. Nuclear Energy for Space Exploration

    Science.gov (United States)

    Houts, Michael G.

    2010-01-01

    Nuclear power and propulsion systems can enable exciting space exploration missions. These include bases on the moon and Mars; and the exploration, development, and utilization of the solar system. In the near-term, fission surface power systems could provide abundant, constant, cost-effective power anywhere on the surface of the Moon or Mars, independent of available sunlight. Affordable access to Mars, the asteroid belt, or other destinations could be provided by nuclear thermal rockets. In the further term, high performance fission power supplies could enable both extremely high power levels on planetary surfaces and fission electric propulsion vehicles for rapid, efficient cargo and crew transfer. Advanced fission propulsion systems could eventually allow routine access to the entire solar system. Fission systems could also enable the utilization of resources within the solar system. Fusion and antimatter systems may also be viable in the future

  7. A Sweep-Line Method for State Space Exploration

    DEFF Research Database (Denmark)

    Christensen, Søren; Kristensen, Lars Michael; Mailund, Thomas

    2001-01-01

    generation, since these states can never be reached again. This in turn reduces the memory used for state space storage during the task of verification. Examples of progress measures are sequence numbers in communication protocols and time in certain models with time. We illustrate the application...... of the method on a number of Coloured Petri Net models, and give a first evaluation of its practicality by means of an implementation based on the Design/CPN state space tool. Our experiments show significant reductions in both space and time used during state space exploration. The method is not specific...... to Coloured Petri Nets but applicable to a wide range of modelling languages....

  8. Wernher von Braun: Reflections on His Contributions to Space Exploration

    Science.gov (United States)

    Goldman, Arthur E.

    2012-01-01

    In 1950, Dr. Wernher von Braun and approximately 100 of his team members came to Huntsville, Alabama, to begin work with the Army on what would later become America's historic space program. He would later serve as the first director of the Marshall Space Flight Center and led the development of the Saturn V launch vehicle that launched seven crewed American mission to the moon, as well as America s first space station, Skylab. Von Braun is best known for his team s technical achievements. He realized his dream of exploring outer space by helping place humans on the moon. His engineering and managerial talent during the Apollo era had contributed to a technological revolution. He was by all accounts a good engineer, but he was only one among many. What set Von Braun apart were his charisma, his vision, and his leadership skills. He inspired loyalty and dedication in the people around him. He understood the importance of communicating his vision to his team, to political and business leaders and the public. Today, the Marshall Center continues his vision by pursuing engineering and scientific projects that will continue to open space to exploration. This presentation will discuss Von Braun's impact on Huntsville, the Marshall Center, the nation and the world and look at his contributions in context of where world space exploration is today.

  9. Alenia Spazio: Space Programs for Solar System Exploration .

    Science.gov (United States)

    Ferri, A.

    Alenia Spazio is the major Italian space industry and one of the largest in Europe, with 2,400 highly skilled employees and 16,000 square meters of clean rooms and laboratories for advanced technological research that are among the most modern and well-equipped in Europe. The company has wide experience in the design, development, assembly, integration, verification and testing of complete space systems: satellites for telecommunications and navigation, remote sensing, meteorology and scientific applications; manned systems and space infrastructures; launch, transport and re-entry systems, and control centres. Alenia Spazio has contributed to the construction of over 200 satellites and taken part in the most important national and international space programmes, from the International Space Station to the new European global navigation system Galileo. Focusing on Solar System exploration, in the last 10 years the Company took part, with different roles, to the major European and also NASA missions in the field: Rosetta, Mars Express, Cassini; will soon take part in Venus Express, and is planning the future with Bepi Colombo, Solar Orbiter, GAIA and Exomars. In this paper, as in the presentation, a very important Earth Observation mission is also presented: GOCE. All in all, the Earth is by all means part of the Solar system as well and we like to see it as a planet to be explored.

  10. United States Human Access to Space, Exploration of the Moon and Preparation for Mars Exploration

    Science.gov (United States)

    Rhatigan, Jennifer L.

    2009-01-01

    In the past, men like Leonardo da Vinci and Jules Verne imagined the future and envisioned fantastic inventions such as winged flying machines, submarines, and parachutes, and posited human adventures like transoceanic flight and journeys to the Moon. Today, many of their ideas are reality and form the basis for our modern world. While individual visionaries like da Vinci and Verne are remembered for the accuracy of their predictions, today entire nations are involved in the process of envisioning and defining the future development of mankind, both on and beyond the Earth itself. Recently, Russian, European, and Chinese teams have all announced plans for developing their own next generation human space vehicles. The Chinese have announced their intention to conduct human lunar exploration, and have flown three crewed space missions since 2003, including a flight with three crew members to test their extravehicular (spacewalking) capabilities in September 2008. Very soon, the prestige, economic development, scientific discovery, and strategic security advantage historically associated with leadership in space exploration and exploitation may no longer be the undisputed province of the United States. Much like the sponsors of the seafaring explorers of da Vinci's age, we are motivated by the opportunity to obtain new knowledge and new resources for the growth and development of our own civilization. NASA's new Constellation Program, established in 2005, is tasked with maintaining the United States leadership in space, exploring the Moon, creating a sustained human lunar presence, and eventually extending human operations to Mars and beyond. Through 2008, the Constellation Program developed a full set of detailed program requirements and is now completing the preliminary design phase for the new Orion Crew Exploration Vehicle (CEV), the Ares I Crew Launch Vehicle, and the associated infrastructure necessary for humans to explore the Moon. Component testing is well

  11. Advances in Autonomous Systems for Missions of Space Exploration

    Science.gov (United States)

    Gross, A. R.; Smith, B. D.; Briggs, G. A.; Hieronymus, J.; Clancy, D. J.

    New missions of space exploration will require unprecedented levels of autonomy to successfully accomplish their objectives. Both inherent complexity and communication distances will preclude levels of human involvement common to current and previous space flight missions. With exponentially increasing capabilities of computer hardware and software, including networks and communication systems, a new balance of work is being developed between humans and machines. This new balance holds the promise of meeting the greatly increased space exploration requirements, along with dramatically reduced design, development, test, and operating costs. New information technologies, which take advantage of knowledge-based software, model-based reasoning, and high performance computer systems, will enable the development of a new generation of design and development tools, schedulers, and vehicle and system health monitoring and maintenance capabilities. Such tools will provide a degree of machine intelligence and associated autonomy that has previously been unavailable. These capabilities are critical to the future of space exploration, since the science and operational requirements specified by such missions, as well as the budgetary constraints that limit the ability to monitor and control these missions by a standing army of ground- based controllers. System autonomy capabilities have made great strides in recent years, for both ground and space flight applications. Autonomous systems have flown on advanced spacecraft, providing new levels of spacecraft capability and mission safety. Such systems operate by utilizing model-based reasoning that provides the capability to work from high-level mission goals, while deriving the detailed system commands internally, rather than having to have such commands transmitted from Earth. This enables missions of such complexity and communications distance as are not otherwise possible, as well as many more efficient and low cost

  12. Novelty Search for Soft Robotic Space Exploration

    NARCIS (Netherlands)

    Methenitis, G.; Hennes, D.; Izzo, D.; Visser, A.

    2015-01-01

    The use of soft robots in future space exploration is still a far-fetched idea, but an attractive one. Soft robots are inherently compliant mechanisms that are well suited for locomotion on rough terrain as often faced in extra-planetary environments. Depending on the particular application and

  13. Novelty search for soft robotic space exploration

    NARCIS (Netherlands)

    G. Methenitis (Georgios); D. Hennes; D. Izzo; A. Visser

    2015-01-01

    textabstractThe use of soft robots in future space exploration is still a far-fetched idea, but an attractive one. Soft robots are inherently compliant mechanisms that are well suited for locomotion on rough terrain as often faced in extra-planetary environments. Depending on the particular

  14. Design of a highly integrated video acquisition module for smart video flight unit development

    Science.gov (United States)

    Lebre, V.; Gasti, W.

    2017-11-01

    CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.

  15. Explaining public support for space exploration funding in America: A multivariate analysis

    Science.gov (United States)

    Nadeau, François

    2013-05-01

    Recent studies have identified the need to understand what shapes public attitudes toward space policy. I address this gap in the literature by developing a multivariate regression model explaining why many Americans support government spending on space exploration. Using pooled data from the 2006 and 2008 General Social Surveys, the study reveals that spending preferences on space exploration are largely apolitical and associated instead with knowledge and opinions about science. In particular, the odds of wanting to increase funding for space exploration are significantly higher for white, male Babyboomers with a higher socio-economic status, a fondness for organized science, and a post-secondary science education. As such, I argue that public support for NASA's spending epitomizes what Launius termed "Apollo Nostalgia" in American culture. That is, Americans benefitting most from the old social order of the 1960s developed a greater fondness for science that makes them more likely to lament the glory days of space exploration. The article concludes with suggestions for how to elaborate on these findings in future studies.

  16. Exploring physics students' engagement with online instructional videos in an introductory mechanics course

    Science.gov (United States)

    Lin, Shih-Yin; Aiken, John M.; Seaton, Daniel T.; Douglas, Scott S.; Greco, Edwin F.; Thoms, Brian D.; Schatz, Michael F.

    2017-12-01

    The advent of new educational technologies has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester flipped introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80% throughout the semester. On the other hand, the percentage of students accessing lecture videos dropped to less than 40% by the end of the term. Moreover, the fraction of students accessing the entirety of a video decreases when videos become longer in length, and this trend is more prominent for the lecture videos than the laboratory videos. The results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while they appear to consider the lecture videos as something more akin to supplemental material. In this study, we also found that there was little correlation between student engagement with the videos and their incoming background. There was also little correlation found between student engagement with the videos and their performance in the course. An examination of the in-video content suggests that students engaged more with concrete information that is explicitly required for assignment completion (e.g., actions required to complete laboratory work, or formulas or mathematical expressions needed to solve particular problems) and less with content that is considered more conceptual in nature. It was also found that students' in-video accesses usually increased toward the embedded interaction points. However, students did not necessarily access the follow-up discussion of these

  17. Power system requirements and selection for the space exploration initiative

    International Nuclear Information System (INIS)

    Biringer, K.L.; Bartine, D.E.; Buden, D.; Foreman, J.; Harrison, S.

    1991-01-01

    The Space Exploration Initiative (SEI) seeks to reestablish a US program of manned and unmanned space exploration. The President has called for a program which includes a space station element, a manned habitation of the moon, and a human exploration of Mars. The NASA Synthesis Group has developed four significantly different architectures for the SEI program. One key element of a space exploration effort is the power required to support the missions. The Power Speciality Team of the Synthesis Group was tasked with assessing and evaluating the power requirements and candidate power technologies for such missions. Inputs to the effort came from existing NASA studies as well as other governments agency inputs such as those from DOD and DOE. In addition, there were industry and university briefings and results of solicitations from the AIAA and the general public as part of the NASA outreach effort. Because of the variety of power needs in the SEI program, there will be a need for multiple power system technologies including solar, nuclear and electrochemical. Due to the high rocket masses required to propel payloads to the moon and beyond to Mars, there is great emphasis placed on the need for high power density and high energy density systems. Power system technology development work is needed results will determine the ultimate technology selections. 23 refs., 10 figs

  18. Epoxy/UHMWPE Composite Hybridized with Gadolinium Nanoparticles for Space Exploration, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Abstract Deep space radiations pose a major threat to the astronauts and their space craft during the long duration space exploration expeditions [1]. Ultra High...

  19. Exploring Preservice Teacher Perspectives on Video Games as Learning Tools

    Science.gov (United States)

    Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda

    2014-01-01

    Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…

  20. Exploration Space Suit Architecture and Destination Environmental-Based Technology Development

    Science.gov (United States)

    Hill, Terry R.; McFarland, Shane M.; Korona, F. Adam

    2013-01-01

    This paper continues forward where EVA Space Suit Architecture: Low Earth Orbit Vs. Moon Vs. Mars left off in the development of a space suit architecture that is modular in design and could be reconfigured prior to launch or during any given mission depending on the tasks or destination. This space suit system architecture and technologies required based on human exploration (EVA) destinations will be discussed, and how these systems should evolve to meet the future exploration EVA needs of the US human space flight program. A series of exercises and analyses provided a strong indication that the Constellation Program space suit architecture, with its maximum reuse of technology and functionality across a range of mission profiles and destinations, is postured to provide a viable solution for future space exploration missions. The destination environmental analysis demonstrates that the modular architecture approach could provide the lowest mass and mission cost for the protection of the crew, given any human mission outside of low-Earth orbit. Additionally, some of the high-level trades presented here provide a review of the environmental and nonenvironmental design drivers that will become increasingly important as humans venture farther from Earth. The presentation of destination environmental data demonstrates a logical clustering of destination design environments that allows a focused approach to technology prioritization, development, and design that will maximize the return on investment, largely independent of any particular design reference mission.

  1. Workshop on Research for Space Exploration: Physical Sciences and Process Technology

    Science.gov (United States)

    Singh, Bhim S.

    1998-01-01

    This report summarizes the results of a workshop sponsored by the Microgravity Research Division of NASA to define contributions the microgravity research community can provide to advance the human exploration of space. Invited speakers and attendees participated in an exchange of ideas to identify issues of interest in physical sciences and process technologies. This workshop was part of a continuing effort to broaden the contribution of the microgravity research community toward achieving the goals of the space agency in human exploration, as identified in the NASA Human Exploration and Development of Space (HEDS) strategic plan. The Microgravity program is one of NASA'a major links to academic and industrial basic research in the physical and engineering sciences. At present, it supports close to 400 principal investigators, who represent many of the nation's leading researchers in the physical and engineering sciences and biotechnology. The intent of the workshop provided a dialogue between NASA and this large, influential research community, mission planners and industry technical experts with the goal of defining enabling research for the Human Exploration and Development of Space activities to which the microgravity research community can contribute.

  2. Space Exploration: Manned and Unmanned Flight. Aerospace Education III.

    Science.gov (United States)

    Coard, E. A.

    This book, for use only in the Air Force ROTC training program, deals with the idea of space exploration. The possibility of going into space and subsequent moon landings have encouraged the government and scientists to formulate future plans in this field. Brief descriptions (mostly informative in nature) of these plans provide an account of…

  3. Video Simulations to Develop Preservice Mathematics Teachers' Discourse Practices

    Science.gov (United States)

    Amador, Julie M.

    2018-01-01

    The incorporation of video technology in teacher education programmes is increasingly prevalent, with teacher educators commonly using three traditional forms of videos: published video, preservice teachers' own videos and colleagues' videos. This study explored a fourth type of video, self-created scripted video simulations in which preservice…

  4. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  5. Moral Geography and Exploration of the Moral Possibility Space

    Directory of Open Access Journals (Sweden)

    Bongrae Seok

    2017-12-01

    Full Text Available This article reviews Owen Flanagan’s latest book “The Geography of Morals, Varieties of Moral Possibilities” (2017. By exploring the space of moral possibility (i.e., diverse options and viewpoints of morality from different philosophical and religious traditions throughout the world, Flanagan argues that ethics is not simply a study of a priori conditions of normative rules and ideal values but a process of developing a careful understanding of varying conditions of human ecology and building practical views on living good life. The goal of this geographical exploration of the moral possibility space is surveying different traditions of morality and finding tractable ways of human flourishing. This article, by following the chapters of his book, explains his views on moral diversity and his interdisciplinary and naturalistic approach to ethics. It also discusses interactive and dynamic ways to expand the moral possibility space.

  6. Multifunctional, Nanostructured Metal Rubber Protective Films for Space Exploration, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — NanoSonic has developed revolutionary nanostructured, yet macroscale, multifunctional Metal RubberTM films. In support of NASA's Vision for Space Exploration, low...

  7. Multifunctional, Nanostructured Metal Rubber Protective Films for Space Exploration, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — NanoSonic has developed revolutionary nanostructured, yet macroscale, multifunctional Metal RubberTM films. In support of NASA's Vision for Space Exploration, low...

  8. National Aeronautics and Space Administration Exploration Systems Interim Strategy

    Science.gov (United States)

    2004-01-01

    Contents include the following: 1. The Exploration Systems Mission Directorate within NASA. Enabling the Vision for Space Exploration. The Role of the Directorate. 2. Strategic Context and Approach. Corporate Focus. Focused, Prioritized Requirements. Spiral Transformation. Management Rigor. 3. Achieving Directorate Objectives. Strategy to Task Process. Capability Development. Research and Technology Development. 4. Beyond the Horizon. Appendices.

  9. Video Games - Did They Begin at Brookhaven

    Science.gov (United States)

    dropdown arrow Site Map A-Z Index Menu Synopsis Video Games – Did They Begin at Brookhaven? Additional Web program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages

  10. Three near term commercial markets in space and their potential role in space exploration

    Science.gov (United States)

    Gavert, Raymond B.

    2001-02-01

    Independent market studies related to Low Earth Orbit (LEO) commercialization have identified three near term markets that have return-on-investment potential. These markets are: (1) Entertainment (2) Education (3) Advertising/sponsorship. Commercial activity is presently underway focusing on these areas. A private company is working with the Russians on a commercial module attached to the ISS that will involve entertainment and probably the other two activities as well. A separate corporation has been established to commercialize the Russian Mir Space Station with entertainment and promotional advertising as important revenue sources. A new startup company has signed an agreement with NASA for commercial media activity on the International Space Station (ISS). Profit making education programs are being developed by a private firm to allow students to play the role of an astronaut and work closely with space scientists and astronauts. It is expected that the success of these efforts on the ISS program will extend to exploration missions beyond LEO. The objective of this paper is to extrapolate some of the LEO commercialization experiences to see what might be expected in space exploration missions to Mars, the Moon and beyond. .

  11. Design space pruning through hybrid analysis in system-level design space exploration

    NARCIS (Netherlands)

    Piscitelli, R.; Pimentel, A.D.

    2012-01-01

    System-level design space exploration (DSE), which is performed early in the design process, is of eminent importance to the design of complex multi-processor embedded system archi- tectures. During system-level DSE, system parameters like, e.g., the number and type of processors, the type and size

  12. High-Efficiency Reliable Stirling Generator for Space Exploration Missions, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — NASA needs advanced power-conversion technologies to improve the efficiency and reliability of power conversion for space exploration missions. We propose to develop...

  13. The space shuttle program from challenge to achievement: Space exploration rolling on tires

    Science.gov (United States)

    Felder, G. L.

    1985-01-01

    The Space Shuttle Transportation System is the first space program to employ the pneumatic tire as a part of space exploration. For aircraft tires, this program establishes new expectations as to what constitutes acceptable performance within a set of tough environmental and operational conditions. Tire design, stresses the usual low weight, high load, high speed, and excellent air retention features but at extremes well outside industry standards. Tires will continue to be an integral part of the Shuttle's landing phase in the immediate future since they afford a unique combination of directional control, braking traction, flotation and shock absorption not available by other systems.

  14. A Management Model for International Participation in Space Exploration Missions

    Science.gov (United States)

    George, Patrick J.; Pease, Gary M.; Tyburski, Timothy E.

    2005-01-01

    This paper proposes an engineering management model for NASA's future space exploration missions based on past experiences working with the International Partners of the International Space Station. The authors have over 25 years of combined experience working with the European Space Agency, Japan Aerospace Exploration Agency, Canadian Space Agency, Italian Space Agency, Russian Space Agency, and their respective contractors in the design, manufacturing, verification, and integration of their elements electric power system into the United States on-orbit segment. The perspective presented is one from a specific sub-system integration role and is offered so that the lessons learned from solving issues of technical and cultural nature may be taken into account during the formulation of international partnerships. Descriptions of the types of unique problems encountered relative to interactions between international partnerships are reviewed. Solutions to the problems are offered, taking into consideration the technical implications. Through the process of investigating each solution, the important and significant issues associated with working with international engineers and managers are outlined. Potential solutions are then characterized by proposing a set of specific methodologies to jointly develop spacecraft configurations that benefits all international participants, maximizes mission success and vehicle interoperability while minimizing cost.

  15. Enabling MPSoC design space exploration on FPGAs

    NARCIS (Netherlands)

    Shabbir, A.; Kumar, A.; Mesman, B.; Corporaal, H.; Hussain, D.M.A.; Rajput, A.Q.K.; Chowdhry, B.S.; Gee, Q.

    2009-01-01

    Future applications for embedded systems demand chip multiprocessor designs to meet real-time deadlines. These multiprocessors are increasingly becoming heterogeneous for reasons of cost and power. Design space exploration (DSE) of application mapping becomes a major design decision in such systems.

  16. Performance/price estimates for cortex-scale hardware: a design space exploration.

    Science.gov (United States)

    Zaveri, Mazad S; Hammerstrom, Dan

    2011-04-01

    In this paper, we revisit the concept of virtualization. Virtualization is useful for understanding and investigating the performance/price and other trade-offs related to the hardware design space. Moreover, it is perhaps the most important aspect of a hardware design space exploration. Such a design space exploration is a necessary part of the study of hardware architectures for large-scale computational models for intelligent computing, including AI, Bayesian, bio-inspired and neural models. A methodical exploration is needed to identify potentially interesting regions in the design space, and to assess the relative performance/price points of these implementations. As an example, in this paper we investigate the performance/price of (digital and mixed-signal) CMOS and hypothetical CMOL (nanogrid) technology based hardware implementations of human cortex-scale spiking neural systems. Through this analysis, and the resulting performance/price points, we demonstrate, in general, the importance of virtualization, and of doing these kinds of design space explorations. The specific results suggest that hybrid nanotechnology such as CMOL is a promising candidate to implement very large-scale spiking neural systems, providing a more efficient utilization of the density and storage benefits of emerging nano-scale technologies. In general, we believe that the study of such hypothetical designs/architectures will guide the neuromorphic hardware community towards building large-scale systems, and help guide research trends in intelligent computing, and computer engineering. Copyright © 2010 Elsevier Ltd. All rights reserved.

  17. The Next Generation Advanced Video Guidance Sensor: Flight Heritage and Current Development

    Science.gov (United States)

    Howard, Richard T.; Bryan, Thomas C.

    2009-01-01

    The Next Generation Advanced Video Guidance Sensor (NGAVGS) is the latest in a line of sensors that have flown four times in the last 10 years. The NGAVGS has been under development for the last two years as a long-range proximity operations and docking sensor for use in an Automated Rendezvous and Docking (AR&D) system. The first autonomous rendezvous and docking in the history of the U.S. Space Program was successfully accomplished by Orbital Express, using the Advanced Video Guidance Sensor (AVGS) as the primary docking sensor. That flight proved that the United States now has a mature and flight proven sensor technology for supporting Crew Exploration Vehicles (CEV) and Commercial Orbital Transport Systems (COTS) Automated Rendezvous and Docking (AR&D). NASA video sensors have worked well in the past: the AVGS used on the Demonstration of Autonomous Rendezvous Technology (DART) mission operated successfully in "spot mode" out to 2 km, and the first generation rendezvous and docking sensor, the Video Guidance Sensor (VGS), was developed and successfully flown on Space Shuttle flights in 1997 and 1998. This paper presents the flight heritage and results of the sensor technology, some hardware trades for the current sensor, and discusses the needs of future vehicles that may rendezvous and dock with the International Space Station (ISS) and other Constellation vehicles. It also discusses approaches for upgrading AVGS to address parts obsolescence, and concepts for minimizing the sensor footprint, weight, and power requirements. In addition, the testing of the various NGAVGS development units will be discussed along with the use of the NGAVGS as a proximity operations and docking sensor.

  18. Intelligent (Autonomous) Power Controller Development for Human Deep Space Exploration

    Science.gov (United States)

    Soeder, James; Raitano, Paul; McNelis, Anne

    2016-01-01

    As NASAs Evolvable Mars Campaign and other exploration initiatives continue to mature they have identified the need for more autonomous operations of the power system. For current human space operations such as the International Space Station, the paradigm is to perform the planning, operation and fault diagnosis from the ground. However, the dual problems of communication lag as well as limited communication bandwidth beyond GEO synchronous orbit, underscore the need to change the operation methodology for human operation in deep space. To address this need, for the past several years the Glenn Research Center has had an effort to develop an autonomous power controller for human deep space vehicles. This presentation discusses the present roadmap for deep space exploration along with a description of conceptual power system architecture for exploration modules. It then contrasts the present ground centric control and management architecture with limited autonomy on-board the spacecraft with an advanced autonomous power control system that features ground based monitoring with a spacecraft mission manager with autonomous control of all core systems, including power. It then presents a functional breakdown of the autonomous power control system and examines its operation in both normal and fault modes. Finally, it discusses progress made in the development of a real-time power system model and how it is being used to evaluate the performance of the controller and well as using it for verification of the overall operation.

  19. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-04-17

    State-of-the-art temporal action detectors inefficiently search the entire video for specific actions. Despite the encouraging progress these methods achieve, it is crucial to design automated approaches that only explore parts of the video which are the most relevant to the actions being searched. To address this need, we propose the new problem of action spotting in videos, which we define as finding a specific action in a video while observing a small portion of that video. Inspired by the observation that humans are extremely efficient and accurate in spotting and finding action instances in a video, we propose Action Search, a novel Recurrent Neural Network approach that mimics the way humans spot actions. Moreover, to address the absence of data recording the behavior of human annotators, we put forward the Human Searches dataset, which compiles the search sequences employed by human annotators spotting actions in the AVA and THUMOS14 datasets. We consider temporal action localization as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0.5 tIoU), outperforming state-of-the-art methods

  20. Space Exploration

    Science.gov (United States)

    Gallagher, Dennis

    2017-01-01

    New range Passage Tomb may be the first structure with known astronomical significance. It was built around 3,200 B.C. in Ireland. It's central passage allows light end-to-end for about 2 weeks around winter solstice. The Sun, Moon, Planets, and Stars held significance in early times due to the seasons, significance for food crops, and mythology. Citation: Corel Photography and Windows to the Universe The Greek may be among the first to pursue analytical interpretations of what they saw in the sky. In about 280 B.C. Aristarchus suggested Earth revolves around the Sun and estimated the distance between. Around 130 B.C. Hipparchus developed the first accurate star map. Today still seek to understand how the universe formed and how we came to be and are we alone. Understanding the causes and consequences of climate change using advanced space missions with major Earth science and applications research. center dotFire the public imagination and inspire students to pursue STEM fields. Train college and graduate students to create a U.S. technical workforce with employees that embody the values of competence, innovation, and service. center dotDrive the technical innovations that enable exploration and become the engine of National economic growth. center dotPartner domestically and internationally to leverage resources to extend the reach of research.

  1. Video game induced knuckle pad.

    Science.gov (United States)

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  2. Handheld CAT Video Game, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...

  3. Phase-space exploration in nuclear giant resonance decay

    International Nuclear Information System (INIS)

    Drozdz, S.; Nishizaki, S.; Wambach, J.; Speth, J.

    1995-01-01

    The rate of phase-space exploration in the decay of isovector and isoscalar giant quadrupole resonances in 40 Ca is analyzed. The study is based on the time dependence of the survival probability and of the spectrum of generalized entropies evaluated in the space of one-particle--one-hole (1p-1h) and 2p-2h states. Three different cases for the level distribution of 2p-2h background states, corresponding to (a) high degeneracy, (b) classically regular motion, and (c) classically chaotic motion, are studied. In the latter case the isovector excitation evolves almost statistically while the isoscalar excitation remains largely localized, even though it penetrates the whole available phase space

  4. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  5. The NASA research and technology program on space power: A key element of the Space Exploration Initiative

    Science.gov (United States)

    Bennett, Gary L.; Brandhorst, Henry W., Jr.; Atkins, Kenneth L.

    1991-01-01

    In July 1989, President Bush announced his space exploration initiative of going back to the Moon to stay and then going to Mars. Building upon its ongoing research and technology base, NASA has established an exploration technology program to develop the technologies needed for piloted missions to the Moon and Mars. A key element for the flights and for the planned bases is power. The NASA research and technology program on space power encompasses power sources, energy storage, and power management.

  6. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  7. Online Video Game Addiction: Exploring a New Phenomenon

    NARCIS (Netherlands)

    A.J. van Rooij (Antonius)

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never

  8. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

    From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated

  9. Video Game Literacy - Exploring new paradigms and new educational activities

    OpenAIRE

    Damiano Felini

    2010-01-01

    Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game wi...

  10. Exploring the relationship between video game expertise and fluid intelligence.

    Directory of Open Access Journals (Sweden)

    Athanasios V Kokkinakis

    Full Text Available Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs. In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  11. Exploring space-time structure of human mobility in urban space

    Science.gov (United States)

    Sun, J. B.; Yuan, J.; Wang, Y.; Si, H. B.; Shan, X. M.

    2011-03-01

    Understanding of human mobility in urban space benefits the planning and provision of municipal facilities and services. Due to the high penetration of cell phones, mobile cellular networks provide information for urban dynamics with a large spatial extent and continuous temporal coverage in comparison with traditional approaches. The original data investigated in this paper were collected by cellular networks in a southern city of China, recording the population distribution by dividing the city into thousands of pixels. The space-time structure of urban dynamics is explored by applying Principal Component Analysis (PCA) to the original data, from temporal and spatial perspectives between which there is a dual relation. Based on the results of the analysis, we have discovered four underlying rules of urban dynamics: low intrinsic dimensionality, three categories of common patterns, dominance of periodic trends, and temporal stability. It implies that the space-time structure can be captured well by remarkably few temporal or spatial predictable periodic patterns, and the structure unearthed by PCA evolves stably over time. All these features play a critical role in the applications of forecasting and anomaly detection.

  12. Space Exploration as a Human Enterprise: The Scientific Interest

    Science.gov (United States)

    Sagan, Carl

    1973-01-01

    Presents examples which illustrate the importance of space exploration in diverse aspects of scientific knowledge. Indicates that human beings are today not wise enough to anticipate the practical benefits of planetary studies. (CC)

  13. The Hematopoietic Stem Cell Therapy for Exploration of Deep Space

    Science.gov (United States)

    Ohi, Seigo; Roach, Allana-Nicole; Fitzgerald, Wendy; Riley, Danny A.; Gonda, Steven R.

    2003-01-01

    It is hypothesized that the hematopoietic stem cell therapy (HSCT) might countermeasure various space-caused disorders so as to maintain astronauts' homeostasis. If this were achievable, the HSCT could promote human exploration of deep space. Using animal models of disorders (hindlimb suspension unloading system and beta-thalassemia), the HSCT was tested for muscle loss, immunodeficiency and space anemia. The results indicate feasibility of HSCT for these disorders. To facilitate the HSCT in space, growth of HSCs were optimized in the NASA Rotating Wall Vessel (RWV) culture systems, including Hydrodynamic Focusing Bioreactor (HFB).

  14. Video game training and the reward system

    OpenAIRE

    Lorenz, R.; Gleich, T.; Gallinat, J.; Kühn, S.

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors ...

  15. Digital Cities in the making: exploring perceptions of space, agency of actors and heterotopia

    Directory of Open Access Journals (Sweden)

    Asne Kvale Handlykken

    2011-12-01

    Full Text Available

    This paper is an attempt to explore how we imagine, sense and experience spaces in digital cities by a study of the hybrid relations between digital media, users' bodies, architecture and the city. Digital and physical spaces of the city are intertwined, the city and urban places and things become sentient, embedded with sensors and digital infrastructure, challenging traditional notions of space, and how we perceive and experience urban space.  Crucial issues to explore are how interactions and agency operating amongst actors in these spaces; between sentient non-human actors, places and people?  How are spaces of interaction embedded in the city, what characterizes these spaces, can they be explored as heterotopias (Foucault? These processes are a mutual shaping of society and technology, where the role of the imaginary, of mental representations and creation are being transformed.

  16. Habitat Concepts for Deep Space Exploration

    Science.gov (United States)

    Smitherman, David; Griffin, Brand N.

    2014-01-01

    Future missions under consideration requiring human habitation beyond the International Space Station (ISS) include deep space habitats in the lunar vicinity to support asteroid retrieval missions, human and robotic lunar missions, satellite servicing, and Mars vehicle servicing missions. Habitat designs are also under consideration for missions beyond the Earth-Moon system, including transfers to near-Earth asteroids and Mars orbital destinations. A variety of habitat layouts have been considered, including those derived from the existing ISS designs and those that could be fabricated from the Space Launch System (SLS) propellant tanks. This paper presents a comparison showing several options for asteroid, lunar, and Mars mission habitats using ISS derived and SLS derived modules and identifies some of the advantages and disadvantages inherent in each. Key findings indicate that the larger SLS diameter modules offer built-in compatibility with the launch vehicle, single launch capability without on-orbit assembly, improved radiation protection, lighter structures per unit volume, and sufficient volume to accommodate consumables for long duration missions without resupply. The information provided with the findings includes mass and volume comparison data that should be helpful to future exploration mission planning efforts.

  17. Scalable and near-optimal design space exploration for embedded systems

    CERN Document Server

    Kritikakou, Angeliki; Goutis, Costas

    2014-01-01

    This book describes scalable and near-optimal, processor-level design space exploration (DSE) methodologies.  The authors present design methodologies for data storage and processing in real-time, cost-sensitive data-dominated embedded systems.  Readers will be enabled to reduce time-to-market, while satisfying system requirements for performance, area, and energy consumption, thereby minimizing the overall cost of the final design.   • Describes design space exploration (DSE) methodologies for data storage and processing in embedded systems, which achieve near-optimal solutions with scalable exploration time; • Presents a set of principles and the processes which support the development of the proposed scalable and near-optimal methodologies; • Enables readers to apply scalable and near-optimal methodologies to the intra-signal in-place optimization step for both regular and irregular memory accesses.

  18. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  19. NASA's Space Launch System: A New Capability for Science and Exploration

    Science.gov (United States)

    Crumbly, Christopher M.; May, Todd A.; Robinson, Kimberly F.

    2014-01-01

    The National Aeronautics and Space Administration's (NASA's) Marshall Space Flight Center (MSFC) is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will launch the Orion Multi-Purpose Crew Vehicle (MPCV) and other high-priority payloads into deep space. Its evolvable architecture will allow NASA to begin with human missions beyond the Moon and then go on to transport astronauts or robots to distant places such as asteroids and Mars. Developed with the goals of safety, affordability, and sustainability in mind, SLS will start with 10 percent more thrust than the Saturn V rocket that launched astronauts to the Moon 40 years ago. From there it will evolve into the most powerful launch vehicle ever flown, via an upgrade approach that will provide building blocks for future space exploration. This paper will explain how NASA will execute this development within flat budgetary guidelines by using existing engines assets and heritage technology, from the initial 70 metric ton (t) lift capability through a block upgrade approach to an evolved 130-t capability, and will detail the progress that has already been made toward a first launch in 2017. This paper will also explore the requirements needed for human missions to deep-space destinations and for game-changing robotic science missions, and the capability of SLS to meet those requirements and enable those missions, along with the evolution strategy that will increase that capability. The International Space Exploration Coordination Group, representing 12 of the world's space agencies, has worked together to create the Global Exploration Roadmap, which outlines paths towards a human landing on Mars, beginning with capability-demonstrating missions to the Moon or an asteroid. The Roadmap and corresponding NASA research outline the requirements for reference missions for all three destinations. The SLS will offer a robust way to transport international crews and the air, water, food, and

  20. Solar Electric Propulsion Concepts for Human Space Exploration

    Science.gov (United States)

    Mercer, Carolyn R.; Mcguire, Melissa L.; Oleson, Steven R.; Barrett, Michael J.

    2016-01-01

    Advances in solar array and electric thruster technologies now offer the promise of new, very capable space transportation systems that will allow us to cost effectively explore the solar system. NASA has developed numerous solar electric propulsion spacecraft concepts with power levels ranging from tens to hundreds of kilowatts for robotic and piloted missions to asteroids and Mars. This paper describes nine electric and hybrid solar electric/chemical propulsion concepts developed over the last 5 years and discusses how they might be used for human exploration of the inner solar system.

  1. Safe Exploration of State and Action Spaces in Reinforcement Learning

    OpenAIRE

    Garcia, Javier; Fernandez, Fernando

    2014-01-01

    In this paper, we consider the important problem of safe exploration in reinforcement learning. While reinforcement learning is well-suited to domains with complex transition dynamics and high-dimensional state-action spaces, an additional challenge is posed by the need for safe and efficient exploration. Traditional exploration techniques are not particularly useful for solving dangerous tasks, where the trial and error process may lead to the selection of actions whose execution in some sta...

  2. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  3. Can student-produced video transform university teaching?

    DEFF Research Database (Denmark)

    2011-01-01

    as preparation for the two week intensive field course. The overall objective of the redesign was to modernize and improve the quality of the students learning experience, by exploring the potentials of video and online tools to create flexible, student-centered and student-activating education. The student...... produced three types of videos during the course: Video 1 was independently produced by the students, guided by online tasks and instructions. These videos were student produced learning material, showing cases from all over Europe. The videos was collected and presented in a "visual database" in Google...

  4. Integrated Atmosphere Resource Recovery and Environmental Monitoring Technology Demonstration for Deep Space Exploration

    Science.gov (United States)

    Perry, Jay L.; Abney, Morgan B.; Knox, James C.; Parrish, Keith J.; Roman, Monserrate C.; Jan, Darrell L.

    2012-01-01

    Exploring the frontiers of deep space continues to be defined by the technological challenges presented by safely transporting a crew to and from destinations of scientific interest. Living and working on that frontier requires highly reliable and efficient life support systems that employ robust, proven process technologies. The International Space Station (ISS), including its environmental control and life support (ECLS) system, is the platform from which humanity's deep space exploration missions begin. The ISS ECLS system Atmosphere Revitalization (AR) subsystem and environmental monitoring (EM) technical architecture aboard the ISS is evaluated as the starting basis for a developmental effort being conducted by the National Aeronautics and Space Administration (NASA) via the Advanced Exploration Systems (AES) Atmosphere Resource Recovery and Environmental Monitoring (ARREM) Project.. An evolutionary approach is employed by the ARREM project to address the strengths and weaknesses of the ISS AR subsystem and EM equipment, core technologies, and operational approaches to reduce developmental risk, improve functional reliability, and lower lifecycle costs of an ISS-derived subsystem architecture suitable for use for crewed deep space exploration missions. The most promising technical approaches to an ISS-derived subsystem design architecture that incorporates promising core process technology upgrades will be matured through a series of integrated tests and architectural trade studies encompassing expected exploration mission requirements and constraints.

  5. Anaesthesia in austere environments: literature review and considerations for future space exploration missions.

    Science.gov (United States)

    Komorowski, Matthieu; Fleming, Sarah; Mawkin, Mala; Hinkelbein, Jochen

    2018-01-01

    Future space exploration missions will take humans far beyond low Earth orbit and require complete crew autonomy. The ability to provide anaesthesia will be important given the expected risk of severe medical events requiring surgery. Knowledge and experience of such procedures during space missions is currently extremely limited. Austere and isolated environments (such as polar bases or submarines) have been used extensively as test beds for spaceflight to probe hazards, train crews, develop clinical protocols and countermeasures for prospective space missions. We have conducted a literature review on anaesthesia in austere environments relevant to distant space missions. In each setting, we assessed how the problems related to the provision of anaesthesia (e.g., medical kit and skills) are dealt with or prepared for. We analysed how these factors could be applied to the unique environment of a space exploration mission. The delivery of anaesthesia will be complicated by many factors including space-induced physiological changes and limitations in skills and equipment. The basic principles of a safe anaesthesia in an austere environment (appropriate training, presence of minimal safety and monitoring equipment, etc.) can be extended to the context of a space exploration mission. Skills redundancy is an important safety factor, and basic competency in anaesthesia should be part of the skillset of several crewmembers. The literature suggests that safe and effective anaesthesia could be achieved by a physician during future space exploration missions. In a life-or-limb situation, non-physicians may be able to conduct anaesthetic procedures, including simplified general anaesthesia.

  6. In-Space Propulsion Technologies for Robotic Exploration of the Solar System

    Science.gov (United States)

    Johnson, Les; Meyer, Rae Ann; Frame, Kyle

    2006-01-01

    Supporting NASA's Science Mission Directorate, the In-Space Propulsion Technology Program is developing the next generation of space propulsion technologies for robotic, deep-space exploration. Recent technological advancements and demonstrations of key, high-payoff propulsion technologies have been achieved and will be described. Technologies under development and test include aerocapture, solar electric propulsion, solar sail propulsion, and advanced chemical propulsion.

  7. Class Explorations in Space: From the Blackboard and History to the Outdoors and Future

    Science.gov (United States)

    Cavicchi, Elizabeth

    2011-11-01

    Our everyday activities occur so seamlessly in the space around us as to leave us unawares of space, its properties, and our use of it. What might we notice, wonder about and learn through interacting with space exploratively? My seminar class took on that question as an opening for personal and group experiences during this semester. In the process, they observe space locally and in the sky, read historical works of science involving space, and invent and construct forms in space. All these actions arise responsively, as we respond to: physical materials and space; historical resources; our seminar participants, and future learners. Checks, revisions and further developments -- on our findings, geometrical constructions, shared or personal inferences---come about observationally and collaboratively. I teach this seminar as an expression of the research pedagogy of critical exploration, developed by Eleanor Duckworth from the work of Jean Piaget, B"arbel Inhelder and the Elementary Science Study. This practice applies the quest for understanding of a researcher to spontaneous interactions evolving within a classroom. The teacher supports students in satisfying and developing their curiosities, which often results in exploring the subject matter by routes that are novel to both teacher and student. As my students ``mess about'' with geometry, string and chalk at the blackboard, in their notebooks, and in response to propositions in Euclid's Elements, they continually imagine further novel venues for using geometry to explore space. Where might their explorations go in the future? I invite you to hear from them directly!

  8. Towards human exploration of space: the THESEUS review series on neurophysiology research priorities.

    Science.gov (United States)

    White, Olivier; Clément, Gilles; Fortrat, Jacques-Olivier; Pavy-LeTraon, Anne; Thonnard, Jean-Louis; Blanc, Stéphane; Wuyts, Floris L; Paloski, William H

    2016-01-01

    The THESEUS project (Towards Human Exploration of Space: a European Strategy), initiated within the seventh Framework Programme by the European Commission, aimed at providing a cross-cutting, life-science-based roadmap for Europe's strategy towards human exploration of long space missions, and its relevance to applications on Earth. This topic was investigated by experts in the field, in the framework of the THESEUS project whose aim was to develop an integrated life sciences research roadmap regarding human space exploration. In particular, decades of research have shown that altered gravity impairs neurological responses at large, such as perception, sleep, motor control, and cognitive factors. International experts established a list of key issues that should be addressed in that context and provided several recommendations such as a maximal exploitation of currently available resources on Earth and in space.

  9. Three-directional motion compensation-based novel-look-up-table for video hologram generation of three-dimensional objects freely maneuvering in space.

    Science.gov (United States)

    Dong, Xiao-Bin; Kim, Seung-Cheol; Kim, Eun-Soo

    2014-07-14

    A new three-directional motion compensation-based novel-look-up-table (3DMC-NLUT) based on its shift-invariance and thin-lens properties, is proposed for video hologram generation of three-dimensional (3-D) objects moving with large depth variations in space. The input 3-D video frames are grouped into a set of eight in sequence, where the first and remaining seven frames in each set become the reference frame (RF) and general frames (GFs), respectively. Hence, each 3-D video frame is segmented into a set of depth-sliced object images (DOIs). Then x, y, and z-directional motion vectors are estimated from blocks and DOIs between the RF and each of the GFs, respectively. With these motion vectors, object motions in space are compensated. Then, only the difference images between the 3-directionally motion-compensated RF and each of the GFs are applied to the NLUT for hologram calculation. Experimental results reveal that the average number of calculated object points and the average calculation time of the proposed method have been reduced compared to those of the conventional NLUT, TR-NLUT and MPEG-NLUT by 38.14%, 69.48%, and 67.41% and 35.30%, 66.39%, and 64.46%, respectively.

  10. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-01-01

    as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0

  11. Digital Motion Imagery, Interoperability Challenges for Space Operations

    Science.gov (United States)

    Grubbs, Rodney

    2012-01-01

    With advances in available bandwidth from spacecraft and between terrestrial control centers, digital motion imagery and video is becoming more practical as a data gathering tool for science and engineering, as well as for sharing missions with the public. The digital motion imagery and video industry has done a good job of creating standards for compression, distribution, and physical interfaces. Compressed data streams can easily be transmitted or distributed over radio frequency, internet protocol, and other data networks. All of these standards, however, can make sharing video between spacecraft and terrestrial control centers a frustrating and complicated task when different standards and protocols are used by different agencies. This paper will explore the challenges presented by the abundance of motion imagery and video standards, interfaces and protocols with suggestions for common formats that could simplify interoperability between spacecraft and ground support systems. Real-world examples from the International Space Station will be examined. The paper will also discuss recent trends in the development of new video compression algorithms, as well likely expanded use of Delay (or Disruption) Tolerant Networking nodes.

  12. Novel Rock Detection Intelligence for Space Exploration Based on Non-Symbolic Algorithms and Concepts

    Science.gov (United States)

    Yildirim, Sule; Beachell, Ronald L.; Veflingstad, Henning

    2007-01-01

    Future space exploration can utilize artificial intelligence as an integral part of next generation space rover technology to make the rovers more autonomous in performing mission objectives. The main advantage of the increased autonomy through a higher degree of intelligence is that it allows for greater utilization of rover resources by reducing the frequency of time consuming communications between rover and earth. In this paper, we propose a space exploration application of our research on a non-symbolic algorithm and concepts model. This model is based on one of the most recent approaches of cognitive science and artificial intelligence research, a parallel distributed processing approach. We use the Mars rovers. Sprit and Opportunity, as a starting point for proposing what rovers in the future could do if the presented model of non-symbolic algorithms and concepts is embedded in a future space rover. The chosen space exploration application for this paper, novel rock detection, is only one of many potential space exploration applications which can be optimized (through reduction of the frequency of rover-earth communications. collection and transmission of only data that is distinctive/novel) through the use of artificial intelligence technology compared to existing approaches.

  13. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...

  14. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

    Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...

  15. The politics and perils of space exploration who will compete, who will dominate?

    CERN Document Server

    Dawson, Linda

    2017-01-01

    Written by a former Aerodynamics Officer on the space shuttle program, this book provides a complete overview of the “new” U. S. space program, which has changed considerably over the past 50 years.The future of space exploration has become increasingly dependent on other countries and private enterprise. Can private enterprise can fill the shoes of NASA and provide the same expertise and safety measures and lessons learned from NASA? In order to tell this story, it is important to understand the politics of space as well as the dangers, why it is so difficult to explore and utilize the resources of space. Some past and recent triumphs and failures will be discussed, pointing the way to a successful space policy that includes taking risks but also learning how to mitigate them.

  16. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  17. Strategy for the Explorer program for solar and space physics

    International Nuclear Information System (INIS)

    1984-01-01

    Contents include: executive summary; the Explorer program - background and current status; strategy - level of activity; solar-terrestrial research (solar physics, space plasma physics, and upper atmospheric physics)

  18. Open education videos in the classroom: exploring the opportunities and barriers to the use of YouTube in teaching introductory sociology

    Directory of Open Access Journals (Sweden)

    Elaine Tan

    2011-02-01

    Full Text Available The use of open education resources has become more commonplace in classroom teaching and this has been an observable and growing trend. The accessibility of the same materials further reinforces the change in roles of the teacher, from gatekeeper of knowledge to learning facilitator. Our research question is that if a student has free and easy access to the same materials that are being used to teach them in class, how does this affect their perceptions when they are presented with this material in the classroom environment? What are their perceptions regarding the perceived value for money, efficacy and authority of the material? This research specifically investigated the use of open education videos in the classroom environment and their incorporation into an associated space in the virtual learning environment. The research questions of this investigation surrounded the practical, technical and pedagogical issues that arise from the incorporation of these resources within class and online course materials as well as exploring student perceptions about the use of this material in the class and online.

  19. Exploring the Concept of Healing Spaces.

    Science.gov (United States)

    DuBose, Jennifer; MacAllister, Lorissa; Hadi, Khatereh; Sakallaris, Bonnie

    2018-01-01

    Evidence-based design (EBD) research has demonstrated the power of environmental design to support improved patient, family, and staff outcomes and to minimize or avoid harm in healthcare settings. While healthcare has primarily focused on fixing the body, there is a growing recognition that our healthcare system could do more by promoting overall wellness, and this requires expanding the focus to healing. This article explores how we can extend what we know from EBD about health impacts of spatial design to the more elusive goal of healing. By breaking the concept of healing into antecedent components (emotional, psychological, social, behavioral, and functional), this review of the literature presents the existing evidence to identify how healthcare spaces can foster healing. The environmental variables found to directly affect or facilitate one or more dimension of healing were organized into six groups of variables-homelike environment, access to views and nature, light, noise control, barrier-free environment, and room layout. While there is limited scientific research confirming design solutions for creating healing spaces, the literature search revealed relationships that provide a basis for a draft definition. Healing spaces evoke a sense of cohesion of the mind, body, and spirit. They support healing intention and foster healing relationships.

  20. Future spacecraft propulsion systems. Enabling technologies for space exploration. 2. ed.

    Energy Technology Data Exchange (ETDEWEB)

    Czysz, Paul A. [St. Louis Univ., MO (United States). Oliver L. Parks Endowed Chair in Aerospace Engineering; Bruno, Claudio [Univ. degli Studi di Roma (Italy). Dipt. di Meccanica e Aeronautica

    2009-07-01

    In this second edition of Future Spacecraft Propulsion Systems, the authors demonstrate the need to break free from the old established concepts of expendable rockets, using chemical propulsion, and to develop new breeds of launch vehicle capable of both launching payloads into orbit at a dramatically reduced cost and for sustained operations in low-Earth orbit. The next steps to establishing a permanent 'presence' in the Solar System beyond Earth are the commercialisation of sustained operations on the Moon and the development of advanced nuclear or high-energy space propulsion systems for Solar System exploration out to the boundary of interstellar space. In the future, high-energy particle research facilities may one day yield a very high-energy propulsion system that will take us to the nearby stars, or even beyond. Space is not quiet: it is a continuous series of nuclear explosions that provide the material for new star systems to form and provide the challenge to explore. This book provides an assessment of the industrial capability required to construct and operate the necessary spacecraft. Time and distance communication and control limitations impose robotic constraints. Space environments restrict human sustained presence and put high demands on electronic, control and materials systems. This comprehensive and authoritative book puts spacecraft propulsion systems in perspective, from earth orbit launchers to astronomical/space exploration vehicles. It includes new material on fusion propulsion, new figures and updates and expands the information given in the first edition. (orig.)

  1. Informal physics learning from video games: a case study using gameplay videos

    Science.gov (United States)

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

    Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique insights into informal learning through gaming, as players do not only describe the gameplay mechanics, but also explore physics concepts in a think-aloud fashion while they ponder the experience and effects. We find that while this methodology has substantial limitations, it is complementary when it comes to assessing motivations and attitudes, as well as to gathering data on conceptual hurdles.

  2. Exploring the feasibility of a therapeutic music video intervention in adolescents and young adults during stem-cell transplantation.

    Science.gov (United States)

    Burns, Debra S; Robb, Sheri L; Haase, Joan E

    2009-01-01

    The purpose of this study was to explore the feasibility and preliminary efficacy of a therapeutic music video (TMV) intervention for adolescents and young adults (AYAs) undergoing stem-cell transplantation (SCT). Twelve AYAs (aged 11-24 years) were randomized to the TMV or an audio-book protocol. The TMV was designed to diminish symptom distress and improve coping, derived meaning, resilience, and quality of life by supporting AYAs in exploring thoughts and feelings. Six sessions with a board-certified music therapist were held twice a week for 3 weeks. The Adolescent Resilience Model guided the selection of a large, comprehensive battery of outcome measures. Major data collections occurred before admission, after intervention, and at 100 days after transplantation. Participants completed a brief set of measures at presession/postsessions 2, 4, and 6. Rates of consent, session completion, and questionnaire completion supported feasibility. Immediate follow-up measures suggest positive trends in the TMV group for hope, spirituality, confidence/mastery, and self-transcendence. Positive trends at 100 days include MOS, symptoms distress, defensive coping, spirituality, and self-transcendence. Therapeutic music video participants also demonstrated gains in quality of life. The TMV intervention may buffer the immediate after-effects of the stem-cell transplantation experience, and a larger study is warranted.

  3. Learning from Multiple Sources for Video Summarisation

    OpenAIRE

    Zhu, Xiatian; Loy, Chen Change; Gong, Shaogang

    2015-01-01

    Many visual surveillance tasks, e.g.video summarisation, is conventionally accomplished through analysing imagerybased features. Relying solely on visual cues for public surveillance video understanding is unreliable, since visual observations obtained from public space CCTV video data are often not sufficiently trustworthy and events of interest can be subtle. On the other hand, non-visual data sources such as weather reports and traffic sensory signals are readily accessible but are not exp...

  4. UWB Technology and Applications on Space Exploration

    Science.gov (United States)

    Ngo, Phong; Phan, Chau; Gross, Julia; Dusl, John; Ni, Jianjun; Rafford, Melinda

    2006-01-01

    Ultra-wideband (UWB), also known as impulse or carrier-free radio technology, is one promising new technology. In February 2002, the Federal Communications Commission (FCC) approved the deployment of this technology. It is increasingly recognized that UWB technology holds great potential to provide significant benefits in many terrestrial and space applications such as precise positioning/tracking and high data rate mobile wireless communications. This talk presents an introduction to UWB technology and some applications on space exploration. UWB is characterized by several uniquely attractive features, such as low impact on other RF systems due to its extremely low power spectral densities, immunity to interference from narrow band RF systems due to its ultra-wide bandwidth, multipath immunity to fading due to ample multipath diversity, capable of precise positioning due to fine time resolution, capable of high data rate multi-channel performance. The related FCC regulations, IEEE standardization efforts and industry activities also will be addressed in this talk. For space applications, some projects currently under development at NASA Johnson Space Center will be introduced. These include the UWB integrated communication and tracking system for Lunar/Mars rover and astronauts, UWB-RFID ISS inventory tracking, and UWB-TDOA close-in high resolution tracking for potential applications on robonaut.

  5. Lost in space: design of experiments and scientific exploration in a Hogarth Universe.

    Science.gov (United States)

    Lendrem, Dennis W; Lendrem, B Clare; Woods, David; Rowland-Jones, Ruth; Burke, Matthew; Chatfield, Marion; Isaacs, John D; Owen, Martin R

    2015-11-01

    A Hogarth, or 'wicked', universe is an irregular environment generating data to support erroneous beliefs. Here, we argue that development scientists often work in such a universe. We demonstrate that exploring these multidimensional spaces using small experiments guided by scientific intuition alone, gives rise to an illusion of validity and a misplaced confidence in that scientific intuition. By contrast, design of experiments (DOE) permits the efficient mapping of such complex, multidimensional spaces. We describe simulation tools that enable research scientists to explore these spaces in relative safety. Copyright © 2015 Elsevier Ltd. All rights reserved.

  6. Video observation of surface exploration in cyprids of Balanus amphitrite

    DEFF Research Database (Denmark)

    Maruzzo, Diego; Conlan, Sheelagh; Aldred, Nick

    2011-01-01

    Video microscopy of cyprids of Balanus amphitrite was used to monitor the action of antennular setae during the exploratory behaviour prior to attachment. In addition, SEM was used to provide a revised description of all antennular setae for that species. The videos describe if a particular seta...

  7. Guiding exploration in conformational feature space with Lipschitz underestimation for ab-initio protein structure prediction.

    Science.gov (United States)

    Hao, Xiaohu; Zhang, Guijun; Zhou, Xiaogen

    2018-04-01

    Computing conformations which are essential to associate structural and functional information with gene sequences, is challenging due to the high dimensionality and rugged energy surface of the protein conformational space. Consequently, the dimension of the protein conformational space should be reduced to a proper level, and an effective exploring algorithm should be proposed. In this paper, a plug-in method for guiding exploration in conformational feature space with Lipschitz underestimation (LUE) for ab-initio protein structure prediction is proposed. The conformational space is converted into ultrafast shape recognition (USR) feature space firstly. Based on the USR feature space, the conformational space can be further converted into Underestimation space according to Lipschitz estimation theory for guiding exploration. As a consequence of the use of underestimation model, the tight lower bound estimate information can be used for exploration guidance, the invalid sampling areas can be eliminated in advance, and the number of energy function evaluations can be reduced. The proposed method provides a novel technique to solve the exploring problem of protein conformational space. LUE is applied to differential evolution (DE) algorithm, and metropolis Monte Carlo(MMC) algorithm which is available in the Rosetta; When LUE is applied to DE and MMC, it will be screened by the underestimation method prior to energy calculation and selection. Further, LUE is compared with DE and MMC by testing on 15 small-to-medium structurally diverse proteins. Test results show that near-native protein structures with higher accuracy can be obtained more rapidly and efficiently with the use of LUE. Copyright © 2018 Elsevier Ltd. All rights reserved.

  8. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

    The use of scientific visualization for HEP analysis is briefly reviewed. The applications are highly interactive and very dynamical in nature. At Fermilab, E687, in collaboration with Visual Media Services, has produced a 1/2 hour video tape demonstrating the capability of SGI-EXPLORER applied to a Dalitz Analysis of Charm decay. This short contribution describes the authors experience with visualization and video technologies

  9. The Optimiser: monitoring and improving switching delays in video conferencing

    NARCIS (Netherlands)

    S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)

    2014-01-01

    htmlabstractWith the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current

  10. A video of Mixed Interaction Space video

    DEFF Research Database (Denmark)

    Lykke, Olesen, Andreas; Hansen, Thomas Riisgaard; Eriksson, Eva

    Mixed Interaction Space is a new concept that uses the mobile phone to interact with either applications on the phone or in the environment by tracking the position and rotation with the camera in 4 dimmension. Most mobile devices today has a camera onboard. In the project about Mixed Interaction...... Spaces we use image processing algorithms to track the movement of the mobile phone according to a fixed point and use this information as input to different applications. We are able to track the movement of the device in 3D plus the rotation of the device and uses these information as a kind of four...... dimensional input device. As a fixed point we use a circle in the first version of Mixis. By tracking the circle we have developed a number of applications that uses this technique as input. Above is three examples....

  11. Video Vortex reader II: moving images beyond YouTube

    NARCIS (Netherlands)

    Lovink, G.; Somers Miles, R.

    2011-01-01

    Video Vortex Reader II is the Institute of Network Cultures' second collection of texts that critically explore the rapidly changing landscape of online video and its use. With the success of YouTube ('2 billion views per day') and the rise of other online video sharing platforms, the moving image

  12. Giving children space: A phenomenological exploration of student experiences in space science inquiry

    Science.gov (United States)

    Horne, Christopher R.

    This study explores the experiences of 4th grade students in an inquiry-based space science classroom. At the heart of the study lies the essential question: What is the lived experience of children engaged in the process of space science inquiry? Through the methodology of phenomenological inquiry, the author investigates the essence of the lived experience of twenty 4th grade students as well as the reflections of two high school students looking back on their 4th grade space science experience. To open the phenomenon more deeply, the concept of space is explored as an overarching theme throughout the text. The writings of several philosophers including Martin Heidegger and Hans-Georg Gadamer are opened up to understand the existential aspects of phenomenology and the act of experiencing the classroom as a lived human experience. The methodological structure for the study is based largely on the work of Max van Manen (2003) in his seminal work, Researching Lived Experience, which describes a structure of human science research. A narrative based on classroom experiences, individual conversations, written reflections, and group discussion provides insight into the students' experiences. Their stories and thoughts reveal the themes of activity , interactivity, and "inquiractivity," each emerging as an essential element of the lived experience in the inquiry-based space science classroom. The metaphor of light brings illumination to the themes. Activity in the classroom is associated with light's constant and rapid motion throughout the Milky Way and beyond. Interactivity is seen through students' interactions just as light's reflective nature is seen through the illumination of the planets. Finally, inquiractivity is connected to questioning, the principal aspect of the inquiry-based classroom just as the sun is the essential source of light in our solar system. As the era of No Child Left Behind fades, and the next generation of science standards emerge, the

  13. Key Frame Extraction in the Summary Space.

    Science.gov (United States)

    Li, Xuelong; Zhao, Bin; Lu, Xiaoqiang; Xuelong Li; Bin Zhao; Xiaoqiang Lu; Lu, Xiaoqiang; Li, Xuelong; Zhao, Bin

    2018-06-01

    Key frame extraction is an efficient way to create the video summary which helps users obtain a quick comprehension of the video content. Generally, the key frames should be representative of the video content, meanwhile, diverse to reduce the redundancy. Based on the assumption that the video data are near a subspace of a high-dimensional space, a new approach, named as key frame extraction in the summary space, is proposed for key frame extraction in this paper. The proposed approach aims to find the representative frames of the video and filter out similar frames from the representative frame set. First of all, the video data are mapped to a high-dimensional space, named as summary space. Then, a new representation is learned for each frame by analyzing the intrinsic structure of the summary space. Specifically, the learned representation can reflect the representativeness of the frame, and is utilized to select representative frames. Next, the perceptual hash algorithm is employed to measure the similarity of representative frames. As a result, the key frame set is obtained after filtering out similar frames from the representative frame set. Finally, the video summary is constructed by assigning the key frames in temporal order. Additionally, the ground truth, created by filtering out similar frames from human-created summaries, is utilized to evaluate the quality of the video summary. Compared with several traditional approaches, the experimental results on 80 videos from two datasets indicate the superior performance of our approach.

  14. Perspectives on Video Games as Art

    OpenAIRE

    Bourgonjon, Jeroen; Vandermeersche, Geert; Rutten, Kris

    2017-01-01

    In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeer­sche, and Kris Rutten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many differ­ent and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and differ...

  15. Exploring perturbative conformal field theory in Mellin space

    Energy Technology Data Exchange (ETDEWEB)

    Nizami, Amin A. [International Centre for Theoretical Sciences, TIFR,Hesaraghatta, Hubli, Bengaluru-560089 (India); Rudra, Arnab [Center for Quantum Mathematics and Physics (QMAP), Department of Physics,University of California, Davis, 1 Shields Ave, Davis, CA 95616 (United States); Sarkar, Sourav [Institut für Mathematik und Institut für Physik, Humboldt-Universität zu Berlin, IRIS-Adlershof,Zum Großen Windkanal 6, 12489 Berlin (Germany); Max-Planck-Institut für Gravitationsphysik, Albert-Einstein-Institut,Am Mühlenberg 1, 14476 Potsdam (Germany); Verma, Mritunjay [International Centre for Theoretical Sciences, TIFR,Hesaraghatta, Hubli, Bengaluru-560089 (India); Harish-Chandra Research Institute,Chhatnag Road, Jhunsi, Allahabad-211019 (India)

    2017-01-24

    We explore the Mellin representation of correlation functions in conformal field theories in the weak coupling regime. We provide a complete proof for a set of Feynman rules to write the Mellin amplitude for a general tree level Feynman diagram involving only scalar operators. We find a factorised form involving beta functions associated to the propagators, similar to tree level Feynman rules in momentum space for ordinary QFTs. We also briefly consider the case where a generic scalar perturbation of the free CFT breaks conformal invariance. Mellin space still has some utility and one can consider non-conformal Mellin representations. In this context, we find that the beta function corresponding to conformal propagator uplifts to a hypergeometric function.

  16. Motivation and Learning Engagement through Playing Math Video Games

    Science.gov (United States)

    Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael

    2017-01-01

    Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…

  17. Radiation Tolerant Software Defined Video Processor, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — MaXentric's is proposing a radiation tolerant Software Define Video Processor, codenamed SDVP, for the problem of advanced motion imaging in the space environment....

  18. High data-rate video broadcasting over 3G wireless systems

    NARCIS (Netherlands)

    Atici, C.; Sunay, M.O.

    2007-01-01

    In cellular environments, video broadcasting is a challenging problem in which the number of users receiving the service and the average successfully decoded video data-rate have to be intelligently optimized. When video is broadcasted using the 3G packet data standard, 1xEV-DO, the code space may

  19. Crew roles and interactions in scientific space exploration

    Science.gov (United States)

    Love, Stanley G.; Bleacher, Jacob E.

    2013-10-01

    Future piloted space exploration missions will focus more on science than engineering, a change which will challenge existing concepts for flight crew tasking and demand that participants with contrasting skills, values, and backgrounds learn to cooperate as equals. In terrestrial space flight analogs such as Desert Research And Technology Studies, engineers, pilots, and scientists can practice working together, taking advantage of the full breadth of all team members' training to produce harmonious, effective missions that maximize the time and attention the crew can devote to science. This paper presents, in a format usable as a reference by participants in the field, a successfully tested crew interaction model for such missions. The model builds upon the basic framework of a scientific field expedition by adding proven concepts from aviation and human space flight, including expeditionary behavior and cockpit resource management, cooperative crew tasking and adaptive leadership and followership, formal techniques for radio communication, and increased attention to operational considerations. The crews of future space flight analogs can use this model to demonstrate effective techniques, learn from each other, develop positive working relationships, and make their expeditions more successful, even if they have limited time to train together beforehand. This model can also inform the preparation and execution of actual future space flights.

  20. Nuclear propulsion for the space exploration initiative

    International Nuclear Information System (INIS)

    Stanley, M.L.

    1991-01-01

    President Bush's speech of July 20, 1989, outlining a goal to go back to the moon and then Mars initiated the Space Exploration Initiative (SEI). The US Department of Defense (DOD), US Department of Energy (DOE), and NASA have been working together in the planning necessary to initiate a program to develop a nuclear propulsion system. Applications of nuclear technology for in-space transfer of personnel and cargo between Earth orbit and lunar or Martian orbit are being considered as alternatives to chemical propulsion systems. Mission and system concept studies conducted over the past 30 yr have consistently indicated that use of nuclear technology can substantially reduce in-space propellant requirements. A variety of nuclear technology options are currently being studied, including nuclear thermal rockets, nuclear electrical propulsion systems, and hybrid nuclear thermal rockets/nuclear electric propulsion concepts. Concept performance in terms of thrust, weight, power, and efficiency are dependent, and appropriate concept application is mission dependent (i.e., lunar, Mars, cargo, personnel, trajectory, transit time, payload). A comprehensive evaluation of mission application, technology performance capability and maturity, technology development programmatics, and safety characteristics is required to optimize both technology and mission selection to support the Presidential initiative

  1. Video media-induced aggressiveness in children.

    Science.gov (United States)

    Cardwell, Michael Steven

    2013-09-01

    Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented.

  2. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  3. Application of nuclear photon engines for deep-space exploration

    International Nuclear Information System (INIS)

    Gulevich, Andrey V.; Ivanov, Eugeny A.; Kukharchuk, Oleg F.; Poupko, Victor Ya.; Zrodnikov, Anatoly V.

    2001-01-01

    Conception of using the nuclear photon rocket engines for deep space exploration is proposed. Some analytical estimations have been made to illustrate the possibility to travel to 100-10000 AU using a small thrust photon engine. Concepts of high temperature nuclear reactors for the nuclear photon engines are also discussed

  4. First- and third-party ground truth for key frame extraction from consumer video clips

    Science.gov (United States)

    Costello, Kathleen; Luo, Jiebo

    2007-02-01

    Extracting key frames (KF) from video is of great interest in many applications, such as video summary, video organization, video compression, and prints from video. KF extraction is not a new problem. However, current literature has been focused mainly on sports or news video. In the consumer video space, the biggest challenges for key frame selection from consumer videos are the unconstrained content and lack of any preimposed structure. In this study, we conduct ground truth collection of key frames from video clips taken by digital cameras (as opposed to camcorders) using both first- and third-party judges. The goals of this study are: (1) to create a reference database of video clips reasonably representative of the consumer video space; (2) to identify associated key frames by which automated algorithms can be compared and judged for effectiveness; and (3) to uncover the criteria used by both first- and thirdparty human judges so these criteria can influence algorithm design. The findings from these ground truths will be discussed.

  5. Human recognition in a video network

    Science.gov (United States)

    Bhanu, Bir

    2009-10-01

    Video networks is an emerging interdisciplinary field with significant and exciting scientific and technological challenges. It has great promise in solving many real-world problems and enabling a broad range of applications, including smart homes, video surveillance, environment and traffic monitoring, elderly care, intelligent environments, and entertainment in public and private spaces. This paper provides an overview of the design of a wireless video network as an experimental environment, camera selection, hand-off and control, anomaly detection. It addresses challenging questions for individual identification using gait and face at a distance and present new techniques and their comparison for robust identification.

  6. Features for detecting smoke in laparoscopic videos

    Directory of Open Access Journals (Sweden)

    Jalal Nour Aldeen

    2017-09-01

    Full Text Available Video-based smoke detection in laparoscopic surgery has different potential applications, such as the automatic addressing of surgical events associated with the electrocauterization task and the development of automatic smoke removal. In the literature, video-based smoke detection has been studied widely for fire surveillance systems. Nevertheless, the proposed methods are insufficient for smoke detection in laparoscopic videos because they often depend on assumptions which rarely hold in laparoscopic surgery such as static camera. In this paper, ten visual features based on motion, texture and colour of smoke are proposed and evaluated for smoke detection in laparoscopic videos. These features are RGB channels, energy-based feature, texture features based on gray level co-occurrence matrix (GLCM, HSV colour space feature, features based on the detection of moving regions using optical flow and the smoke colour in HSV colour space. These features were tested on four laparoscopic cholecystectomy videos. Experimental observations show that each feature can provide valuable information in performing the smoke detection task. However, each feature has weaknesses to detect the presence of smoke in some cases. By combining all proposed features smoke with high and even low density can be identified robustly and the classification accuracy increases significantly.

  7. Is There "Space" for International Baccalaureate? A Case Study Exploring Space and the Adoption of the IB Middle Year Programme

    Science.gov (United States)

    Monreal, Timothy

    2016-01-01

    Henri Lefebvre (1991) wrote, "[representational] space is alive: it speaks" (p. 42). This article explores how we might "listen" to space in education by examining the role of space in one school's decision to adopt the International Baccalaureate's Middle Years Programme [IB MYP]. It builds upon recent scholarship that applies…

  8. Addressing Human System Risks to Future Space Exploration

    Science.gov (United States)

    Paloski, W. H.; Francisco, D. R.; Davis, J. R.

    2015-01-01

    NASA is contemplating future human exploration missions to destinations beyond low Earth orbit, including the Moon, deep-space asteroids, and Mars. While we have learned much about protecting crew health and performance during orbital space flight over the past half-century, the challenges of these future missions far exceed those within our current experience base. To ensure success in these missions, we have developed a Human System Risk Board (HSRB) to identify, quantify, and develop mitigation plans for the extraordinary risks associated with each potential mission scenario. The HSRB comprises research, technology, and operations experts in medicine, physiology, psychology, human factors, radiation, toxicology, microbiology, pharmacology, and food sciences. Methods: Owing to the wide range of potential mission characteristics, we first identified the hazards to human health and performance common to all exploration missions: altered gravity, isolation/confinement, increased radiation, distance from Earth, and hostile/closed environment. Each hazard leads to a set of risks to crew health and/or performance. For example the radiation hazard leads to risks of acute radiation syndrome, central nervous system dysfunction, soft tissue degeneration, and carcinogenesis. Some of these risks (e.g., acute radiation syndrome) could affect crew health or performance during the mission, while others (e.g., carcinogenesis) would more likely affect the crewmember well after the mission ends. We next defined a set of design reference missions (DRM) that would span the range of exploration missions currently under consideration. In addition to standard (6-month) and long-duration (1-year) missions in low Earth orbit (LEO), these DRM include deep space sortie missions of 1 month duration, lunar orbital and landing missions of 1 year duration, deep space journey and asteroid landing missions of 1 year duration, and Mars orbital and landing missions of 3 years duration. We then

  9. The Roles of Popular Music in Video Games

    OpenAIRE

    Frydenlund, Jørgen

    2015-01-01

    This thesis explores the roles of popular music in video games. It draws on the analytical tools used in ludomusicology, film music studies and studies of music videos. Unlike other audiovisual media, video games are based on interactivity and a range of narrativity based on genre. Some games focus on gameplay and others are more inclined with telling a good story. Implementation of popular music in video games has history stretching all the way back to the 80's, and is currently becoming an ...

  10. Study of space reactors for exploration missions

    Energy Technology Data Exchange (ETDEWEB)

    Cliquet, Elisa; Ruault, Jean-Marc; Masson, Frederic, E-mail: elisa.cliquet@cnes.fr, E-mail: frederic.masson@cnes.fr [Centre National d' Etudes Spatiales (CNES), Paris (France); Roux, Jean-Pierre; Paris, Nicolas; Cazale, Brice; Manifacier, Laurent, E-mail: jean-pierre.roux@areva.com [AREVA TA, Aix en Provence, (France); Poinot-Salanon, Christine, E-mail: christine.poinot@cea.fr [Comissariado a l' Energie Atomique et Aux Energies alternatives (CEA), Paris (France)

    2013-07-01

    Nuclear propulsion has been studied for many decades. The power density of nuclear fission is much higher than chemical process, and for missions to outer solar system requiring several hundred of kilowatts, or for flexible manned missions to Mars requiring several megawatts, nuclear electric propulsion might be the only option offering a reasonable mass in low earth orbit. Despite the existence of low power experiences - SNAP10 in the 60's or Buk/Topaz in the 60-80's - no high power reactor has been developed: investment cost, long term time frame, high technological challenges and radioactive hazards are the main challenges we must overtake. However, it seems reasonable to look at the technical challenges that have to be overcome for a next generation of nuclear electric systems for space exploration. This paper will present some recent studies going on in France, on space reactors for exploration. Three classes of power have been considered: 10kWe, 100kWe, and several megawatts. Available data from previous studies and developments performed in Russia, USA], and Europe, have been collected and gave us a large overview of potential technical solutions. This was the starting point of a trade-off analysis aiming at the selection of the best options, with regards to the technological readiness level in France and Europe. The resulting preliminary designs will be presented and critical technologies needing maturation activities will be highlighted. (author)

  11. Study of space reactors for exploration missions

    International Nuclear Information System (INIS)

    Cliquet, Elisa; Ruault, Jean-Marc; Masson, Frederic; Roux, Jean-Pierre; Paris, Nicolas; Cazale, Brice; Manifacier, Laurent; Poinot-Salanon, Christine

    2013-01-01

    Nuclear propulsion has been studied for many decades. The power density of nuclear fission is much higher than chemical process, and for missions to outer solar system requiring several hundred of kilowatts, or for flexible manned missions to Mars requiring several megawatts, nuclear electric propulsion might be the only option offering a reasonable mass in low earth orbit. Despite the existence of low power experiences - SNAP10 in the 60's or Buk/Topaz in the 60-80's - no high power reactor has been developed: investment cost, long term time frame, high technological challenges and radioactive hazards are the main challenges we must overtake. However, it seems reasonable to look at the technical challenges that have to be overcome for a next generation of nuclear electric systems for space exploration. This paper will present some recent studies going on in France, on space reactors for exploration. Three classes of power have been considered: 10kWe, 100kWe, and several megawatts. Available data from previous studies and developments performed in Russia, USA], and Europe, have been collected and gave us a large overview of potential technical solutions. This was the starting point of a trade-off analysis aiming at the selection of the best options, with regards to the technological readiness level in France and Europe. The resulting preliminary designs will be presented and critical technologies needing maturation activities will be highlighted. (author)

  12. An integrated mission approach to the space exploration initiative will ensure success

    International Nuclear Information System (INIS)

    Coomes, E.P.; Dagle, J.E.; Bamberger, J.A.; Noffsinger, K.E.

    1991-01-01

    The direction of the American space program, as defined by President Bush and the National Commission on Space, is to expand human presence into the solar system. Landing an American on Mars by the 50th anniversary of the Apollo 11 lunar landing is the goal. This challenge has produced a level of excitement among young Americans not seen for nearly three decades. The exploration and settlement of the space frontier will occupy the creative thoughts and energies of generations of Americans well into the next century. The return of Americans to the moon and beyond must be viewed as a national effort with strong public support if it is to become a reality. Key to making this an actuality is the mission approach selected. Developing a permanent presence in space requires a continual stepping outward from Earch in a logical progressive manner. If we seriously plan to go and to stay, then not only must we plan what we are to do and how we are to do it, we must address the logistic support infrastructure that will allow us to stay there once we arrive. A fully integrated approach to mission planning is needed if the Space exploration Initiative (SEI) is to be successful. Only in this way can a permanent human presence in space be sustained. An integrated infrastructure approach would reduce the number of new systems and technologies requiring development. The resultant horizontal commonality of systems and hardware would reduce the direct economic impact of SEI while an early return on investment through technology spin-offs would be an economic benefit by greatly enhancing our international technical competitiveness. If the exploration, development, and colonization of space is to be affordable and acceptable, careful consideration must be given to such things as ''return on investment'' and ''commercial product potential'' of the technologies developed

  13. Video quality pooling adaptive to perceptual distortion severity.

    Science.gov (United States)

    Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad

    2013-02-01

    It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.

  14. Online Video Game Addiction: Exploring a New Phenomenon

    OpenAIRE

    Rooij, Antonius

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never seen in ‘real’ life. Large online games provide a virtual environment in which they have fun and can freely experiment with different identities, speak other languages, and form new social connection...

  15. VOX POPULI: Automatic Generation of Biased Video Sequences

    NARCIS (Netherlands)

    S. Bocconi; F.-M. Nack (Frank)

    2004-01-01

    textabstractWe describe our experimental rhetoric engine Vox Populi that generates biased video-sequences from a repository of video interviews and other related audio-visual web sources. Users are thus able to explore their own opinions on controversial topics covered by the repository. The

  16. VOX POPULI: automatic generation of biased video sequences

    NARCIS (Netherlands)

    S. Bocconi; F.-M. Nack (Frank)

    2004-01-01

    textabstractWe describe our experimental rhetoric engine Vox Populi that generates biased video-sequences from a repository of video interviews and other related audio-visual web sources. Users are thus able to explore their own opinions on controversial topics covered by the repository. The

  17. Crew systems: integrating human and technical subsystems for the exploration of space

    Science.gov (United States)

    Connors, M. M.; Harrison, A. A.; Summit, J.

    1994-01-01

    Space exploration missions will require combining human and technical subsystems into overall "crew systems" capable of performing under the rigorous conditions of outer space. This report describes substantive and conceptual relationships among humans, intelligent machines, and communication systems, and explores how these components may be combined to complement and strengthen one another. We identify key research issues in the combination of humans and technology and examine the role of individual differences, group processes, and environmental conditions. We conclude that a crew system is, in effect, a social cyborg, a living system consisting of multiple individuals whose capabilities are extended by advanced technology.

  18. Defining and Evaluating Video Hyperlinking for Navigating Multimedia Archives

    OpenAIRE

    Ordelman, Roeland J.F.; Eskevich, Maria; Aly, Robin; Huet, Benoit; Jones, Gareth J.F.

    2015-01-01

    Multimedia hyperlinking is an emerging research topic in the context of digital libraries and (cultural heritage) archives. We have been studying the concept of video-to-video hyperlinking from a video search perspective in the context of the MediaEval evaluation benchmark for several years. Our task considers a use case of exploring large quantities of video content via an automatically created hyperlink structure at the media fragment level. In this paper we report on our findings, examine ...

  19. Synthetic Biology as an Enabling Technology for Space Exploration

    Science.gov (United States)

    Rothschild, Lynn J.

    2016-01-01

    Human exploration off planet is severely limited by the cost of launching materials into space and by re-supply. Thus materials brought from Earth must be light, stable and reliable at destination. Using traditional approaches, a lunar or Mars base would require either transporting a hefty store of metals or heavy manufacturing equipment and construction materials for in situ extraction; both would severely limit any other mission objectives. Long-term human space presence requires periodic replenishment, adding a massive cost overhead. Even robotic missions often sacrifice science goals for heavy radiation and thermal protection. Biology has the potential to solve these problems because life can replicate and repair itself, and perform a wide variety of chemical reactions including making food, fuel and materials. Synthetic biology enhances and expands life's evolved repertoire. Using organisms as feedstock, additive manufacturing through bioprinting will make possible the dream of producing bespoke tools, food, smart fabrics and even replacement organs on demand. This new approach and the resulting novel products will enable human exploration and settlement on Mars, while providing new manufacturing approaches for life on Earth.

  20. Interactive Building Design Space Exploration Using Regionalized Sensitivity Analysis

    DEFF Research Database (Denmark)

    Østergård, Torben; Jensen, Rasmus Lund; Maagaard, Steffen

    2017-01-01

    simulation inputs are most important and which have negligible influence on the model output. Popular sensitivity methods include the Morris method, variance-based methods (e.g. Sobol’s), and regression methods (e.g. SRC). However, all these methods only address one output at a time, which makes it difficult...... in combination with the interactive parallel coordinate plot (PCP). The latter is an effective tool to explore stochastic simulations and to find high-performing building designs. The proposed methods help decision makers to focus their attention to the most important design parameters when exploring......Monte Carlo simulations combined with regionalized sensitivity analysis provide the means to explore a vast, multivariate design space in building design. Typically, sensitivity analysis shows how the variability of model output relates to the uncertainties in models inputs. This reveals which...

  1. Perception Of Space, Empathy And Cognitive Processes: Design Of A Video Game For The Measurement Of Perspective Taking Skills

    Directory of Open Access Journals (Sweden)

    Pio Alfredo Di Tore

    2014-04-01

    Full Text Available The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy, describes the choices made in the design stage and comment on first results obtained during the alpha testing.

  2. Essential elements of a framework for future space exploration and use: the role of science

    Science.gov (United States)

    Rummel, John; Ehrenfreund, Pascale

    The objective of the COSPAR Panel on Exploration (PEX) is to provide independent scientific advice to support the development of exploration programs and to safeguard the potential scientific assets of solar system objects. The Outer Space Treaty (OST) of 1967 provides (Article I) for “exploration and use of outer space” as well as an obligation for States to authorize and supervise space activities (Article VI) so “that national activities are carried out in conformity with the provisions set forth in the. . Treaty,” while the provisions of Article IX of the Treaty include pursuing “studies of outer space, including the Moon and other celestial bodies, and conduct[ing] exploration of them so as to avoid their harmful contamination." In short, the Treaty provides for many activities to take place in outer space, but it also leaves to the future the definitions of “harmful contamination,” “adverse changes,” and even “use.” In order to provide for both protection and use in outer space, and therefore to provide for both scientific and economic exploration, an extension of the OST (or its replacement) will be required. Whatever policy choices are made in constructing such a framework, it is clear that scientific understanding of the solar system, and each of its individual planetary bodies, will be required to determine the balance—and it may be a dynamic balance—between protection and use of outer space environments. This paper will consider the role of scientific advice and continuing research and education within such a framework, and as an essential complement to the necessary regulation distinguishing between protection and use of different locations in outer space.

  3. NASA's Space Launch System: A Flagship for Exploration Beyond Earth's Orbit

    Science.gov (United States)

    May, Todd A.

    2012-01-01

    The National Aeronautics and Space Administration's (NASA) Space Launch System (SLS) Program, managed at the Marshall Space Flight Center, is making progress toward delivering a new capability for exploration beyond Earth orbit in an austere economic climate. This fact drives the SLS team to find innovative solutions to the challenges of designing, developing, fielding, and operating the largest rocket in history. To arrive at the current SLS plan, government and industry experts carefully analyzed hundreds of architecture options and arrived at the one clear solution to stringent requirements for safety, affordability, and sustainability over the decades that the rocket will be in operation. This paper will explore ways to fit this major development within the funding guidelines by using existing engine assets and hardware now in testing to meet a first launch by 2017. It will explain the SLS Program s long-range plan to keep the budget within bounds, yet evolve the 70 metric ton (t) initial lift capability to 130-t lift capability after the first two flights. To achieve the evolved configuration, advanced technologies must offer appropriate return on investment to be selected through a competitive process. For context, the SLS will be larger than the Saturn V that took 12 men on 6 trips for a total of 11 days on the lunar surface over 4 decades ago. Astronauts train for long-duration voyages on the International Space Station, but have not had transportation to go beyond Earth orbit in modern times, until now. NASA is refining its mission manifest, guided by U.S. Space Policy and the Global Exploration Roadmap. Launching the Orion Multi-Purpose Crew Vehicle s (MPCV s) first autonomous certification flight in 2017, followed by a crewed flight in 2021, the SLS will offer a robust way to transport international crews and the air, water, food, and equipment they need for extended trips to asteroids, Lagrange Points, and Mars. In addition, the SLS will accommodate

  4. Solar Energetic Particles Events and Human Exploration: Measurements in a Space Habitat

    Science.gov (United States)

    Narici, L.; Berrilli, F.; Casolino, M.; Del Moro, D.; Forte, R.; Giovannelli, L.; Martucci, M.; Mergè, M.; Picozza, P.; Rizzo, A.; Scardigli, S.; Sparvoli, R.; Zeitlin, C.

    2016-12-01

    Solar activity is the source of Space Weather disturbances. Flares, CME and coronal holes modulate physical conditions of circumterrestrial and interplanetary space and ultimately the fluxes of high-energy ionized particles, i.e., solar energetic particle (SEP) and galactic cosmic ray (GCR) background. This ionizing radiation affects spacecrafts and biological systems, therefore it is an important issue for human exploration of space. During a deep space travel (for example the trip to Mars) radiation risk thresholds may well be exceeded by the crew, so mitigation countermeasures must be employed. Solar particle events (SPE) constitute high risks due to their impulsive high rate dose. Forecasting SPE appears to be needed and also specifically tailored to the human exploration needs. Understanding the parameters of the SPE that produce events leading to higher health risks for the astronauts in deep space is therefore a first priority issue. Measurements of SPE effects with active devices in LEO inside the ISS can produce important information for the specific SEP measured, relative to the specific detector location in the ISS (in a human habitat with a shield typical of manned space-crafts). Active detectors can select data from specific geo-magnetic regions along the orbits, allowing geo-magnetic selections that best mimic deep space radiation. We present results from data acquired in 2010 - 2012 by the detector system ALTEA inside the ISS (18 SPEs detected). We compare this data with data from the detector Pamela on a LEO satellite, with the RAD data during the Curiosity Journey to Mars, with GOES data and with several Solar physical parameters. While several features of the radiation modulation are easily understood by the effect of the geomagnetic field, as an example we report a proportionality of the flux in the ISS with the energetic proton flux measured by GOES, some features appear more difficult to interpret. The final goal of this work is to find the

  5. High efficiency video coding (HEVC) algorithms and architectures

    CERN Document Server

    Budagavi, Madhukar; Sullivan, Gary

    2014-01-01

    This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video – they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design – a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts ...

  6. Mirrored morality: an exploration of moral choice in video games.

    Science.gov (United States)

    Weaver, Andrew J; Lewis, Nicky

    2012-11-01

    This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

  7. Community of Inquiry and Video in Higher Education: Engaging Students Online

    Science.gov (United States)

    Conrad, Oliver

    2015-01-01

    The purpose of this literature review was to explore how video technology can be effectively used in an online classroom setting. The author found and cited online journals with information about the Community of Inquiry (CoI) framework. He further explored specific sources that could give readers an idea how online video technology can affect…

  8. A Collaborative Video Sketching Model in the Making

    DEFF Research Database (Denmark)

    Gundersen, Peter Bukovica; Ørngreen, Rikke; Hautopp, Heidi

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  9. A collaborative video sketching model in the making

    DEFF Research Database (Denmark)

    Gundersen, Peter; Ørngreen, Rikke; Henningsen, Birgitte

    2018-01-01

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  10. Human factors and nuclear space technology in long-term exploration

    International Nuclear Information System (INIS)

    Brown-VanHoozer, S.A.; VanHoozer, W.R.

    2000-01-01

    Allocation of manual versus automated tasks for operation and maintenance of nuclear power systems in space will be crucial at the onset and at the return of a space flight. Such factors as space adaptation syndrome (SAS), a temporary space motion sickness that has affected 40 to 50% of crew members on past space flights, can result in lost effort ranging from a few hours to a full day. This could have a significant impact on manual performance where high levels of execution are likely to be required in the very early stages of the mission. Other considerations involving higher-level behavioral phenomena such as interpersonal and group processes, individual belief systems, social and motivational factors, and (subjective) cognitive function have received little attention; nevertheless these will be essential elements for success in long-term exploration. Understanding that long-term space flight missions may create groups that become unique societies distinct unto themselves will test current ethical, moral, and social belief systems, requiring one to examine the amalgamation as well as organizational structures for the safety and balance of the crew

  11. A Method for Estimating Surveillance Video Georeferences

    Directory of Open Access Journals (Sweden)

    Aleksandar Milosavljević

    2017-07-01

    Full Text Available The integration of a surveillance camera video with a three-dimensional (3D geographic information system (GIS requires the georeferencing of that video. Since a video consists of separate frames, each frame must be georeferenced. To georeference a video frame, we rely on the information about the camera view at the moment that the frame was captured. A camera view in 3D space is completely determined by the camera position, orientation, and field-of-view. Since the accurate measuring of these parameters can be extremely difficult, in this paper we propose a method for their estimation based on matching video frame coordinates of certain point features with their 3D geographic locations. To obtain these coordinates, we rely on high-resolution orthophotos and digital elevation models (DEM of the area of interest. Once an adequate number of points are matched, Levenberg–Marquardt iterative optimization is applied to find the most suitable video frame georeference, i.e., position and orientation of the camera.

  12. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    Science.gov (United States)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  13. 4kUHD H264 Wireless Live Video Streaming Using CUDA

    Directory of Open Access Journals (Sweden)

    A. O. Adeyemi-Ejeye

    2014-01-01

    Full Text Available Ultrahigh definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using preencoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there hasnot been a parallel implementation for video streaming. We therefore present for the first time a novel implementation of 4kUHD live encoding for streaming over a wireless network at low bitrate indoors, using CUDA for parallel H264 encoding. Our experimental results are used to verify our claim.

  14. Developing Expertise: Using Video to Hone Teacher Candidates' Classroom Observation Skills

    Science.gov (United States)

    Cuthrell, Kristen; Steadman, Sharilyn C.; Stapleton, Joy; Hodge, Elizabeth

    2016-01-01

    This article explores the impact of a video observation model developed for teacher candidates in an early experiences course. Video Grand Rounds (VGR) combines a structured observation protocol, videos, and directed debriefing to enhance teacher candidates' observations skills within nonstructured and field-based observations. A comparative…

  15. Remote control video cameras on a suborbital rocket

    International Nuclear Information System (INIS)

    Wessling, Francis C.

    1997-01-01

    Three video cameras were controlled in real time from the ground to a sub-orbital rocket during a fifteen minute flight from White Sands Missile Range in New Mexico. Telemetry communications with the rocket allowed the control of the cameras. The pan, tilt, zoom, focus, and iris of two of the camera lenses, the power and record functions of the three cameras, and also the analog video signal that would be sent to the ground was controlled by separate microprocessors. A microprocessor was used to record data from three miniature accelerometers, temperature sensors and a differential pressure sensor. In addition to the selected video signal sent to the ground and recorded there, the video signals from the three cameras also were recorded on board the rocket. These recorders were mounted inside the pressurized segment of the rocket payload. The lenses, lens control mechanisms, and the three small television cameras were located in a portion of the rocket payload that was exposed to the vacuum of space. The accelerometers were also exposed to the vacuum of space

  16. Exploring Space Weathering on Mercury Using Global UV-VIS Reflectance Spectroscopy

    Science.gov (United States)

    Izenberg, N. R.; Denevi, B. W.

    2018-05-01

    We apply UV analysis methods used on lunar LROC data to Mercury to explore space weathering maturity and possibly evidence of shocked minerals. What says the UV // about shock, maturity // on dear Mercury?

  17. Private space exploration: A new way for starting a spacefaring society?

    Science.gov (United States)

    Genta, Giancarlo

    2014-11-01

    Since the beginning space was an exclusive domain of public organizations, the role of privates is becoming more and more important, and not only in commercial activities. However, the main international treaties dealing with this subject are still based on the assumption that space activities are mostly reserved to states. In the last decade the idea that the role of privates could include the management of space infrastructures and launch vehicles gained support and now private launch services are a reality. An even wider role of privates is now advocated and private exploration and exploitation missions are discussed. This requires that space activity in general can generate an attractive return and those business models are identified.

  18. Exploring Deep Space - Uncovering the Anatomy of Periventricular Structures to Reveal the Lateral Ventricles of the Human Brain.

    Science.gov (United States)

    Colibaba, Alexandru S; Calma, Aicee Dawn B; Webb, Alexandra L; Valter, Krisztina

    2017-10-22

    Anatomy students are typically provided with two-dimensional (2D) sections and images when studying cerebral ventricular anatomy and students find this challenging. Because the ventricles are negative spaces located deep within the brain, the only way to understand their anatomy is by appreciating their boundaries formed by related structures. Looking at a 2D representation of these spaces, in any of the cardinal planes, will not enable visualisation of all of the structures that form the boundaries of the ventricles. Thus, using 2D sections alone requires students to compute their own mental image of the 3D ventricular spaces. The aim of this study was to develop a reproducible method for dissecting the human brain to create an educational resource to enhance student understanding of the intricate relationships between the ventricles and periventricular structures. To achieve this, we created a video resource that features a step-by-step guide using a fiber dissection method to reveal the lateral and third ventricles together with the closely related limbic system and basal ganglia structures. One of the advantages of this method is that it enables delineation of the white matter tracts that are difficult to distinguish using other dissection techniques. This video is accompanied by a written protocol that provides a systematic description of the process to aid in the reproduction of the brain dissection. This package offers a valuable anatomy teaching resource for educators and students alike. By following these instructions educators can create teaching resources and students can be guided to produce their own brain dissection as a hands-on practical activity. We recommend that this video guide be incorporated into neuroanatomy teaching to enhance student understanding of the morphology and clinical relevance of the ventricles.

  19. Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment - Revised.

    Science.gov (United States)

    Buono, Frank D; Griffiths, Mark D; Sprong, Matthew E; Lloyd, Daniel P; Sullivan, Ryan M; Upton, Thomas D

    2017-12-01

    Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.

  20. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.

  1. Molpher: a software framework for systematic chemical space exploration

    Czech Academy of Sciences Publication Activity Database

    Hoksza, D.; Škoda, P.; Voršilák, M.; Svozil, Daniel

    2014-01-01

    Roč. 6, č. 1 (2014) ISSN 1758-2946 R&D Projects: GA TA ČR TA02010212; GA ČR(CZ) GAP202/11/0968; GA ČR(CZ) GP14-29032P Keywords : Chemical space exploration * De-novo design * In silico ligand design * Chemical biology tools Subject RIV: EB - Genetics ; Molecular Biology Impact factor: 4.547, year: 2014

  2. Benefits of Microalgae for Human Space Exploration

    Science.gov (United States)

    Verrecchia, Angelique; Bebout, Brad M.; Murphy, Thomas

    2015-01-01

    Algae have long been known to offer a number of benefits to support long duration human space exploration. Algae contain proteins, essential amino acids, vitamins, and lipids needed for human consumption, and can be produced using waste streams, while consuming carbon dioxide, and producing oxygen. In comparison with higher plants, algae have higher growth rates, fewer environmental requirements, produce far less "waste" tissue, and are resistant to digestion and/or biodegradation. As an additional benefit, algae produce many components (fatty acids, H2, etc.) which are useful as biofuels. On Earth, micro-algae survive in many harsh environments including low humidity, extremes in temperature, pH, and as well as high salinity and solar radiation. Algae have been shown to survive inmicro-gravity, and can adapt to high and low light intensity while retaining their ability to perform nitrogen fixation and photosynthesis. Studies have demonstrated that some algae are resistant to the space radiation environment, including solar ultraviolet radiation. It remains to be experimentally demonstrated, however, that an algal-based system could fulfil the requirements for a space-based Bioregenerative Life Support System (BLSS) under comparable spaceflight power, mass, and environmental constraints. Two specific challenges facing algae cultivation in space are that (i) conventional growth platforms require large masses of water, which in turn require a large amount of propulsion fuel, and (ii) most nutrient delivery mechanisms (predominantly bubbling) are dependent on gravity. To address these challenges, we have constructed a low water biofilm based bioreactor whose operation is enabled by capillary forces. Preliminary characterization of this Surface Adhering BioReactor (SABR) suggests that it can serve as a platform for cultivating algae in space which requires about 10 times less mass than conventional reactors without sacrificing growth rate. Further work is necessary to

  3. Enhancing engagement in multimodality environments by sound movement in a virtual space

    DEFF Research Database (Denmark)

    Götzen, Amalia De

    2004-01-01

    of instrumental sounds - has allowed space as a musical instrumental practice to flourish. Electro-acoustic technologies let composers explore new listening dimensions and consider the sounds coming from loudspeakers as possessing different logical meanings from the sounds produced by traditional instruments....... Medea, Adriano Guarnieri's "video opera", is an innovative work stemming from research in multimedia that demonstrates the importance and amount of research dedicated to sound movement in space. Medea is part of the Multi-sensory Expressive Gesture Application project (http://www.megaproject.org). Among...

  4. Effectance and control as determinants of video game enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Hartmann, T.; Frey, A.

    2007-01-01

    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was

  5. DIPS space exploration initiative safety

    International Nuclear Information System (INIS)

    Dix, T.E.

    1991-01-01

    The Dynamic Isotope Power Subsystem has been identified for potential applications for the Space Exploration Initiative. A qualitative safety assessment has been performed to demonstrate the overall safety adequacy of the Dynamic Isotope Power Subsystem for these applications. Mission profiles were defined for reference lunar and martian flights. Accident scenarios were qualitatively defined for all mission phases. Safety issues were then identified. The safety issues included radiation exposure, fuel containment, criticality, diversion, toxic materials, heat flux to the extravehicular mobility unit, and disposal. The design was reviewed for areas where safety might be further improved. Safety would be improved by launching the fuel separate from the rest of the subsystem on expendable launch vehicles, using a fuel handling tool during unloading of the hot fuel canister, and constructing a cage-like structure around the reversible heat removal system lithium heat pipes. The results of the safety assessment indicate that the DIPS design with minor modifications will produce a low risk concept

  6. An integrated mission approach to the space exploration initiative will ensure success

    Science.gov (United States)

    Coomes, Edmund P.; Dagle, Jefferey E.; Bamberger, Judith A.; Noffsinger, Kent E.

    1991-01-01

    The direction of the American space program, as defined by President Bush and the National Commission on Space, is to expand human presence into the solar system. Landing an American on Mars by the 50th anniversary of the Apollo 11 lunar landing is the goal. This challenge has produced a level of excitement among young Americans not seen for nearly three decades. The exploration and settlement of the space frontier will occupy the creative thoughts and energies of generations of Americans well into the next century. The return of Americans to the moon and beyond must be viewed as a national effort with strong public support if it is to become a reality. Key to making this an actuality is the mission approach selected. Developing a permanent presence in space requires a continual stepping outward from Earch in a logical progressive manner. If we seriously plan to go and to stay, then not only must we plan what we are to do and how we are to do it, we must address the logistic support infrastructure that will allow us to stay there once we arrive. A fully integrated approach to mission planning is needed if the Space exploration Initiative (SEI) is to be successful. Only in this way can a permanent human presence in space be sustained. An integrated infrastructure approach would reduce the number of new systems and technologies requiring development. The resultant horizontal commonality of systems and hardware would reduce the direct economic impact of SEI while an early return on investment through technology spin-offs would be an economic benefit by greatly enhancing our international technical competitiveness. If the exploration, development, and colonization of space is to be affordable and acceptable, careful consideration must be given to such things as ``return on investment'' and ``commercial product potential'' of the technologies developed. This integrated approach will win the Congressional support needed to secure the financial backing necessary to assure

  7. NASA Virtual Institutes: International Bridges for Space Exploration

    Science.gov (United States)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  8. Space life and biomedical sciences in support of the global exploration roadmap and societal development

    Science.gov (United States)

    Evetts, S. N.

    2014-08-01

    The human exploration of space is pushing the boundaries of what is technically feasible. The space industry is preparing for the New Space era, the momentum for which will emanate from the commercial human spaceflight sector, and will be buttressed by international solar system exploration endeavours. With many distinctive technical challenges to be overcome, human spaceflight requires that numerous biological and physical systems be examined under exceptional circumstances for progress to be made. To effectively tackle such an undertaking significant intra- and international coordination and collaboration is required. Space life and biomedical science research and development (R & D) will support the Global Exploration Roadmap (GER) by enabling humans to 'endure' the extreme activity that is long duration human spaceflight. In so doing the field will discover solutions to some of our most difficult human health issues, and as a consequence benefit society as a whole. This space-specific R&D will drive a significant amount of terrestrial biomedical research and as a result the international community will not only gain benefits in the form of improved healthcare in space and on Earth, but also through the growth of its science base and industry.

  9. Live Ultra-High Definition from the International Space Station

    Science.gov (United States)

    Grubbs, Rodney; George, Sandy

    2017-01-01

    The first ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a 'Super Session' at the National Association of Broadcasters (NAB) in April 2017. The Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. HEVC may also enable live Virtual Reality video downlinks from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a 'live' event was staged when the UHD coming from the ISS had a latency of 10+ seconds. Finally, the paper will discuss how NASA is leveraging commercial technologies for use on-orbit vs. creating technology as was required during the Apollo Moon Program and early space age.

  10. Towards human exploration of space: The THESEUS review series on immunology research priorities

    DEFF Research Database (Denmark)

    Jean-Pol, Frippiat; Crucian, Brian E; de Quervain, Dominique

    2016-01-01

    to maintain immune homeostasis under such challenges. In the framework of the THESEUS project whose aim was to develop an integrated life sciences research roadmap regarding human space exploration, experts working in the field of space immunology, and related disciplines, established a questionnaire sent...

  11. Improving physics instruction by analyzing video games

    Science.gov (United States)

    Beatty, Ian D.

    2013-01-01

    Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.

  12. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  13. The NASA GOLD Mission: Exploring the Interface between Earth and Space

    Science.gov (United States)

    Mason, T.; Costanza, B.

    2017-12-01

    NASA's Global-scale Observations of the Limb and Disk, or GOLD, mission will explore a little understood area close to home, but historically hard to observe: the interface between Earth and space, a dynamic area of near-Earth space that responds both to space weather above, and the lower atmosphere below. GOLD, scheduled to launch into geostationary orbit in early 2018, will collect observations with a 30-minute cadence, much higher than any mission that has come before it. This will enable GOLD to be the first mission to study the day-to-day weather of a region of space—the thermosphere and ionosphere—rather than its long-term climate. GOLD will explore the near-Earth space environment, which is home to astronauts, radio signals used to guide airplanes and ships, and satellites that provide our communications and GPS systems. GOLD's unprecedented images and data will enable research that can improve situational awareness to help protect astronauts, spacecraft, and humans on the ground. As part of the GOLD communications and outreach program, the Office of Communications & Outreach at the Laboratory for Atmospheric and Space Physics (LASP) is developing a suite of products and programs to introduce the science of the GOLD mission to a broad range of public audiences, including students, teachers, journalists, social media practitioners, and the wider planetary and Earth science communities. We plan to showcase with this poster some of the tools we are developing to achieve this goal.

  14. Security Policy for a Generic Space Exploration Communication Network Architecture

    Science.gov (United States)

    Ivancic, William D.; Sheehe, Charles J.; Vaden, Karl R.

    2016-01-01

    This document is one of three. It describes various security mechanisms and a security policy profile for a generic space-based communication architecture. Two other documents accompany this document- an Operations Concept (OpsCon) and a communication architecture document. The OpsCon should be read first followed by the security policy profile described by this document and then the architecture document. The overall goal is to design a generic space exploration communication network architecture that is affordable, deployable, maintainable, securable, evolvable, reliable, and adaptable. The architecture should also require limited reconfiguration throughout system development and deployment. System deployment includes subsystem development in a factory setting, system integration in a laboratory setting, launch preparation, launch, and deployment and operation in space.

  15. Pruning techniques for multi-objective system-level design space exploration

    NARCIS (Netherlands)

    Piscitelli, R.

    2014-01-01

    System-level design space exploration (DSE), which is performed early in the design process, is of eminent importance to the design of complex multi-processor embedded system architectures. During system-level DSE, system parameters like, e.g., the number and type of processors, the type and size of

  16. Exploration-Related Research on the International Space Station: Connecting Science Results to the Design of Future Missions

    Science.gov (United States)

    Rhatigan, Jennifer L.; Robinson, Julie A.; Sawin, Charles F.; Ahlf, Peter R.

    2005-01-01

    In January, 2004, the US President announced a vision for space exploration, and charged NASA with utilizing the International Space Station (ISS) for research and technology targeted at supporting the US space exploration goals. This paper describes: 1) what we have learned from the first four years of research on ISS relative to the exploration mission, 2) the on-going research being conducted in this regard, 3) our current understanding of the major exploration mission risks that the ISS can be used to address, and 4) current progress in realigning NASA s research portfolio for ISS to support exploration missions. Specifically, we discuss the focus of research on solving the perplexing problems of maintaining human health on long-duration missions, and the development of countermeasures to protect humans from the space environment, enabling long duration exploration missions. The interchange between mission design and research needs is dynamic, where design decisions influence the type of research needed, and results of research influence design decisions. The fundamental challenge to science on ISS is completing experiments that answer key questions in time to shape design decisions for future exploration. In this context, exploration-relevant research must do more than be conceptually connected to design decisions-it must become a part of the mission design process.

  17. Selecting salient frames for spatiotemporal video modeling and segmentation.

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

    We propose a new statistical generative model for spatiotemporal video segmentation. The objective is to partition a video sequence into homogeneous segments that can be used as "building blocks" for semantic video segmentation. The baseline framework is a Gaussian mixture model (GMM)-based video modeling approach that involves a six-dimensional spatiotemporal feature space. Specifically, we introduce the concept of frame saliency to quantify the relevancy of a video frame to the GMM-based spatiotemporal video modeling. This helps us use a small set of salient frames to facilitate the model training by reducing data redundancy and irrelevance. A modified expectation maximization algorithm is developed for simultaneous GMM training and frame saliency estimation, and the frames with the highest saliency values are extracted to refine the GMM estimation for video segmentation. Moreover, it is interesting to find that frame saliency can imply some object behaviors. This makes the proposed method also applicable to other frame-related video analysis tasks, such as key-frame extraction, video skimming, etc. Experiments on real videos demonstrate the effectiveness and efficiency of the proposed method.

  18. Evaluating Student Self-Assessment through Video-Recorded Patient Simulations.

    Science.gov (United States)

    Sanderson, Tammy R; Kearney, Rachel C; Kissell, Denise; Salisbury, Jessica

    2016-08-01

    The purpose of this pilot study was to determine if the use of a video-recorded clinical session affects the accuracy of dental hygiene student self-assessment and dental hygiene instructor feedback. A repeated measures experiment was conducted. The use of the ODU 11/12 explorer was taught to students and participating faculty through video and demonstration. Students then demonstrated activation of the explorer on a student partner using the same technique. While faculty completed the student assessment in real time, the sessions were video recorded. After completing the activation of the explorer, students and faculty completed an assessment of the student's performance using a rubric. A week later, both students and faculty viewed the video of the clinical skill performance and reassessed the student's performance using the same rubric. The student videos were randomly assigned a number, so faculty reassessed the performance without access to the student's identity or the score that was initially given. Twenty-eight students and 4 pre-clinical faculty completed the study. Students' average score was 4.68±1.16 on the first assessment and slightly higher 4.89±1.45 when reviewed by video. Faculty average scores were 5.07±2.13 at the first assessment and 4.79±2.54 on the second assessment with the video. No significant differences were found between the differences in overall scores, there was a significant difference in the scores of the grading criteria compared to the expert assessment scores (p=0.0001). This pilot study shows that calibration and assessment without bias in education is a challenge. Analyzing and incorporating new techniques can result in more exact assessment of student performance and self-assessment. Copyright © 2016 The American Dental Hygienists’ Association.

  19. Video Links from Prison: Permeability and the Carceral World

    Directory of Open Access Journals (Sweden)

    Carolyn McKay

    2016-03-01

    Full Text Available As audio visual communication technologies are installed in prisons, these spaces of incarceration are networked with courtrooms and other non-contiguous spaces, potentially facilitating a process of permeability. Jurisdictions around the world are embracing video conferencing and the technology is becoming a major interface for prisoners’ interactions with courts and legal advisers. In this paper, I draw on fieldwork interviews with prisoners from two correction centres in New South Wales, Australia, to understand their subjective and sensorial experiences of using video links as a portal to the outside world. These interviews raised many issues including audio permeability: a soundtrack of incarceration sometimes infiltrates into the prison video studio and then the remote courtroom, framing the prisoner in the context of their detention, intruding on legal process, and affecting prisoners’ comprehension and participation.

  20. Space Exploration: Issues Concerning the Vision for Space Exploration

    National Research Council Canada - National Science Library

    Smith, Marcia S

    2006-01-01

    .... Bush announced new goals for the National Aeronautics and Space Administration (NASA), directing the agency to focus on returning humans to the Moon by 2020, and eventually sending them to Mars and worlds beyond...

  1. Exploring youth and caregiver preferences for asthma education video content.

    Science.gov (United States)

    Geryk, Lorie L; Arrindell, Courtney C; Sage, Adam J; Blalock, Susan J; Reuland, Daniel S; Coyne-Beasley, Tamera; Lee, Charles; Sleath, Betsy L; Carpenter, Delesha M

    2016-01-01

    This study examines (1) whether youth and their caregivers have different preferences for asthma education video topics and (2) if education topic preferences vary by youth and caregiver sociodemographic characteristics. Youth (n = 83) ages 7-17 years with persistent asthma and their caregivers were recruited at two pediatric practices in North Carolina. Sociodemographic information and youth and caregiver preferences for nine asthma video education topics were collected during in-person interviews. Bonferroni-corrected Chi-square or McNemar tests (α = 0.0056) were used to compare youth and caregivers differences in topic preferences and topic preferences by youth and caregiver sociodemographic characteristics, including gender, race, ethnicity, and age. Youth were primarily male (52%) and from low-income families (74%; caregiver annual income less than $30,000) and many were Hispanic (45%). Youth and parents expressed the most interest in the following two topics: "how to deal with triggers" (90% and 95%, respectively) and "how to keep asthma under control" (87% and 96%, respectively). Caregivers and children were discordant for two topics: "the difference between a rescue and controller medicine" and "how to [help your child] talk to your [his/her] friends about asthma." No differences were found between youth and caregiver sociodemographic characteristics and video topic preferences. Youth with persistent asthma and their caregivers differed in their asthma education topic preferences, but preferences did not vary by caregiver or youth sociodemographic characteristics. Studies examining the effectiveness of interventions tailored to differences in educational preferences of youth with asthma and their caregivers are needed.

  2. The Now Age, New Space, and Transforming the Exploration of Geospace

    Science.gov (United States)

    Paxton, L. J.

    2017-12-01

    In this talk I will discuss: 1) Changing our description of how and why we do Heliophysics (NASA) and Geospace Science (NSF) research 2) How we can take advantage of the New Space industry capabilities 3) How and why we can use the technology that has begun the transformation of our society into the "Now Age" I will discuss trends that I see that enable, if we have the will, a fundamental revitalization of the science that we aspire to do. I will focus on our opportunities to revolutionize the exploration of geospace (the region below about 1000km) and how that addresses fundamental questions about our place in the universe. Exploration of space, in particular exploration of geospace, is at a cusp - we can either attempt to continue to move forward using the same, tried and true techniques or we can embrace the "Now Age" and the capabilities enabled by the New Space industry to move forward to a fuller understanding of our world's place in the solar system. Heliophysics at NASA and Geospace Science at NSF can be recast as fundamental exploratory basic research that asks and answers questions that everyone can understand. We are in the Now Age because the human race has enabled and embraced a fundamentally different way of accessing information and, potentially gaining knowledge. For the first time, we have the capability to provide essentially all of recorded human knowledge immediately and to anyone - and people want that access "now". Even in the scientific community we expect to be able to see the latest data right now. This is enabled by the internet and ubiquitous connectivity; low cost data storage and memory; fast, low-cost computing; the means to visualize the information; advances in the way we store, catalog and retrieve information; and advances in modeling and simulation. Concomitant with the Now Age, and providing an impetus to do things "now", the New Space industry has enabled low cost access to space and has embraced a vision of human presence in

  3. 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...

  4. Expressing Youth Voice through Video Games and Coding

    Science.gov (United States)

    Martin, Crystle

    2017-01-01

    A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…

  5. Authentication for Propulsion Test Streaming Video

    Data.gov (United States)

    National Aeronautics and Space Administration — A streaming video system was developed and implemented at SSC to support various propulsion projects at SSC. These projects included J-2X and AJ-26 rocket engine...

  6. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  7. Advanced Avionics and Processor Systems for a Flexible Space Exploration Architecture

    Science.gov (United States)

    Keys, Andrew S.; Adams, James H.; Smith, Leigh M.; Johnson, Michael A.; Cressler, John D.

    2010-01-01

    The Advanced Avionics and Processor Systems (AAPS) project, formerly known as the Radiation Hardened Electronics for Space Environments (RHESE) project, endeavors to develop advanced avionic and processor technologies anticipated to be used by NASA s currently evolving space exploration architectures. The AAPS project is a part of the Exploration Technology Development Program, which funds an entire suite of technologies that are aimed at enabling NASA s ability to explore beyond low earth orbit. NASA s Marshall Space Flight Center (MSFC) manages the AAPS project. AAPS uses a broad-scoped approach to developing avionic and processor systems. Investment areas include advanced electronic designs and technologies capable of providing environmental hardness, reconfigurable computing techniques, software tools for radiation effects assessment, and radiation environment modeling tools. Near-term emphasis within the multiple AAPS tasks focuses on developing prototype components using semiconductor processes and materials (such as Silicon-Germanium (SiGe)) to enhance a device s tolerance to radiation events and low temperature environments. As the SiGe technology will culminate in a delivered prototype this fiscal year, the project emphasis shifts its focus to developing low-power, high efficiency total processor hardening techniques. In addition to processor development, the project endeavors to demonstrate techniques applicable to reconfigurable computing and partially reconfigurable Field Programmable Gate Arrays (FPGAs). This capability enables avionic architectures the ability to develop FPGA-based, radiation tolerant processor boards that can serve in multiple physical locations throughout the spacecraft and perform multiple functions during the course of the mission. The individual tasks that comprise AAPS are diverse, yet united in the common endeavor to develop electronics capable of operating within the harsh environment of space. Specifically, the AAPS tasks for

  8. PhD students at Science & Technology exploring student learning in a collaborative video-circle

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Hougaard, Rikke F.

    examined using video, audio and questionnaires. The TAs reported a high level of outcomes and referred to the importance of the video as evidence supporting the discussions. The importance of the collaboration between peers and staff (educational developers) was emphasized: highlighting the benefit...

  9. Single Step to Orbit; a First Step in a Cooperative Space Exploration Initiative

    Science.gov (United States)

    Lusignan, Bruce; Sivalingam, Shivan

    1999-01-01

    At the end of the Cold War, disarmament planners included a recommendation to ease reduction of the U.S. and Russian aerospace industries by creating cooperative scientific pursuits. The idea was not new, having earlier been suggested by Eisenhower and Khrushchev to reduce the pressure of the "Military Industrial Complex" by undertaking joint space exploration. The Space Exploration Initiative (SEI) proposed at the end of the Cold War by President Bush and Premier Gorbachev was another attempt to ease the disarmament process by giving the bloated war industries something better to do. The engineering talent and the space rockets could be used for peaceful pursuits, notably for going back to the Moon and then on to Mars with human exploration and settlement. At the beginning of this process in 1992 staff of the Stanford Center for International Cooperation in Space attended the International Space University in Canada, met with Russian participants and invited a Russian team to work with us on a joint Stanford-Russian Mars Exploration Study. A CIA student and Airforce and Navy students just happened to join the Stanford course the next year and all students were aware that the leader of the four Russian engineers was well versed in Russian security. But, as long as they did their homework, they were welcome to participate with other students in defining the Mars mission and the three engineers they sent were excellent. At the end of this study we were invited to give a briefing to Dr. Edward Teller at Stanford's Hoover Institution of War and Peace. We were also encouraged to hold a press conference on Capitol Hill to introduce the study to the world. At a pre-conference briefing at the Space Council, we were asked to please remind the press that President Bush had asked for a cooperative exploration proposal not a U.S. alone initiative. The Stanford-Russian study used Russia's Energia launchers, priced at $300 Million each. The mission totaled out to $71.5 Billion

  10. Multi-Dielectric Brownian Dynamics and Design-Space-Exploration Studies of Permeation in Ion Channels.

    Science.gov (United States)

    Siksik, May; Krishnamurthy, Vikram

    2017-09-01

    This paper proposes a multi-dielectric Brownian dynamics simulation framework for design-space-exploration (DSE) studies of ion-channel permeation. The goal of such DSE studies is to estimate the channel modeling-parameters that minimize the mean-squared error between the simulated and expected "permeation characteristics." To address this computational challenge, we use a methodology based on statistical inference that utilizes the knowledge of channel structure to prune the design space. We demonstrate the proposed framework and DSE methodology using a case study based on the KcsA ion channel, in which the design space is successfully reduced from a 6-D space to a 2-D space. Our results show that the channel dielectric map computed using the framework matches with that computed directly using molecular dynamics with an error of 7%. Finally, the scalability and resolution of the model used are explored, and it is shown that the memory requirements needed for DSE remain constant as the number of parameters (degree of heterogeneity) increases.

  11. The Learning Potential of Video Sketching

    DEFF Research Database (Denmark)

    Gundersen, Peter Bukovica; Ørngreen, Rikke; Hautopp, Heidi

    2017-01-01

    , designers across various disciplines have used sketching as an integrative part of their everyday practice, and sketching has proven to have a multitude of purposes in professional design. The purpose of this paper is to explore what happens when an extra layer of video recording is added during the early...... a new one or another is rejected. Also, video can make participants very and even too self-aware, though in explanatory and persuasive sessions, this may support participants to use more precise and explicit language. Based on these experiments, four different steps of collaborative video sketching have...... been identified: shaping, recording, viewing and editing. Combined with the different modes, these steps constitute the basis of our video sketching framework. This framework has been used as a tool for redesigning learning activities. It suggests new scenarios to include in future research using...

  12. The National Space Biomedical Research Institute's education and public outreach program: Working toward a global 21st century space exploration society

    Science.gov (United States)

    MacLeish, Marlene Y.; Thomson, William A.; Moreno, Nancy P.

    2011-05-01

    Space Exploration educators worldwide are confronting challenges and embracing opportunities to prepare students for the global 21st century workforce. The National Space Biomedical Research Institute (NSBRI), established in 1997 through a NASA competition, is a 12-university consortium dedicated to space life science research and education. NSBRI's Education and Public Outreach Program (EPOP) is advancing the Institute's mission by responding to global educational challenges through activities that: provide teacher professional development; develop curricula that teach students to communicate with their peers across the globe; provide women and minority US populations with greater access to, and awareness of science careers; and promote international science education partnerships. A recent National Research Council (NRC) Space Studies Board Report, America's Future in Space: Aligning the Civil Program with National Needs, acknowledges that "a capable workforce for the 21st century is a key strategic objective for the US space program… (and that) US problems requiring best efforts to understand and resolve…are global in nature and must be addressed through mutual worldwide action". [1] This sentiment has gained new momentum through a recent National Aeronautics and Space Administration (NASA) report, which recommends that the life of the International Space Station be extended beyond the planned 2016 termination. [2] The two principles of globalization and ISS utility have elevated NSBRI EPOP efforts to design and disseminate science, technology, engineering and mathematics (STEM) educational materials that prepare students for full participation in a globalized, high technology society; promote and provide teacher professional development; create research opportunities for women and underserved populations; and build international educational partnerships. This paper describes select EPOP projects and makes the case for using innovative, emerging information

  13. Virtual environment navigation with look-around mode to explore new real spaces by people who are blind.

    Science.gov (United States)

    Lahav, Orly; Gedalevitz, Hadas; Battersby, Steven; Brown, David; Evett, Lindsay; Merritt, Patrick

    2018-05-01

    This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology. The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared with only 30% of the control group participants. Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model. Implications for rehabilitation The virtual cane system for the first time enables people who are blind to explore and collect spatial information via the look-around mode in addition to the walk-around mode. People who are blind prefer to use look-around mode to explore new spaces, as opposed to the walking mode. Although the look-around mode requires users to establish a complex collecting and processing procedure for the spatial data, people who are blind using this mode are able to construct a mental map as a map model. For people who are blind (as for the sighted) construction of a mental map based on map model offers more flexibility in choosing a walking path in a real space, accounting for changes that occur in the space.

  14. Is it acceptable to video-record palliative care consultations for research and training purposes? A qualitative interview study exploring the views of hospice patients, carers and clinical staff.

    Science.gov (United States)

    Pino, Marco; Parry, Ruth; Feathers, Luke; Faull, Christina

    2017-09-01

    Research using video recordings can advance understanding of healthcare communication and improve care, but making and using video recordings carries risks. To explore views of hospice patients, carers and clinical staff about whether videoing patient-doctor consultations is acceptable for research and training purposes. We used semi-structured group and individual interviews to gather hospice patients, carers and clinical staff views. We used Braun and Clark's thematic analysis. Interviews were conducted at one English hospice to inform the development of a larger video-based study. We invited patients with capacity to consent and whom the care team judged were neither acutely unwell nor severely distressed (11), carers of current or past patients (5), palliative medicine doctors (7), senior nurses (4) and communication skills educators (5). Participants viewed video-based research on communication as valuable because of its potential to improve communication, care and staff training. Video-based research raised concerns including its potential to affect the nature and content of the consultation and threats to confidentiality; however, these were not seen as sufficient grounds for rejecting video-based research. Video-based research was seen as acceptable and useful providing that measures are taken to reduce possible risks across the recruitment, recording and dissemination phases of the research process. Video-based research is an acceptable and worthwhile way of investigating communication in palliative medicine. Situated judgements should be made about when it is appropriate to involve individual patients and carers in video-based research on the basis of their level of vulnerability and ability to freely consent.

  15. PDB-Explorer: a web-based interactive map of the protein data bank in shape space.

    Science.gov (United States)

    Jin, Xian; Awale, Mahendra; Zasso, Michaël; Kostro, Daniel; Patiny, Luc; Reymond, Jean-Louis

    2015-10-23

    The RCSB Protein Data Bank (PDB) provides public access to experimentally determined 3D-structures of biological macromolecules (proteins, peptides and nucleic acids). While various tools are available to explore the PDB, options to access the global structural diversity of the entire PDB and to perceive relationships between PDB structures remain very limited. A 136-dimensional atom pair 3D-fingerprint for proteins (3DP) counting categorized atom pairs at increasing through-space distances was designed to represent the molecular shape of PDB-entries. Nearest neighbor searches examples were reported exemplifying the ability of 3DP-similarity to identify closely related biomolecules from small peptides to enzyme and large multiprotein complexes such as virus particles. The principle component analysis was used to obtain the visualization of PDB in 3DP-space. The 3DP property space groups proteins and protein assemblies according to their 3D-shape similarity, yet shows exquisite ability to distinguish between closely related structures. An interactive website called PDB-Explorer is presented featuring a color-coded interactive map of PDB in 3DP-space. Each pixel of the map contains one or more PDB-entries which are directly visualized as ribbon diagrams when the pixel is selected. The PDB-Explorer website allows performing 3DP-nearest neighbor searches of any PDB-entry or of any structure uploaded as protein-type PDB file. All functionalities on the website are implemented in JavaScript in a platform-independent manner and draw data from a server that is updated daily with the latest PDB additions, ensuring complete and up-to-date coverage. The essentially instantaneous 3DP-similarity search with the PDB-Explorer provides results comparable to those of much slower 3D-alignment algorithms, and automatically clusters proteins from the same superfamilies in tight groups. A chemical space classification of PDB based on molecular shape was obtained using a new atom-pair 3

  16. Loop-R : Real-Time Video Interface

    OpenAIRE

    Pereira, Rui

    2007-01-01

    Loop-R is a real-time video performance tool, based in the exploration of low-tech, used technology and human engineering research. With this tool its , , author is giving a shout to industry, using existing and mistreated technology in innovative ways, combining concepts and interfaces: blending segregated interfaces (GUI and Physical) into one. After graspable interfaces and the "end" of WIMP interfaces, hardware and software blend themselves in a new genre providing free control of video-l...

  17. Smartphone Video Guidance Sensor for Small Satellites

    Data.gov (United States)

    National Aeronautics and Space Administration — Smartphone Video Guidance Sensor(SVGS) for Small Satellites will provide a low-cost,integrated rendezvous & proximity operations sensor system to allow an...

  18. Exploring Sustainability Using images from Space

    Science.gov (United States)

    Chen, Loris; Salmon, Jennifer; Burns, Courtney

    2016-04-01

    , laptops, iPads). As a result, web-based resources are incorporated into student learning on a daily basis. This has created a truly global classroom for students who, via the Internet, can and do access materials from any country in the world. Students work collaboratively using Google Classroom and a suite of Google apps. Teacher-created websites serve as the textbook with text, video, static images, interactive images, and external links designed to stimulate student growth in scientific literacy, language arts, and mathematics. Images of Earth's systems generated from data collected by Earth orbiting spacecraft are essential tools for understanding sustainability concepts at global, national, regional, and local scales. Images and supporting data from NASA (U.S.), ESA (Europe), and JAXA (Japan) are used to explore Earth's atmosphere, hydrosphere, and geosphere. Simulations, time-lapses, and graphical representations of historical and real-time, remote-sensing data stimulate student questions and engage students in learning as they design and test models to explain complex interactions of Earth's systems and feedback loops between natural and human-made environments. As students make meaning of observations and communicate their perceptions and understandings to a variety of audiences, they gain mastery of scientific literacy, language arts skills, and mathematics skills.

  19. Teasing Apart Complex Motions using VideoPoint

    Science.gov (United States)

    Fischer, Mark

    2002-10-01

    Using video analysis software such as VideoPoint, it is possible to explore the physics of any phenomenon that can be captured on videotape. The good news is that complex motions can be filmed and analyzed. The bad news is that the motions can become very complex very quickly. An example of such a complicated motion, the 2-dimensional motion of an object as filmed by a camera that is moving and rotating in the same plane will be discussed. Methods for extracting the desired object motion will be given as well as suggestions for shooting more easily analyzable video clips.

  20. Learning literacy and content through video activities in primary education

    NARCIS (Netherlands)

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge

  1. Comparison of Historic Exploration with Contemporary Space Policy Suggests a Retheorisation of Settings

    Science.gov (United States)

    Cokely, J.; Rankin, W.; Heinrich, P.; McAuliffe, M.

    The 2008 NASA Astrobiology Roadmap provides one way of theorising this developing field, a way which has become the normative model for the discipline: science-and scholarship-driven funding for space. By contrast, a novel re-evaluation of funding policies is undertaken in this article to reframe astrobiology, terraforming and associated space travel and research. Textual visualisation, discourse and numeric analytical methods, and value theory are applied to historical data and contemporary sources to re-investigate significant drivers and constraints on the mechanisms of enabling space exploration. Two data sets are identified and compared: the business objectives and outcomes of major 15th-17th century European joint-stock exploration and trading companies and a case study of a current space industry entrepreneur company. Comparison of these analyses suggests that viable funding policy drivers can exist outside the normative science and scholarship-driven roadmap. The two drivers identified in this study are (1) the intrinsic value of space as a territory to be experienced and enjoyed, not just studied, and (2) the instrumental, commercial value of exploiting these experiences by developing infrastructure and retail revenues. Filtering of these results also offers an investment rationale for companies operating in, or about to enter, the space business marketplace.

  2. Enrichment and Ranking of the YouTube Tag Space and Integration with the Linked Data Cloud

    Science.gov (United States)

    Choudhury, Smitashree; Breslin, John G.; Passant, Alexandre

    The increase of personal digital cameras with video functionality and video-enabled camera phones has increased the amount of user-generated videos on the Web. People are spending more and more time viewing online videos as a major source of entertainment and "infotainment". Social websites allow users to assign shared free-form tags to user-generated multimedia resources, thus generating annotations for objects with a minimum amount of effort. Tagging allows communities to organise their multimedia items into browseable sets, but these tags may be poorly chosen and related tags may be omitted. Current techniques to retrieve, integrate and present this media to users are deficient and could do with improvement. In this paper, we describe a framework for semantic enrichment, ranking and integration of web video tags using Semantic Web technologies. Semantic enrichment of folksonomies can bridge the gap between the uncontrolled and flat structures typically found in user-generated content and structures provided by the Semantic Web. The enhancement of tag spaces with semantics has been accomplished through two major tasks: (1) a tag space expansion and ranking step; and (2) through concept matching and integration with the Linked Data cloud. We have explored social, temporal and spatial contexts to enrich and extend the existing tag space. The resulting semantic tag space is modelled via a local graph based on co-occurrence distances for ranking. A ranked tag list is mapped and integrated with the Linked Data cloud through the DBpedia resource repository. Multi-dimensional context filtering for tag expansion means that tag ranking is much easier and it provides less ambiguous tag to concept matching.

  3. Exploring the Functioning of Decision Space: A Review of the Available Health Systems Literature

    Directory of Open Access Journals (Sweden)

    Tamlyn Eslie Roman

    2017-07-01

    Full Text Available Background The concept of decision space holds appeal as an approach to disaggregating the elements that may influence decision-making in decentralized systems. This narrative review aims to explore the functioning of decision space and the factors that influence decision space. Methods A narrative review of the literature was conducted with searches of online databases and academic journals including PubMed Central, Emerald, Wiley, Science Direct, JSTOR, and Sage. The articles were included in the review based on the criteria that they provided insight into the functioning of decision space either through the explicit application of or reference to decision space, or implicitly through discussion of decision-making related to organizational capacity or accountability mechanisms. Results The articles included in the review encompass literature related to decentralisation, management and decision space. The majority of the studies utilise qualitative methodologies to assess accountability mechanisms, organisational capacities such as finance, human resources and management, and the extent of decision space. Of the 138 articles retrieved, 76 articles were included in the final review. Conclusion The literature supports Bossert’s conceptualization of decision space as being related to organizational capacities and accountability mechanisms. These functions influence the decision space available within decentralized systems. The exact relationship between decision space and financial and human resource capacities needs to be explored in greater detail to determine the potential influence on system functioning.

  4. Occupational Therapy and Video Modeling for Children with Autism

    Science.gov (United States)

    Becker, Emily Ann; Watry-Christian, Meghan; Simmons, Amanda; Van Eperen, Ashleigh

    2016-01-01

    This review explores the evidence in support of using video modeling for teaching children with autism. The process of implementing video modeling, the use of various perspectives, and a wide range of target skills are addressed. Additionally, several helpful clinician resources including handheld device applications, books, and websites are…

  5. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  6. Video game training and the reward system

    Science.gov (United States)

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  7. Exploring the Dialogic Space of Public Participation in Science

    DEFF Research Database (Denmark)

    Nielsen, Kristian Hvidtfelt

    of public understanding of science and scientific literacy approaches: that scientific knowledge in some sense is privileged, that understanding the science will lead to appreciative attitudes toward science and technology in general, and that controversial issues involving science and the public are rooted...... in public misconceptions of science. This paper uses the dialogic space proposed by Callon et al. to explore relationships between public and science. The dialogic space spans collective versus scientific dimensions. The collective (or public) is constituted by aggregation (opinion polls) or by composition...... (organized groups of concerned citizens), whereas scientific research is characterized as either secluded research that is performed exclusively by expert scientists or as collaborative research that involves lay people in the production and communication of knowledge....

  8. Correlates of video games playing among adolescents in an Islamic country

    OpenAIRE

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-01-01

    Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...

  9. Replicas Strategy and Cache Optimization of Video Surveillance Systems Based on Cloud Storage

    Directory of Open Access Journals (Sweden)

    Rongheng Li

    2018-04-01

    Full Text Available With the rapid development of video surveillance technology, especially the popularity of cloud-based video surveillance applications, video data begins to grow explosively. However, in the cloud-based video surveillance system, replicas occupy an amount of storage space. Also, the slow response to video playback constrains the performance of the system. In this paper, considering the characteristics of video data comprehensively, we propose a dynamic redundant replicas mechanism based on security levels that can dynamically adjust the number of replicas. Based on the location correlation between cameras, this paper also proposes a data cache strategy to improve the response speed of data reading. Experiments illustrate that: (1 our dynamic redundant replicas mechanism can save storage space while ensuring data security; (2 the cache mechanism can predict the playback behaviors of the users in advance and improve the response speed of data reading according to the location and time correlation of the front-end cameras; and (3 in terms of cloud-based video surveillance, our proposed approaches significantly outperform existing methods.

  10. The Value of Humans in the Biological Exploration of Space

    Science.gov (United States)

    Cockell, C. S.

    2004-06-01

    Regardless of the discovery of life on Mars, or of "no apparent life" on Mars, the questions that follow will provide a rich future for biological exploration. Extraordinary pattern recognition skills, decadal assimilation of data and experience, and rapid sample acquisition are just three of the characteristics that make humans the best means we have to explore the biological potential of Mars and other planetary surfaces. I make the case that instead of seeing robots as in conflict, or even in support, of human exploration activity, from the point of view of scientific data gathering and analysis, we should view humans as the most powerful robots we have, thus removing the separation that dogs discussions on the exploration of space. The narrow environmental requirements of humans, although imposing constraints on the life support systems required, is more than compensated for by their capabilities in biological exploration. I support this view with an example of the "Christmas present effect," a simple demonstration of human data and pattern recognition capabilities.

  11. Concept of Operations Evaluation for Mitigating Space Flight-Relevant Medical Issues in a Planetary Habitat

    Science.gov (United States)

    Barsten, Kristina; Hurst, Victor, IV; Scheuring, Richard; Baumann, David K.; Johnson-Throop, Kathy

    2010-01-01

    Introduction: Analogue environments assist the NASA Human Research Program (HRP) in developing capabilities to mitigate high risk issues to crew health and performance for space exploration. The Habitat Demonstration Unit (HDU) is an analogue habitat used to assess space-related products for planetary missions. The Exploration Medical Capability (ExMC) element at the NASA Johnson Space Center (JSC) was tasked with developing planetary-relevant medical scenarios to evaluate the concept of operations for mitigating medical issues in such an environment. Methods: Two medical scenarios were conducted within the simulated planetary habitat with the crew executing two space flight-relevant procedures: Eye Examination with a corneal injury and Skin Laceration. Remote guidance for the crew was provided by a flight surgeon (FS) stationed at a console outside of the habitat. Audio and video data were collected to capture the communication between the crew and the FS, as well as the movements of the crew executing the procedures. Questionnaire data regarding procedure content and remote guidance performance also were collected from the crew immediately after the sessions. Results: Preliminary review of the audio, video, and questionnaire data from the two scenarios conducted within the HDU indicate that remote guidance techniques from an FS on console can help crew members within a planetary habitat mitigate planetary-relevant medical issues. The content and format of the procedures were considered concise and intuitive, respectively. Discussion: Overall, the preliminary data from the evaluation suggest that use of remote guidance techniques by a FS can help HDU crew execute space exploration-relevant medical procedures within a habitat relevant to planetary missions, however further evaluations will be needed to implement this strategy into the complete concept of operations for conducting general space medicine within similar environments

  12. Planetary exploration with nanosatellites: a space campus for future technology development

    Science.gov (United States)

    Drossart, P.; Mosser, B.; Segret, B.

    2017-09-01

    Planetary exploration is at the eve of a revolution through nanosatellites accompanying larger missions, or freely cruising in the solar system, providing a man-made cosmic web for in situ or remote sensing exploration of the Solar System. A first step is to build a specific place dedicated to nanosatellite development. The context of the CCERES PSL space campus presents an environment for nanosatellite testing and integration, a concurrent engineering facility room for project analysis and science environment dedicated to this task.

  13. Architectural Design Space Exploration of an FPGA-based Compressed Sampling Engine

    DEFF Research Database (Denmark)

    El-Sayed, Mohammad; Koch, Peter; Le Moullec, Yannick

    2015-01-01

    We present the architectural design space exploration of a compressed sampling engine for use in a wireless heart-rate monitoring system. We show how parallelism affects execution time at the register transfer level. Furthermore, two example solutions (modified semi-parallel and full...

  14. Towards a typology of video game trailers: Between the ludic and the cinematic

    OpenAIRE

    Jan Švelch

    2015-01-01

    This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology r...

  15. Quality Assessment of Compressed Video for Automatic License Plate Recognition

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Støttrup-Andersen, Jesper; Forchhammer, Søren

    2014-01-01

    Definition of video quality requirements for video surveillance poses new questions in the area of quality assessment. This paper presents a quality assessment experiment for an automatic license plate recognition scenario. We explore the influence of the compression by H.264/AVC and H.265/HEVC s...... recognition in our study has a behavior similar to human recognition, allowing the use of the same mathematical models. We furthermore propose an application of one of the models for video surveillance systems......Definition of video quality requirements for video surveillance poses new questions in the area of quality assessment. This paper presents a quality assessment experiment for an automatic license plate recognition scenario. We explore the influence of the compression by H.264/AVC and H.265/HEVC...... standards on the recognition performance. We compare logarithmic and logistic functions for quality modeling. Our results show that a logistic function can better describe the dependence of recognition performance on the quality for both compression standards. We observe that automatic license plate...

  16. Automatic Association of Chats and Video Tracks for Activity Learning and Recognition in Aerial Video Surveillance

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

    Full Text Available We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA and multi-media indexing and explorer (MINER. VIVA utilizes analyst call-outs (ACOs in the form of chat messages (voice-to-text to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1 a fusion of graphical track and text data using probabilistic methods; (2 an activity pattern learning framework to support querying an index of activities of interest (AOIs and targets of interest (TOIs by movement type and geolocation; and (3 a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV. VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  17. Automatic association of chats and video tracks for activity learning and recognition in aerial video surveillance.

    Science.gov (United States)

    Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao

    2014-10-22

    We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA) and multi-media indexing and explorer (MINER). VIVA utilizes analyst call-outs (ACOs) in the form of chat messages (voice-to-text) to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1) a fusion of graphical track and text data using probabilistic methods; (2) an activity pattern learning framework to support querying an index of activities of interest (AOIs) and targets of interest (TOIs) by movement type and geolocation; and (3) a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV). VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  18. MODERN ROUTES TO EXPLORE CONCRETE’S COMPLEX PORE SPACE

    Directory of Open Access Journals (Sweden)

    Piet Stroeven

    2011-05-01

    Full Text Available This paper concentrates on discrete element computer-simulation of concrete. It is argued on the basis of stochastic heterogeneity theory that modern concurrent-algorithm-based systems should be employed for the assessment of pore characteristics underlying durability performance of cementitious materials. The SPACE system was developed at Delft University of Technology for producing realistic schematizations of realcrete for a wide range of other particle packing problems, involving aggregate and fresh cement, and for the purpose of exploring characteristics in the hardened state of concrete, including of the pore network structure because of obvious durability problems. Since structure-sensitive properties are involved, schematization of reality should explicitly deal with the configuration of the cement particles in the fresh state. The paper concentrates on the stereological and mathematical morphology operations executed to acquire information on particle size, global porosity, and on distribution of porosity and of the connected pore fraction as a result of the near neighbourhood of aggregate grains. Goal is to provide information obtained along different exploration routes of concrete's pore space for setting up a pore network modelling approach. This type of methodological papers is scarce in concrete technology, if not missing at all. Technical publications that report on obtained results in our investigations are systematically referred to.

  19. Cellphones in Classrooms Land Teachers on Online Video Sites

    Science.gov (United States)

    Honawar, Vaishali

    2007-01-01

    Videos of teachers that students taped in secrecy are all over online sites like YouTube and MySpace. Angry teachers, enthusiastic teachers, teachers clowning around, singing, and even dancing are captured, usually with camera phones, for the whole world to see. Some students go so far as to create elaborately edited videos, shot over several…

  20. Predictors of Video Game Console Aggression

    OpenAIRE

    Bean, Anthony Martin; Ferro, Lauren

    2016-01-01

    This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner. The researchers employed twelve t-tests (alpha adjusted to .004) and three multiple linear regressions to explore the difference of aggression levels in gender, violent video game, and predictors o...

  1. Clients experience of video recordings of their psychotherapy

    DEFF Research Database (Denmark)

    Jacobsen, Claus Haugaard; Jensen, Karen Boelt; Madsen, Ninna Skov

    the current relatively widespread use video one finds only a very limited numbers empirical study of how these recordings is experienced by the clients. Aim: After a brief discussion of the pro and cons of the use of video recordings this paper presents a qualitative, explorative study of clients’ experiences......Background: Due to the development of technologies and the low costs video recording of psychotherapy sessions have gained ground in training and supervision. While some praise the advantages others decline to use this technological aid for ethical, theoretical or clinical reasons. Despite...

  2. Watching video games. Playing with Archaeology and Prehistory

    Directory of Open Access Journals (Sweden)

    Daniel García Raso

    2016-12-01

    Full Text Available Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as well as an avant-garde narrative medium. The main focus of this paper is to explore and analyze the public image of Archaeology and Prehistory spread by video games and how we can achieve a virtual faithful image of both. Likewise, we are going to proceed to construct an archaeological outline of video games, understanding them as an element of the Contemporary Material Culture and, therefore, subject to being studied by Archaeology.

  3. FCJ-171 Expectations denied: Fan and industry conflict around the localisation of the Japanese video game Yakuza 3

    Directory of Open Access Journals (Sweden)

    Craig Norris

    2014-12-01

    Full Text Available Online fan cultures provides researchers with a space to observe and analyse the development and establishment of fan participation with media properties. The visibility of, and zealous postings by, fans on online forums offers a valuable opportunity to explore what happens when fans feel their expectations are being denied or limited by creator or industry actions. This article examines the fallout around the localisation of the Japanese video game Yakuza 3 into the West in 2010.

  4. International Space Education Outreach: Taking Exploration to the Global Classroom

    Science.gov (United States)

    Dreschel, T. W.; Lichtenberger, L. A.; Chetirkin, P. V.; Garner, L. C.; Barfus, J. R.; Nazarenko, V. I.

    2005-01-01

    With the development of the International Space Station and the need for international collaboration for returning to the moon and developing a mission to Mars, NASA has embarked on developing international educational programs related to space exploration. In addition, with the explosion of educational technology, linking students on a global basis is more easily accomplished. This technology is bringing national and international issues into the classroom, including global environmental issues, the global marketplace, and global collaboration in space. We present the successes and lessons learned concerning international educational and public outreach programs that we have been involved in for NASA as well as the importance of sustaining these international peer collaborative programs for the future generations. These programs will undoubtedly be critical in enhancing the classroom environment and will affect the achievements in and attitudes towards science, technology, engineering and mathematics.

  5. The potential of space exploration for the fine arts

    Science.gov (United States)

    Mclaughlin, William I.

    1993-01-01

    Art provides an integrating function between the 'upper' and 'lower' centers of the human psyche. The nature of this function can be made more specific through the triune model of the brain. The evolution of the fine arts - painting, drawing, architecture, sculpture, literature, music, dance, and drama, plus cinema and mathematics-as-a-fine-art - are examined in the context of their probable stimulations by space exploration: near term and long term.

  6. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    , for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....

  7. Optical Mining of Asteroids, Moons, and Planets to Enable Sustainable Human Exploration and Space Industrialization

    Data.gov (United States)

    National Aeronautics and Space Administration — PROBLEM, DEEP SPACE HUMAN EXPLORATION IS UNAFFORDABLE: In 2014 the NASA Advisory Council issued a finding that “The mismatch between NASA’s aspirations for human...

  8. Learning literacy and content through video activities in primary education

    OpenAIRE

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge and literacy- and communication skills simultaneously. Lesson materials were provided but teachers chose the theme or subject (content) linked to the video activities themselves. Results show that ap...

  9. Video micro analysis in music therapy research

    DEFF Research Database (Denmark)

    Holck, Ulla; Oldfield, Amelia; Plahl, Christine

    2004-01-01

    Three music therapy researchers from three different countries who have recently completed their PhD theses will each briefly discuss the role of video analysis in their investigations. All three of these research projects have involved music therapy work with children, some of whom were on the a...... and qualitative approaches to data collection. In addition, participants will be encouraged to reflect on what types of knowledge can be gained from video analyses and to explore the general relevance of video analysis in music therapy research.......Three music therapy researchers from three different countries who have recently completed their PhD theses will each briefly discuss the role of video analysis in their investigations. All three of these research projects have involved music therapy work with children, some of whom were...

  10. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design.

    Science.gov (United States)

    Yilmaz Soylu, Meryem; Bruning, Roger H

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  11. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    Science.gov (United States)

    Yilmaz Soylu, Meryem; Bruning, Roger H.

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation. PMID:27729881

  12. Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    Directory of Open Access Journals (Sweden)

    Meryem YILMAZ SOYLU

    2016-09-01

    Full Text Available This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001 guided the study. Main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: 1 characteristics of expert video gamers, 2 conditions for playing a video game, 3 figuring out a game, 4 how gamers act and, 5 game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  13. Building on 50 Years of Systems Engineering Experience for a New Era of Space Exploration

    Science.gov (United States)

    Dumbacher, Daniel L.; Lyles, Garry M.; McConnaughey, Paul K.

    2008-01-01

    Over the past 50 years, the National Aeronautics and Space Administration (NASA) has delivered space transportation solutions for America's complex missions, ranging from scientific payloads that expand knowledge, such as the Hubble Space Telescope, to astronauts and lunar rovers destined for voyages to the Moon. Currently, the venerable Space Shuttle, which has been in service since 1981, provides the United States (US) capability for both crew and heavy cargo to low-Earth orbit to construct the International Space Station, before the Shuttle is retired in 2010. In the next decade, NASA will replace this system with a duo of launch vehicles: the Ares I crew launch vehicle and the Ares V cargo launch vehicle. The goals for this new system include increased safety and reliability coupled with lower operations costs that promote sustainable space exploration for decades to come. The Ares I will loft the Orion crew exploration vehicle, while the heavy-lift Ares V will carry the Altair lunar lander, as well as the equipment and supplies needed to construct a lunar outpost for a new generation of human and robotic space pioneers. NASA's Marshall Space Flight Center manages the Shuttle's propulsion elements and is managing the design and development of the Ares rockets, along with a host of other engineering assignments in the field of scientific space exploration. Specifically, the Marshall Center's Engineering Directorate houses the skilled workforce and unique facilities needed to build capable systems upon the foundation laid by the Mercury, Gemini, Apollo, and Shuttle programs. This paper will provide details of the in-house systems engineering and vehicle integration work now being performed for the Ares I and planned for the Ares V. It will give an overview of the Ares I system-level testing activities, such as the ground vibration testing that will be conducted in the Marshall Center's Dynamic Test Stand to verify the integrated vehicle stack's structural

  14. A Miniaturized Video System for Monitoring Drosophila Behavior

    Science.gov (United States)

    Bhattacharya, Sharmila; Inan, Omer; Kovacs, Gregory; Etemadi, Mozziyar; Sanchez, Max; Marcu, Oana

    2011-01-01

    Long-term spaceflight may induce a variety of harmful effects in astronauts, resulting in altered motor and cognitive behavior. The stresses experienced by humans in space - most significantly weightlessness (microgravity) and cosmic radiation - are difficult to accurately simulate on Earth. In fact, prolonged and concomitant exposure to microgravity and cosmic radiation can only be studied in space. Behavioral studies in space have focused on model organisms, including Drosophila melanogaster. Drosophila is often used due to its short life span and generational cycle, small size, and ease of maintenance. Additionally, the well-characterized genetics of Drosophila behavior on Earth can be applied to the analysis of results from spaceflights, provided that the behavior in space is accurately recorded. In 2001, the BioExplorer project introduced a low-cost option for researchers: the small satellite. While this approach enabled multiple inexpensive launches of biological experiments, it also imposed stringent restrictions on the monitoring systems in terms of size, mass, data bandwidth, and power consumption. Suggested parameters for size are on the order of 100 mm3 and 1 kg mass for the entire payload. For Drosophila behavioral studies, these engineering requirements are not met by commercially available systems. One system that does meet many requirements for behavioral studies in space is the actimeter. Actimeters use infrared light gates to track the number of times a fly crosses a boundary within a small container (3x3x40 mm). Unfortunately, the apparatus needed to monitor several flies at once would be larger than the capacity of the small satellite. A system is presented, which expands on the actimeter approach to achieve a highly compact, low-power, ultra-low bandwidth solution for simultaneous monitoring of the behavior of multiple flies in space. This also provides a simple, inexpensive alternative to the current systems for monitoring Drosophila

  15. REAL TIME SPEED ESTIMATION FROM MONOCULAR VIDEO

    Directory of Open Access Journals (Sweden)

    M. S. Temiz

    2012-07-01

    Full Text Available In this paper, detailed studies have been performed for developing a real time system to be used for surveillance of the traffic flow by using monocular video cameras to find speeds of the vehicles for secure travelling are presented. We assume that the studied road segment is planar and straight, the camera is tilted downward a bridge and the length of one line segment in the image is known. In order to estimate the speed of a moving vehicle from a video camera, rectification of video images is performed to eliminate the perspective effects and then the interest region namely the ROI is determined for tracking the vehicles. Velocity vectors of a sufficient number of reference points are identified on the image of the vehicle from each video frame. For this purpose sufficient number of points from the vehicle is selected, and these points must be accurately tracked on at least two successive video frames. In the second step, by using the displacement vectors of the tracked points and passed time, the velocity vectors of those points are computed. Computed velocity vectors are defined in the video image coordinate system and displacement vectors are measured by the means of pixel units. Then the magnitudes of the computed vectors in the image space are transformed to the object space to find the absolute values of these magnitudes. The accuracy of the estimated speed is approximately ±1 – 2 km/h. In order to solve the real time speed estimation problem, the authors have written a software system in C++ programming language. This software system has been used for all of the computations and test applications.

  16. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  17. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  18. Exploration of Stellarator Configuration Space with Global Search Methods

    International Nuclear Information System (INIS)

    Mynick, H.E.; Pomphrey, N.; Ethier, S.

    2001-01-01

    An exploration of stellarator configuration space z for quasi-axisymmetric stellarator (QAS) designs is discussed, using methods which provide a more global view of that space. To this end, we have implemented a ''differential evolution'' (DE) search algorithm in an existing stellarator optimizer, which is much less prone to become trapped in local, suboptimal minima of the cost function chi than the local search methods used previously. This search algorithm is complemented by mapping studies of chi over z aimed at gaining insight into the results of the automated searches. We find that a wide range of the attractive QAS configurations previously found fall into a small number of classes, with each class corresponding to a basin of chi(z). We develop maps on which these earlier stellarators can be placed, the relations among them seen, and understanding gained into the physics differences between them. It is also found that, while still large, the region of z space containing practically realizable QAS configurations is much smaller than earlier supposed

  19. Exploiting Domain Knowledge in System-level MPSoC Design Space Exploration

    NARCIS (Netherlands)

    Thompson, M.; Pimentel, A.D.

    2013-01-01

    System-level design space exploration (DSE), which is performed early in the design process, is of eminent importance to the design of complex multi-processor embedded multimedia systems. During system-level DSE, system parameters like, e.g., the number and type of processors, and the mapping of

  20. An open-source job management framework for parameter-space exploration: OACIS

    Science.gov (United States)

    Murase, Y.; Uchitane, T.; Ito, N.

    2017-11-01

    We present an open-source software framework for parameter-space exporation, named OACIS, which is useful to manage vast amount of simulation jobs and results in a systematic way. Recent development of high-performance computers enabled us to explore parameter spaces comprehensively, however, in such cases, manual management of the workflow is practically impossible. OACIS is developed aiming at reducing the cost of these repetitive tasks when conducting simulations by automating job submissions and data management. In this article, an overview of OACIS as well as a getting started guide are presented.

  1. Effects of Video Streaming Technology on Public Speaking Students' Communication Apprehension and Competence

    Science.gov (United States)

    Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno

    2007-01-01

    This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…

  2. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" [9]. This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.

  3. WeightLifter: Visual Weight Space Exploration for Multi-Criteria Decision Making.

    Science.gov (United States)

    Pajer, Stephan; Streit, Marc; Torsney-Weir, Thomas; Spechtenhauser, Florian; Muller, Torsten; Piringer, Harald

    2017-01-01

    A common strategy in Multi-Criteria Decision Making (MCDM) is to rank alternative solutions by weighted summary scores. Weights, however, are often abstract to the decision maker and can only be set by vague intuition. While previous work supports a point-wise exploration of weight spaces, we argue that MCDM can benefit from a regional and global visual analysis of weight spaces. Our main contribution is WeightLifter, a novel interactive visualization technique for weight-based MCDM that facilitates the exploration of weight spaces with up to ten criteria. Our technique enables users to better understand the sensitivity of a decision to changes of weights, to efficiently localize weight regions where a given solution ranks high, and to filter out solutions which do not rank high enough for any plausible combination of weights. We provide a comprehensive requirement analysis for weight-based MCDM and describe an interactive workflow that meets these requirements. For evaluation, we describe a usage scenario of WeightLifter in automotive engineering and report qualitative feedback from users of a deployed version as well as preliminary feedback from decision makers in multiple domains. This feedback confirms that WeightLifter increases both the efficiency of weight-based MCDM and the awareness of uncertainty in the ultimate decisions.

  4. Recent advances in intelligent image search and video retrieval

    CERN Document Server

    2017-01-01

    This book initially reviews the major feature representation and extraction methods and effective learning and recognition approaches, which have broad applications in the context of intelligent image search and video retrieval. It subsequently presents novel methods, such as improved soft assignment coding, Inheritable Color Space (InCS) and the Generalized InCS framework, the sparse kernel manifold learner method, the efficient Support Vector Machine (eSVM), and the Scale-Invariant Feature Transform (SIFT) features in multiple color spaces. Lastly, the book presents clothing analysis for subject identification and retrieval, and performance evaluation methods of video analytics for traffic monitoring. Digital images and videos are proliferating at an amazing speed in the fields of science, engineering and technology, media and entertainment. With the huge accumulation of such data, keyword searches and manual annotation schemes may no longer be able to meet the practical demand for retrieving relevant conte...

  5. Moral Geography and Exploration of the Moral Possibility Space

    OpenAIRE

    Bongrae Seok

    2017-01-01

    This article reviews Owen Flanagan’s latest book “The Geography of Morals, Varieties of Moral Possibilities” (2017). By exploring the space of moral possibility (i.e., diverse options and viewpoints of morality from different philosophical and religious traditions throughout the world), Flanagan argues that ethics is not simply a study of a priori conditions of normative rules and ideal values but a process of developing a careful understanding of varying conditions of human ecology and build...

  6. Peer-to-Peer Human-Robot Interaction for Space Exploration

    Science.gov (United States)

    Fong, Terrence; Nourbakhsh, Illah

    2004-01-01

    NASA has embarked on a long-term program to develop human-robot systems for sustained, affordable space exploration. To support this mission, we are working to improve human-robot interaction and performance on planetary surfaces. Rather than building robots that function as glorified tools, our focus is to enable humans and robots to work as partners and peers. In this paper. we describe our approach, which includes contextual dialogue, cognitive modeling, and metrics-based field testing.

  7. Exploration of Unknown Spaces by People Who Are Blind Using a Multi-sensory Virtual Environment

    Science.gov (United States)

    Lahav, Orly; Mioduser, David

    2004-01-01

    The ability to explore unknown spaces independently, safely and efficiently is a combined product of motor, sensory, and cognitive skills. Normal exercise of this ability directly affects an individual?s quality of life. Mental mapping of spaces and of the possible paths for navigating these spaces is essential for the development of efficient…

  8. What's 'Awe' The Hype? Motivations to Share Video Game Information

    OpenAIRE

    Blankenbeckler, Logan Bryan

    2017-01-01

    Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' ...

  9. Development of Methodologies, Metrics, and Tools for Investigating Human-Robot Interaction in Space Robotics

    Science.gov (United States)

    Ezer, Neta; Zumbado, Jennifer Rochlis; Sandor, Aniko; Boyer, Jennifer

    2011-01-01

    Human-robot systems are expected to have a central role in future space exploration missions that extend beyond low-earth orbit [1]. As part of a directed research project funded by NASA s Human Research Program (HRP), researchers at the Johnson Space Center have started to use a variety of techniques, including literature reviews, case studies, knowledge capture, field studies, and experiments to understand critical human-robot interaction (HRI) variables for current and future systems. Activities accomplished to date include observations of the International Space Station s Special Purpose Dexterous Manipulator (SPDM), Robonaut, and Space Exploration Vehicle (SEV), as well as interviews with robotics trainers, robot operators, and developers of gesture interfaces. A survey of methods and metrics used in HRI was completed to identify those most applicable to space robotics. These methods and metrics included techniques and tools associated with task performance, the quantification of human-robot interactions and communication, usability, human workload, and situation awareness. The need for more research in areas such as natural interfaces, compensations for loss of signal and poor video quality, psycho-physiological feedback, and common HRI testbeds were identified. The initial findings from these activities and planned future research are discussed. Human-robot systems are expected to have a central role in future space exploration missions that extend beyond low-earth orbit [1]. As part of a directed research project funded by NASA s Human Research Program (HRP), researchers at the Johnson Space Center have started to use a variety of techniques, including literature reviews, case studies, knowledge capture, field studies, and experiments to understand critical human-robot interaction (HRI) variables for current and future systems. Activities accomplished to date include observations of the International Space Station s Special Purpose Dexterous Manipulator

  10. GPM GROUND VALIDATION CITATION VIDEOS IPHEX V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The GPM Ground Validation Citation Videos IPHEx data were collected during the Integrated Precipitation and Hydrology Experiment (IPHEx) in the Southern...

  11. What do we do with all this video? Better understanding public engagement for image and video annotation

    Science.gov (United States)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  12. Interleaving methods for hybrid system-level MPSoC design space exploration

    NARCIS (Netherlands)

    Piscitelli, R.; Pimentel, A.D.; McAllister, J.; Bhattacharyya, S.

    2012-01-01

    System-level design space exploration (DSE), which is performed early in the design process, is of eminent importance to the design of complex multi-processor embedded system architectures. During system-level DSE, system parameters like, e.g., the number and type of processors, the type and size of

  13. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-01-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…

  14. Nuclear data needs for the space exploration initiative

    International Nuclear Information System (INIS)

    Howe, S.D.; Auchampaugh, G.

    1991-01-01

    On July 20, 1989, the President of the United States announced a new direction for the US Space Program. The new Space Exploration Initiative (SEI) is intended to emplace a permanent base on the Lunar surface and a manned outpost on the Mars surface by 2019. In order to achieve this ambitious challenge, new, innovative and robust technologies will have to be developed to support crew operations. Nuclear power and propulsion have been recognized as technologies that are at least mission enhancing and, in some scenarios, mission enabling. Because of the extreme operating conditions present in a nuclear rocket core, accurate modeling of the rocket will require cross section data sets which do not currently exist. In order to successfully achieve the goals of the SEI, major obstacles inherent in long duration space travel will have to be overcome. One of these obstacles is the radiation environment to which the astronauts will be exposed. In general, an unshielded crew will be exposed to roughly one REM per week in free space. For missions to Mars, the total dose could exceed more than one-half the total allowed lifetime level. Shielding of the crew may be possible, but accurate assessments of shield composition and thickness are critical if shield masses are to be kept at acceptable levels. In addition, the entire ship design may be altered by the differential neutron production by heavy ions (Galactic Cosmic Rays) incident on ship structures. The components of the radiation environment, current modeling capability and envisioned experiments will be discussed

  15. Effectance and control as determinants of video game enjoyment.

    Science.gov (United States)

    Klimmt, Christoph; Hartmann, Tilo; Frey, Andreas

    2007-12-01

    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N=500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex.

  16. Towards human exploration of space: The THESEUS review series on immunology research priorities.

    Science.gov (United States)

    Frippiat, Jean-Pol; Crucian, Brian E; de Quervain, Dominique J-F; Grimm, Daniela; Montano, Nicola; Praun, Siegfried; Roozendaal, Benno; Schelling, Gustav; Thiel, Manfred; Ullrich, Oliver; Choukèr, Alexander

    2016-01-01

    Dysregulation of the immune system occurs during spaceflight and may represent a crew health risk during exploration missions because astronauts are challenged by many stressors. Therefore, it is crucial to understand the biology of immune modulation under spaceflight conditions in order to be able to maintain immune homeostasis under such challenges. In the framework of the THESEUS project whose aim was to develop an integrated life sciences research roadmap regarding human space exploration, experts working in the field of space immunology, and related disciplines, established a questionnaire sent to scientists around the world. From the review of collected answers, they deduced a list of key issues and provided several recommendations such as a maximal exploitation of currently available resources on Earth and in space, and to increase increments duration for some ISS crew members to 12 months or longer. These recommendations should contribute to improve our knowledge about spaceflight effects on the immune system and the development of countermeasures that, beyond astronauts, could have a societal impact.

  17. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

    -style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children......While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....

  18. Towards a typology of video game trailers: Between the ludic and the cinematic

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2015-09-01

    Full Text Available This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology reflects the historical evolution of a video game trailer and also takes into account current trends in the audiovisual paratexts of video games.

  19. Deep space telecommunications, navigation, and information management - Support of the Space Exploration Initiative

    Science.gov (United States)

    Hall, Justin R.; Hastrup, Rolf C.

    1990-10-01

    The principal challenges in providing effective deep space navigation, telecommunications, and information management architectures and designs for Mars exploration support are presented. The fundamental objectives are to provide the mission with the means to monitor and control mission elements, obtain science, navigation, and engineering data, compute state vectors and navigate, and to move these data efficiently and automatically between mission nodes for timely analysis and decision making. New requirements are summarized, and related issues and challenges including the robust connectivity for manned and robotic links, are identified. Enabling strategies are discussed, and candidate architectures and driving technologies are described.

  20. Action Search: Learning to Search for Human Activities in Untrimmed Videos

    KAUST Repository

    Alwassel, Humam

    2017-06-13

    Traditional approaches for action detection use trimmed data to learn sophisticated action detector models. Although these methods have achieved great success at detecting human actions, we argue that huge information is discarded when ignoring the process, through which this trimmed data is obtained. In this paper, we propose Action Search, a novel approach that mimics the way people annotate activities in video sequences. Using a Recurrent Neural Network, Action Search can efficiently explore a video and determine the time boundaries during which an action occurs. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently but also accurately find human activities, outperforming state-of-the-art methods.

  1. Video-Based Self-Observation as a Component of Developmental Teacher Evaluation

    Directory of Open Access Journals (Sweden)

    Leonardo A. Mercado

    2014-09-01

    Full Text Available In this paper, we explore the benefits to teacher evaluation when video-based self-observation is done by teachers as a vehicle for individual, reflective practice. We explore how it was applied systematically at the Instituto Cultural Peruano Norteamericano (ICPNA bi-national center in Lima, Peru among hundreds of English as a foreign language (EFL teachers in two institution-wide initiatives that have relied on self-observation through video professional development. In these cases, we provide a descriptive framework for each initiative as well as information on what was ultimately achieved by teachers, supervisors and the institution as a whole. We conclude with recommendations for implementing video-based self-evaluation.

  2. A place in the sun for EXPLORER

    CERN Multimedia

    Paola Catapano

    2012-01-01

    After 20 years of continuous operation, the gravitational-wave detector Explorer has reached the end of its long career at CERN. On 23 January it set off for a new life at the European Gravitational Observatory (EGO) in Cascina, near Pisa. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2012/CERN-MOVIE-2012-001/CERN-MOVIE-2012-001-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2012/CERN-MOVIE-2012-001/CERN-MOVIE-2012-001-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2012/CERN-MOVIE-2012-001/CERN-MOVIE-2012-001-posterframe-640x360-at-10-percent.jpg', '1419184', true, 'Video/Public/Movies/2012/CERN-MOVIE-2012-001/CERN-MOVIE-2012-001-0600-kbps-maxH-360-25-fps-audio-128-kbps-48-kHz-stereo.mp4'); Find more information about EXPLORER in the March issue of the CERN Courier.

  3. Parallel symbolic state-space exploration is difficult, but what is the alternative?

    Directory of Open Access Journals (Sweden)

    Gianfranco Ciardo

    2009-12-01

    Full Text Available State-space exploration is an essential step in many modeling and analysis problems. Its goal is to find the states reachable from the initial state of a discrete-state model described. The state space can used to answer important questions, e.g., "Is there a dead state?" and "Can N become negative?", or as a starting point for sophisticated investigations expressed in temporal logic. Unfortunately, the state space is often so large that ordinary explicit data structures and sequential algorithms cannot cope, prompting the exploration of (1 parallel approaches using multiple processors, from simple workstation networks to shared-memory supercomputers, to satisfy large memory and runtime requirements and (2 symbolic approaches using decision diagrams to encode the large structured sets and relations manipulated during state-space generation. Both approaches have merits and limitations. Parallel explicit state-space generation is challenging, but almost linear speedup can be achieved; however, the analysis is ultimately limited by the memory and processors available. Symbolic methods are a heuristic that can efficiently encode many, but not all, functions over a structured and exponentially large domain; here the pitfalls are subtler: their performance varies widely depending on the class of decision diagram chosen, the state variable order, and obscure algorithmic parameters. As symbolic approaches are often much more efficient than explicit ones for many practical models, we argue for the need to parallelize symbolic state-space generation algorithms, so that we can realize the advantage of both approaches. This is a challenging endeavor, as the most efficient symbolic algorithm, Saturation, is inherently sequential. We conclude by discussing challenges, efforts, and promising directions toward this goal.

  4. An Analysis of Video Navigation Behavior for Web Leisure

    Directory of Open Access Journals (Sweden)

    Ying-Han Chang

    2012-12-01

    Full Text Available People nowadays put much emphasis on leisure activities, and web video has gradually become one of the main sources for popular leisure. This article introduces the related concepts of leisure and navigation behavior as well as some recent research topics. Moreover, using YouTube as an experimental setting, the authors invited some experienced web video users and conducted an empirical study on their navigating the web videos for leisure purpose. The study used questionnaires, navigation logs, diaries, and interviews to collect data. Major results show: the subjects watched a variety of video content on the web either from traditional media or user-generated video; these videos can meet their leisure needs of both the broad and personal interests; during the navigation process, each subject quite focuses on video leisure, and is willingly to explore unknown videos; however, within a limited amount of time for leisure, a balance between leisure and rest becomes an issue of achieving real relaxation, which is worth of further attention. [Article content in Chinese

  5. Status of the Space-Rated Lithium-Ion Battery Advanced Development Project in Support of the Exploration Vision

    Science.gov (United States)

    Miller, Thomas

    2007-01-01

    The NASA Glenn Research Center (GRC), along with the Goddard Space Flight Center (GSFC), Jet Propulsion Laboratory (JPL), Johnson Space Center (JSC), Marshall Space Flight Center (MSFC), and industry partners, is leading a space-rated lithium-ion advanced development battery effort to support the vision for Exploration. This effort addresses the lithium-ion battery portion of the Energy Storage Project under the Exploration Technology Development Program. Key discussions focus on the lithium-ion cell component development activities, a common lithium-ion battery module, test and demonstration of charge/discharge cycle life performance and safety characterization. A review of the space-rated lithium-ion battery project will be presented highlighting the technical accomplishments during the past year.

  6. Photometric Calibration of Consumer Video Cameras

    Science.gov (United States)

    Suggs, Robert; Swift, Wesley, Jr.

    2007-01-01

    Equipment and techniques have been developed to implement a method of photometric calibration of consumer video cameras for imaging of objects that are sufficiently narrow or sufficiently distant to be optically equivalent to point or line sources. Heretofore, it has been difficult to calibrate consumer video cameras, especially in cases of image saturation, because they exhibit nonlinear responses with dynamic ranges much smaller than those of scientific-grade video cameras. The present method not only takes this difficulty in stride but also makes it possible to extend effective dynamic ranges to several powers of ten beyond saturation levels. The method will likely be primarily useful in astronomical photometry. There are also potential commercial applications in medical and industrial imaging of point or line sources in the presence of saturation.This development was prompted by the need to measure brightnesses of debris in amateur video images of the breakup of the Space Shuttle Columbia. The purpose of these measurements is to use the brightness values to estimate relative masses of debris objects. In most of the images, the brightness of the main body of Columbia was found to exceed the dynamic ranges of the cameras. A similar problem arose a few years ago in the analysis of video images of Leonid meteors. The present method is a refined version of the calibration method developed to solve the Leonid calibration problem. In this method, one performs an endto- end calibration of the entire imaging system, including not only the imaging optics and imaging photodetector array but also analog tape recording and playback equipment (if used) and any frame grabber or other analog-to-digital converter (if used). To automatically incorporate the effects of nonlinearity and any other distortions into the calibration, the calibration images are processed in precisely the same manner as are the images of meteors, space-shuttle debris, or other objects that one seeks to

  7. Visualizing the history of living spaces.

    Science.gov (United States)

    Ivanov, Yuri; Wren, Christopher; Sorokin, Alexander; Kaur, Ishwinder

    2007-01-01

    The technology available to building designers now makes it possible to monitor buildings on a very large scale. Video cameras and motion sensors are commonplace in practically every office space, and are slowly making their way into living spaces. The application of such technologies, in particular video cameras, while improving security, also violates privacy. On the other hand, motion sensors, while being privacy-conscious, typically do not provide enough information for a human operator to maintain the same degree of awareness about the space that can be achieved by using video cameras. We propose a novel approach in which we use a large number of simple motion sensors and a small set of video cameras to monitor a large office space. In our system we deployed 215 motion sensors and six video cameras to monitor the 3,000-square-meter office space occupied by 80 people for a period of about one year. The main problem in operating such systems is finding a way to present this highly multidimensional data, which includes both spatial and temporal components, to a human operator to allow browsing and searching recorded data in an efficient and intuitive way. In this paper we present our experiences and the solutions that we have developed in the course of our work on the system. We consider this work to be the first step in helping designers and managers of building systems gain access to information about occupants' behavior in the context of an entire building in a way that is only minimally intrusive to the occupants' privacy.

  8. Product Lifecycle Management and the Quest for Sustainable Space Exploration Solutions

    Science.gov (United States)

    Caruso, Pamela W.; Dumbacher, Daniel L.; Grieves, Michael

    2011-01-01

    Product Lifecycle Management (PLM) is an outcome of lean thinking to eliminate waste and increase productivity. PLM is inextricably tied to the systems engineering business philosophy, coupled with a methodology by which personnel, processes and practices, and information technology combine to form an architecture platform for product design, development, manufacturing, operations, and decommissioning. In this model, which is being implemented by the Marshall Space Flight Center (MSFC) Engineering Directorate, total lifecycle costs are important variables for critical decision-making. With the ultimate goal to deliver quality products that meet or exceed requirements on time and within budget, PLM is a powerful concept to shape everything from engineering trade studies and testing goals, to integrated vehicle operations and retirement scenarios. This briefing will demonstrate how the MSFC Engineering Directorate is implementing PLM as part of an overall strategy to deliver safe, reliable, and affordable space exploration solutions and how that strategy aligns with the Agency and Center systems engineering policies and processes. Sustainable space exploration solutions demand that all lifecycle phases be optimized, and engineering the next generation space transportation system requires a paradigm shift such that digital tools and knowledge management, which are central elements of PLM, are used consistently to maximum effect. Adopting PLM, which has been used by the aerospace and automotive industry for many years, for spacecraft applications provides a foundation for strong, disciplined systems engineering and accountable return on investment. PLM enables better solutions using fewer resources by making lifecycle considerations in an integrative decision-making process.

  9. Biosputniks: The use by the Soviet Union and Russia of dogs, monkeys and other animals in the exploration of space, 1949-93

    Science.gov (United States)

    Harvey, B.

    1993-10-01

    The Soviet Union used animals in the exploration of space from 1949 onwards. Russia has continued the use of animals in the exploration of space with the launch on 30 December 1992 of Bion-10 (Cosmos 2229). Animals in the space program is an important theme in the Soviet exploration of space. The use of animals in the exploration of space has four main phases: (1) Suborbital missions 1949-1959; (2) Preparation for man's first flight into space 1960-1; (3) Preparation for man's flight to the Moon 1968-1970; (4) The international biomedical program 1962- . Each is dealt with in turn. The use of animals or biological specimens on board manned orbital space stations is not discussed.

  10. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  11. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  12. Product Lifecycle Management and the Quest for Sustainable Space Exploration Solutions

    Science.gov (United States)

    Caruso, Pamela W.; Dumbacher, Daniel L.

    2010-01-01

    Product Lifecycle Management (PLM) is an outcome of lean thinking to eliminate waste and increase productivity. PLM is inextricably tied to the systems engineering business philosophy, coupled with a methodology by which personnel, processes and practices, and information technology combine to form an architecture platform for product design, development, manufacturing, operations, and decommissioning. In this model, which is being implemented by the Engineering Directorate at the National Aeronautics and Space Administration's (NASA's) Marshall Space Flight Center, total lifecycle costs are important variables for critical decisionmaking. With the ultimate goal to deliver quality products that meet or exceed requirements on time and within budget, PLM is a powerful tool to shape everything from engineering trade studies and testing goals, to integrated vehicle operations and retirement scenarios. This paper will demonstrate how the Engineering Directorate is implementing PLM as part of an overall strategy to deliver safe, reliable, and affordable space exploration solutions. It has been 30 years since the United States fielded the Space Shuttle. The next generation space transportation system requires a paradigm shift such that digital tools and knowledge management, which are central elements of PLM, are used consistently to maximum effect. The outcome is a better use of scarce resources, along with more focus on stakeholder and customer requirements, as a new portfolio of enabling tools becomes second nature to the workforce. This paper will use the design and manufacturing processes, which have transitioned to digital-based activities, to show how PLM supports the comprehensive systems engineering and integration function. It also will go through a launch countdown scenario where an anomaly is detected to show how the virtual vehicle created from paperless processes will help solve technical challenges and improve the likelihood of launching on schedule, with

  13. Return of the Vision Video

    DEFF Research Database (Denmark)

    Vistisen, Peter; Poulsen, Søren Bolvig

    2017-01-01

    This paper examines the role of corporate vision videos as a possible setting for participation when exploring the future potentials (and pitfalls) of new technological concepts. We propose that through the recent decade’s rise web 2.0 platforms, and the viral effects of user sharing, the corpora...

  14. Modeling Physarum space exploration using memristors

    International Nuclear Information System (INIS)

    Ntinas, V; Sirakoulis, G Ch; Vourkas, I; Adamatzky, A I

    2017-01-01

    Slime mold Physarum polycephalum optimizes its foraging behaviour by minimizing the distances between the sources of nutrients it spans. When two sources of nutrients are present, the slime mold connects the sources, with its protoplasmic tubes, along the shortest path. We present a two-dimensional mesh grid memristor based model as an approach to emulate Physarum’s foraging strategy, which includes space exploration and reinforcement of the optimally formed interconnection network in the presence of multiple aliment sources. The proposed algorithmic approach utilizes memristors and LC contours and is tested in two of the most popular computational challenges for Physarum, namely maze and transportation networks. Furthermore, the presented model is enriched with the notion of noise presence, which positively contributes to a collective behavior and enables us to move from deterministic to robust results. Consequently, the corresponding simulation results manage to reproduce, in a much better qualitative way, the expected transportation networks. (paper)

  15. Fundamental Space Biology-1: HHR and Incubator for ISS Space Life Sciences

    Science.gov (United States)

    Kirven-Brooks, M.; Fahlen, T.; Sato, K.; Reiss-Bubenheim, D.

    The Space Station Biological Research Project (SSBRP) is developing an Incubator and a Habitat Holding Rack (HHR) to support life science experiments aboard the International Space Station (ISS). The HHR provides for cooling and power needs, and supports data transfer (including telemetry, commanding, video processing, Ethernet), video compression, and data and command storage). The Incubator is a habitat that provides for controlled temperature between +4 C and +45 C and air circulation. It has a set of connector ports for power, analog and digital sensors, and video pass-through to support experiment-unique hardware within the Incubator specimen chamber. The Incubator exchanges air with the ISS cabin. The Fundamental Space Biology-1 (FSB-1) Project will be delivering, the HHR and two Incubators to ISS. The two inaugural experiments to be conducted on ISS using this hardware will investigate the biological effects of the space environment on two model organisms, Saccharomyces cerevisiae (S. cerevisiae; yeast) and Caenorhabditis elegans (C. elegans; nematode). The {M}odel {Y}east {C}ultures {o}n {S}tation (MYCOS) experiment will support examination of the effect of microgravity and cosmic radiation on yeast biology. In the second series of experiments during the same increment, the effects of microgravity and space environment radiation on C. elegans will be examined. The {F}undamental Space Biology {I}ncubator {E}xperiment {R}esearch using {C}. {e}legans (FIERCE) study is designed to support a long duration, multi-generational study of nematodes. FIERCE on-orbit science operations will include video monitoring, sub-culturing and periodic fixation and freezing of samples. For both experiments, investigators will be solicited via an International Space Life Sciences Research Announcement. In the near future, the Centrifuge Accommodation Module will be delivered to ISS, which will house the SSBRP 2.5 m Centrifuge Rotor. The Incubator can be placed onto the Centrifuge

  16. Rapid, low-cost, image analysis through video processing

    International Nuclear Information System (INIS)

    Levinson, R.A.; Marrs, R.W.; Grantham, D.G.

    1976-01-01

    Remote Sensing now provides the data necessary to solve many resource problems. However, many of the complex image processing and analysis functions used in analysis of remotely-sensed data are accomplished using sophisticated image analysis equipment. High cost of this equipment places many of these techniques beyond the means of most users. A new, more economical, video system capable of performing complex image analysis has now been developed. This report describes the functions, components, and operation of that system. Processing capability of the new video image analysis system includes many of the tasks previously accomplished with optical projectors and digital computers. Video capabilities include: color separation, color addition/subtraction, contrast stretch, dark level adjustment, density analysis, edge enhancement, scale matching, image mixing (addition and subtraction), image ratioing, and construction of false-color composite images. Rapid input of non-digital image data, instantaneous processing and display, relatively low initial cost, and low operating cost gives the video system a competitive advantage over digital equipment. Complex pre-processing, pattern recognition, and statistical analyses must still be handled through digital computer systems. The video system at the University of Wyoming has undergone extensive testing, comparison to other systems, and has been used successfully in practical applications ranging from analysis of x-rays and thin sections to production of color composite ratios of multispectral imagery. Potential applications are discussed including uranium exploration, petroleum exploration, tectonic studies, geologic mapping, hydrology sedimentology and petrography, anthropology, and studies on vegetation and wildlife habitat

  17. Exploring the Functioning of Decision Space: A Review of the Available Health Systems Literature.

    Science.gov (United States)

    Roman, Tamlyn Eslie; Cleary, Susan; McIntyre, Diane

    2017-02-27

    The concept of decision space holds appeal as an approach to disaggregating the elements that may influence decision-making in decentralized systems. This narrative review aims to explore the functioning of decision space and the factors that influence decision space. A narrative review of the literature was conducted with searches of online databases and academic journals including PubMed Central, Emerald, Wiley, Science Direct, JSTOR, and Sage. The articles were included in the review based on the criteria that they provided insight into the functioning of decision space either through the explicit application of or reference to decision space, or implicitly through discussion of decision-making related to organizational capacity or accountability mechanisms. The articles included in the review encompass literature related to decentralisation, management and decision space. The majority of the studies utilise qualitative methodologies to assess accountability mechanisms, organisational capacities such as finance, human resources and management, and the extent of decision space. Of the 138 articles retrieved, 76 articles were included in the final review. The literature supports Bossert's conceptualization of decision space as being related to organizational capacities and accountability mechanisms. These functions influence the decision space available within decentralized systems. The exact relationship between decision space and financial and human resource capacities needs to be explored in greater detail to determine the potential influence on system functioning. © 2017 The Author(s); Published by Kerman University of Medical Sciences. This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

  18. Space-Time Quantum Imaging

    Directory of Open Access Journals (Sweden)

    Ronald E. Meyers

    2015-03-01

    Full Text Available We report on an experimental and theoretical investigation of quantum imaging where the images are stored in both space and time. Ghost images of remote objects are produced with either one or two beams of chaotic laser light generated by a rotating ground glass and two sensors measuring the reference field and bucket field at different space-time points. We further observe that the ghost images translate depending on the time delay between the sensor measurements. The ghost imaging experiments are performed both with and without turbulence. A discussion of the physics of the space-time imaging is presented in terms of quantum nonlocal two-photon analysis to support the experimental results. The theoretical model includes certain phase factors of the rotating ground glass. These experiments demonstrated a means to investigate the time and space aspects of ghost imaging and showed that ghost imaging contains more information per measured photon than was previously recognized where multiple ghost images are stored within the same ghost imaging data sets. This suggests new pathways to explore quantum information stored not only in multi-photon coincidence information but also in time delayed multi-photon interference. The research is applicable to making enhanced space-time quantum images and videos of moving objects where the images are stored in both space and time.

  19. Exploring the Gendering of Space by Using Memory Work as a Reflexive Research Method

    Directory of Open Access Journals (Sweden)

    Lia Bryant

    2007-09-01

    Full Text Available How can memory work be used as a pathway to reflect on the situatedness of the researcher and field of inquiry? The key aim of this article is to contribute to knowledge about the gendering of space developed by feminist geographers by using memory work as a reflexive research method. The authors present a brief review of feminist literature that covers the local and global symbolic meanings of spaces and the power relations within which space is experienced. From the literature they interpret themes of the interconnections between space, place, and time; sexualization of public space; and the bodily praxis of using space. Memories of gendered bodies and landscapes, movement and restricted space, and the disrupting of space allow the exploration of conceptualizations within the literature as active, situated, fragmented, and contextualized.

  20. Collaborative Human Engineering Work in Space Exploration Extravehicular Activities (EVA)

    Science.gov (United States)

    DeSantis, Lena; Whitmore, Mihriban

    2007-01-01

    A viewgraph presentation on extravehicular activities in space exploration in collaboration with other NASA centers, industries, and universities is shown. The topics include: 1) Concept of Operations for Future EVA activities; 2) Desert Research and Technology Studies (RATS); 3) Advanced EVA Walkback Test; 4) Walkback Subjective Results; 5) Integrated Suit Test 1; 6) Portable Life Support Subsystem (PLSS); 7) Flex PLSS Design Process; and 8) EVA Information System; 9)

  1. ESSC-ESF Position Paper: Science-Driven Scenario for Space Exploration: Report from the European Space Sciences Committee (ESSC)

    DEFF Research Database (Denmark)

    Worms, Jean-Claude; Lammer, Helmut; Barucci, Antonella

    2009-01-01

    Abstract In 2005 the then ESA Directorate for Human Spaceflight, Microgravity and Exploration (D-HME) commissioned a study from the European Science Foundation's (ESF) European Space Sciences Committee (ESSC) to examine the science aspects of the Aurora Programme in preparation for the December......'s exploration programme, dubbed "Emergence and co-evolution of life with its planetary environments," focusing on those targets that can ultimately be reached by humans, i.e., Mars, the Moon, and Near Earth Objects. Mars was further recognized as the focus of that programme, with Mars sample return...

  2. Building long-term constituencies for space exploration: The challenge of raising public awareness and engagement in the United States and in Europe

    Science.gov (United States)

    Ehrenfreund, P.; Peter, N.; Billings, L.

    2010-08-01

    Space exploration is a multifaceted endeavor and will be a "grand challenge" of the 21st century. It has already become an element of the political agenda of a growing number of countries worldwide. However, the public is largely unaware of space exploration activities and in particular does not perceive any personal benefit. In order to achieve highly ambitious space exploration goals to explore robotically and with humans the inner solar system, space agencies must improve and expand their efforts to inform and raise the awareness of the public about what they are doing, and why. Therefore adopting new techniques aiming at informing and engaging the public using participatory ways, new communication techniques to reach, in particular, the younger generation will be a prerequisite for a sustainable long-term exploration program: as they will enable it and carry most of the associated financial burden. This paper presents an environmental analysis of space exploration in the United States and Europe and investigates the current branding stature of the National Aeronautics and Space Administration (NASA) and the European Space Agency (ESA). We discuss how improved market research and new branding methods can increase public space awareness and improve the image of NASA and ESA. We propose a new participatory approach to engage the public as major stakeholder (along governments, the industrial space sector and the science community) that may provide sufficient resources for and sustainability of a long-term space exploration program.

  3. The role of nuclear reactors in space exploration and development

    International Nuclear Information System (INIS)

    Lipinski, R.J.

    2000-01-01

    The United States has launched more than 20 radioisotopic thermoelectric generators (RTGs) into space over the past 30 yr but has launched only one nuclear reactor, and that was in 1965. Russia has launched more than 30 reactors. The RTGs use the heat of alpha decay of 238 Pu for power and typically generate 235 U; typical designs are for 100 to 1000 kW of electricity. The only US space reactor launch (SNAP-10A) was a demonstration mission. One reason for the lack of space reactor use by the United States was the lack of space missions that required high power. But, another was the assumed negative publicity that would accompany a reactor launch. The net result is that all space reactor programs after 1970 were terminated before an operating space reactor could be developed, and they are now many years from recovering the ability to build them. Two major near-term needs for space reactors are the human exploration of Mars and advanced missions to and beyond the orbit of Jupiter. To help obtain public acceptance of space reactors, one must correct some of the misconceptions concerning space reactors and convey the following facts to the public and to decision makers: Space reactors are 1000 times smaller in power and size than a commercial power reactor. A space reactor at launch is only as radioactive as a pile of dirt 60 m (200 ft) across. A space reactor contains no plutonium at launch. It does not become significantly radioactive until it is turned on, and it will be engineered so that no launch accident can turn it on, even if that means fueling it after launch. The reactor will not be turned on until it is in a high stable orbit or even on an earth-escape trajectory for some missions. The benefits of space reactors are that they give humanity a stairway to the planets and perhaps the stars. They open a new frontier for their children and their grandchildren. They pave the way for all life on earth to move out into the solar system. At one time, humans built

  4. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction

    OpenAIRE

    Xu, Chaoying S.; Chen, Jessica S.; Adelman, Ron A.

    2015-01-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature sup...

  5. Using the "K[subscript 5]Connected Cognition Diagram" to Analyze Teachers' Communication and Understanding of Regions in Three-Dimensional Space

    Science.gov (United States)

    Moore-Russo, Deborah; Viglietti, Janine M.

    2012-01-01

    This paper reports on a study that introduces and applies the "K[subscript 5]Connected Cognition Diagram" as a lens to explore video data showing teachers' interactions related to the partitioning of regions by axes in a three-dimensional geometric space. The study considers "semiotic bundles" (Arzarello, 2006), introduces "semiotic connections,"…

  6. Pulmonary Inflammatory Responses to Acute Meteorite Dust Exposures - Implications for Human Space Exploration

    Science.gov (United States)

    Harrington, A. D.; McCubbin, F. M.; Vander Kaaden, K. E.; Kaur, J.; Smirnov, A.; Galdanes, K.; Schoonen, M. A. A.; Chen, L. C.; Tsirka, S. E.; Gordon, T.

    2018-01-01

    New initiatives to send humans to Mars within the next few decades are illustrative of the resurgence of interest in space travel. However, as with all exploration, there are risks. The Human Research Roadmap developed by NASA identifies the Risk of Adverse Health and Performance Effects of Celestial Dust Exposure as an area of concern. Extended human exploration will further increase the probability of inadvertent and repeated exposures to celestial dusts.

  7. Screen-births: Exploring the transformative potential in trans video blogs on YouTube

    DEFF Research Database (Denmark)

    Raun, Tobias

    2010-01-01

    This article takes as its point of departure the numerous amounts of video blogs (vlogs) on YouTube (youtube.com) where transsexuals (using hormones and/or surgery to alter their body) document and discuss their gender transition. The transition is often articulated as a birth or a re-birth signa......This article takes as its point of departure the numerous amounts of video blogs (vlogs) on YouTube (youtube.com) where transsexuals (using hormones and/or surgery to alter their body) document and discuss their gender transition. The transition is often articulated as a birth or a re...

  8. Exploring the Use of Video-Clips for Motivation Building in a Secondary School EFL Setting

    Science.gov (United States)

    Park, Yujong; Jung, Eunsu

    2016-01-01

    By employing an action research framework, this study evaluated the effectiveness of a video-based curriculum in motivating EFL learners to learn English. Fifteen Korean EFL students at the secondary school context participated in an 8-week English program, which employed video clips including TED talk replays, sitcoms, TV news reports and movies…

  9. Engineering a Live UHD Program from the International Space Station

    Science.gov (United States)

    Grubbs, Rodney; George, Sandy

    2017-01-01

    The first-ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a “Super Session” at the National Association of Broadcasters (NAB) Show in April 2017. Ultra-High Definition is four times the resolution of “full HD” or “1080P” video. Also referred to as “4K”, the Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. A similar demonstration was conducted in 2006 with the Discovery Channel to demonstrate the ability to stream HDTV from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a “live” event was staged when the UHD video coming from the ISS had a latency of 10+ seconds. In addition, the paper will touch on the unique collaboration between the inherently governmental aspects of the ISS, commercial partners Amazon and Elemental, and the National Association of Broadcasters.

  10. Surgical gesture classification from video and kinematic data.

    Science.gov (United States)

    Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René

    2013-10-01

    Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.

  11. Exploring the role of educational videos in radiation oncology practice

    International Nuclear Information System (INIS)

    Dally, M.J.; Denham, J.W.; Boddy, G.A.

    1994-01-01

    Patient, staff, and medical student education are essential components of modern radiation oncology practice. Greater involvement of patients in the clinical decision-making process, and the need for other health professionals to be more informed about radiation oncology, provided further demand on resources, despite ever increasing logistic constraints. Videos made by individual departments may augment traditional teaching methods and have applications in documenting clinical practice and response. 8 refs., 1 tab

  12. Hematopoietic Stem Cell Therapy as a Counter-Measure for Human Exploration of Deep Space

    Science.gov (United States)

    Ohi, S.; Roach, A.-N.; Ramsahai, S.; Kim, B. C.; Fitzgerald, W.; Riley, D. A.; Gonda, S. R.

    2004-01-01

    Human exploration of deep space depends, in part, on our ability to counter severe/invasive disorders that astronauts experience in space environments. The known symptoms include hematological/cardiac abnormalities,bone and muscle losses, immunodeficiency, neurological disorders, and cancer. Exploiting the extraordinary plasticity of hematopoietic stem cells (HSCs), which differentiate not only to all types of blood cells, but also to various tissues, we have advanced a hypothesis that ome of the space-caused disorders maybe amenable to hematopoietis stem cell therapy(HSCT) so as to maintain promote human exploration of deep space. Using mouse models of human anemia beta-thaiassemia) as well as spaceflight (hindlimb unloading system), we have obtained feasibility results of HSCT for space anemia, muscle loss, and immunodeficiency. For example, in the case of HSCT for muscle loss, the beta-galactosidese marked HSCs were detected in the hindlimbs of unloaded mouse following transplantation by -X-gal wholemaunt staining procedure. Histochemicaland physical analyses indicated structural contribution of HSCs to the muscle. HSCT for immunodeficiency was investigated ising beta-galactosidese gene-tagged Escherichia coli as the infectious agent. Results of the X-gal staining procedure indicated the rapeutic role of the HSCT. To facilitate the HSCT in space, growth of HSCs were optimized in the NASA Rotating Wall Vessel (RWV) culture systems, including Hydrodynamic Focusing Bioreactor (HFB).

  13. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  14. Mars Wars: The Rise and Fall of the Space Exploration Initiative

    Science.gov (United States)

    Hogan, Thor

    2007-08-01

    The rise of Space Exploration Initiative (SEI) and its eventual demise represents one of the landmark episodes in the history of the American space program ranking with the creation of NASA, the decision to go to the Moon, the post-Apollo planning process, and the space station decision. The story of this failed initiative is one shaped by key protagonists and critical battles. It is a tale of organizational, cultural, and personal confrontation. Organizational skirmishes involved the Space Council versus NASA, the White House versus congressional appropriators, and the Johnson Space Center versus the rest of the space agency all seeking control of the national space policy process. Cultural struggles pitted the increasingly conservative engineering ethos of NASA against the faster, better, cheaper philosophy of a Space Council looking for innovative solutions to technical problems. Personality clashes matched Vice President Dan Quayle and Space Council Executive Secretary Mark Albrecht against NASA Administrator Dick Truly and Johnson Space Center Director Aaron Cohen. In the final analysis, the demise of SEI was a classic example of a defective decision-making process one that lacked adequate high-level policy guidance, failed to address critical fiscal constraints, developed inadequate programmatic alternatives, and garnered no congressional support. Some space policy experts have argued that SEI was doomed to fail, due primarily to the immense budgetary pressures facing the nation during the early 1990's. This book will argue, however, that the failure of the initiative was not predetermined; instead, it was the result of a deeply flawed policy process that failed to develop (or even consider) policy options that may have been politically acceptable given the existing political environment.

  15. Energy Management of the Multi-Mission Space Exploration Vehicle Using a Goal-Oriented Control System

    Science.gov (United States)

    Braman, Julia M. B.; Wagner, David A.

    2010-01-01

    Safe human exploration in space missions requires careful management of limited resources such as breathable air and stored electrical energy. Daily activities for astronauts must be carefully planned with respect to such resources, and usage must be monitored as activities proceed to ensure that they can be completed while maintaining safe resource margins. Such planning and monitoring can be complex because they depend on models of resource usage, the activities being planned, and uncertainties. This paper describes a system - and the technology behind it - for energy management of the NASA-Johnson Space Center's Multi-Mission Space Exploration Vehicles (SEV), that provides, in an onboard advisory mode, situational awareness to astronauts and real-time guidance to mission operators. This new capability was evaluated during this year's Desert RATS (Research and Technology Studies) planetary exploration analog test in Arizona. This software aided ground operators and crew members in modifying the day s activities based on the real-time execution of the plan and on energy data received from the rovers.

  16. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    Science.gov (United States)

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  17. Radiation risk in space exploration

    International Nuclear Information System (INIS)

    Schimmerling, W.; Wilson, J.W.; Cucinotta, F.; Kim, M.H.Y.

    1997-01-01

    Humans living and working in space are exposed to energetic charged particle radiation due to galactic cosmic rays and solar particle emissions. In order to keep the risk due to radiation exposure of astronauts below acceptable levels, the physical interaction of these particles with space structures and the biological consequences for crew members need to be understood. Such knowledge is, to a large extent, very sparse when it is available at all. Radiation limits established for space radiation protection purposes are based on extrapolation of risk from Japanese survivor data, and have been found to have large uncertainties. In space, attempting to account for large uncertainties by worst-case design results in excessive costs and accurate risk prediction is essential. It is best developed at ground-based laboratories, using particle accelerator beams to simulate individual components of space radiation. Development of mechanistic models of the action of space radiation is expected to lead to the required improvements in the accuracy of predictions, to optimization of space structures for radiation protection and, eventually, to the development of biological methods of prevention and intervention against radiation injury. (author)

  18. Retail video analytics: an overview and survey

    Science.gov (United States)

    Connell, Jonathan; Fan, Quanfu; Gabbur, Prasad; Haas, Norman; Pankanti, Sharath; Trinh, Hoang

    2013-03-01

    Today retail video analytics has gone beyond the traditional domain of security and loss prevention by providing retailers insightful business intelligence such as store traffic statistics and queue data. Such information allows for enhanced customer experience, optimized store performance, reduced operational costs, and ultimately higher profitability. This paper gives an overview of various camera-based applications in retail as well as the state-ofthe- art computer vision techniques behind them. It also presents some of the promising technical directions for exploration in retail video analytics.

  19. Learning through Digital Storytelling: Exploring Entertainment Techniques in Lecture Video

    Science.gov (United States)

    Choi, Grace Y.

    2018-01-01

    Although online education is popularized, it is in a developing stage that continues to struggle with communicating and engaging with students. The question remains on how students can be better engaged in online educational materials that are presented in asynchronous media, especially in lecture videos. Thus, using engagement theory, the present…

  20. Video Self-Modelling: An Intervention for Children with Behavioural Difficulties

    Science.gov (United States)

    Regan, Helen; Howe, Julia

    2017-01-01

    There has recently been a growth in interest in the use of video technology in the practice of educational psychologists. This research explores the effects of a video self-modelling (VSM) intervention on the behaviours of a child in mainstream education using a single case study design set within a behaviourist paradigm. VSM is a behavioural…

  1. Simulating Auditory Hallucinations in a Video Game

    DEFF Research Database (Denmark)

    Weinel, Jonathan; Cunningham, Stuart

    2017-01-01

    In previous work the authors have proposed the concept of 'ASC Simulations': including audio-visual installations and experiences, as well as interactive video game systems, which simulate altered states of consciousness (ASCs) such as dreams and hallucinations. Building on the discussion...... of the authors' previous paper, where a large-scale qualitative study explored the changes to auditory perception that users of various intoxicating substances report, here the authors present three prototype audio mechanisms for simulating hallucinations in a video game. These were designed in the Unity video...... that make up the player character, and in future developments of this type of work we foresee a more advanced, standardised interface that models the senses, emotions and state of consciousness of player avatars....

  2. Visualising Digital Video Libraries for TV Broadcasting Industry: A User-Centred Approach

    OpenAIRE

    HAESEN, Mieke; MESKENS, Jan; CONINX, Karin

    2009-01-01

    Finding a suitable video fragment in a vast video archive is mostly a complex task. Even professional users have to skim many hours of stored video data before they find the desired content. In this paper, we present a user-centred software engineering approach that is employed to create a novel news video explorer for TV broadcasting industry. This approach helps to ensure the balance between the tech-nological progress in the field of information retrieval on the one hand and the needs and ...

  3. The World is Not Enough (WINE): Harvesting Local Resources for Eternal Exploration of Space, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The World is Not Enough (WINE) is a new generation of CubeSats that take advantage of ISRU to explore space. The WINE takes advantage of existing CubeSat technology...

  4. EXPLORING TRANSVERSE BEAM STABILITY IN THE SNS IN THE PRESENCE OF SPACE CHARGE.

    Energy Technology Data Exchange (ETDEWEB)

    FEDOTOV,A.V.; BLASKIEWICZ,M.; WEI,J.; DANILOV,V.; HOLMES,J.; SHISHLO,A.

    2002-06-03

    The highest possible intensity in the machine is typically determined by the onset of coherent beam instabilities. Understanding the contribution of various effects to the damping and growth of such instabilities in the regime of strong space charge is thus of crucial importance. In this paper we explore transverse beam stability by numerical simulations using recently implemented models of transverse impedance and three-dimensional space charge. Results are discussed with application to the SNS accumulators.

  5. Enabling Fast ASIP Design Space Exploration: An FPGA-Based Runtime Reconfigurable Prototyper

    Directory of Open Access Journals (Sweden)

    Paolo Meloni

    2012-01-01

    Full Text Available Application Specific Instruction-set Processors (ASIPs expose to the designer a large number of degrees of freedom. Accurate and rapid simulation tools are needed to explore the design space. To this aim, FPGA-based emulators have recently been proposed as an alternative to pure software cycle-accurate simulator. However, the advantages of on-hardware emulation are reduced by the overhead of the RTL synthesis process that needs to be run for each configuration to be emulated. The work presented in this paper aims at mitigating this overhead, exploiting a form of software-driven platform runtime reconfiguration. We present a complete emulation toolchain that, given a set of candidate ASIP configurations, identifies and builds an overdimensioned architecture capable of being reconfigured via software at runtime, emulating all the design space points under evaluation. The approach has been validated against two different case studies, a filtering kernel and an M-JPEG encoding kernel. Moreover, the presented emulation toolchain couples FPGA emulation with activity-based physical modeling to extract area and power/energy consumption figures. We show how the adoption of the presented toolchain reduces significantly the design space exploration time, while introducing an overhead lower than 10% for the FPGA resources and lower than 0.5% in terms of operating frequency.

  6. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

    Directory of Open Access Journals (Sweden)

    Geoffrey L. Ream

    2013-01-01

    Full Text Available This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702 recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  7. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether "role incompatibility," the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators-days/week played, school/work day play, nonschool/work day play, and problem play-had significant curvilinear relationships with age. The "shape" of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  8. Adaptive metric learning with deep neural networks for video-based facial expression recognition

    Science.gov (United States)

    Liu, Xiaofeng; Ge, Yubin; Yang, Chao; Jia, Ping

    2018-01-01

    Video-based facial expression recognition has become increasingly important for plenty of applications in the real world. Despite that numerous efforts have been made for the single sequence, how to balance the complex distribution of intra- and interclass variations well between sequences has remained a great difficulty in this area. We propose the adaptive (N+M)-tuplet clusters loss function and optimize it with the softmax loss simultaneously in the training phrase. The variations introduced by personal attributes are alleviated using the similarity measurements of multiple samples in the feature space with many fewer comparison times as conventional deep metric learning approaches, which enables the metric calculations for large data applications (e.g., videos). Both the spatial and temporal relations are well explored by a unified framework that consists of an Inception-ResNet network with long short term memory and the two fully connected layer branches structure. Our proposed method has been evaluated with three well-known databases, and the experimental results show that our method outperforms many state-of-the-art approaches.

  9. The role of nuclear reactors in space exploration and development

    Energy Technology Data Exchange (ETDEWEB)

    Lipinski, R.J.

    2000-07-01

    The United States has launched more than 20 radioisotopic thermoelectric generators (RTGs) into space over the past 30 yr but has launched only one nuclear reactor, and that was in 1965. Russia has launched more than 30 reactors. The RTGs use the heat of alpha decay of {sup 238}Pu for power and typically generate <1 kW of electricity. Apollo, Pioneer, Voyager, Viking, Galileo, Ulysses, and Cassini all used RTGs. Space reactors use the fission energy of {sup 235}U; typical designs are for 100 to 1000 kW of electricity. The only US space reactor launch (SNAP-10A) was a demonstration mission. One reason for the lack of space reactor use by the United States was the lack of space missions that required high power. But, another was the assumed negative publicity that would accompany a reactor launch. The net result is that all space reactor programs after 1970 were terminated before an operating space reactor could be developed, and they are now many years from recovering the ability to build them. Two major near-term needs for space reactors are the human exploration of Mars and advanced missions to and beyond the orbit of Jupiter. To help obtain public acceptance of space reactors, one must correct some of the misconceptions concerning space reactors and convey the following facts to the public and to decision makers: Space reactors are 1000 times smaller in power and size than a commercial power reactor. A space reactor at launch is only as radioactive as a pile of dirt 60 m (200 ft) across. A space reactor contains no plutonium at launch. It does not become significantly radioactive until it is turned on, and it will be engineered so that no launch accident can turn it on, even if that means fueling it after launch. The reactor will not be turned on until it is in a high stable orbit or even on an earth-escape trajectory for some missions. The benefits of space reactors are that they give humanity a stairway to the planets and perhaps the stars. They open a new

  10. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory

    Science.gov (United States)

    Clemenson, Gregory D.

    2015-01-01

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many “enriching” aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can

  11. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory.

    Science.gov (United States)

    Clemenson, Gregory D; Stark, Craig E L

    2015-12-09

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and

  12. A Cis-Lunar Propellant Infrastructure for Flexible Path Exploration and Space Commerce

    Science.gov (United States)

    Oeftering, Richard C.

    2012-01-01

    This paper describes a space infrastructure concept that exploits lunar water for propellant production and delivers it to users in cis-lunar space. The goal is to provide responsive economical space transportation to destinations beyond low Earth orbit (LEO) and enable in-space commerce. This is a game changing concept that could fundamentally affect future space operations, provide greater access to space beyond LEO, and broaden participation in space exploration. The challenge is to minimize infrastructure development cost while achieving a low operational cost. This study discusses the evolutionary development of the infrastructure from a very modest robotic operation to one that is capable of supporting human operations. The cis-lunar infrastructure involves a mix of technologies including cryogenic propellant production, reusable lunar landers, propellant tankers, orbital transfer vehicles, aerobraking technologies, and electric propulsion. This cislunar propellant infrastructure replaces Earth-launched propellants for missions beyond LEO. It enables users to reach destinations with smaller launchers or effectively multiplies the user s existing payload capacity. Users can exploit the expanded capacity to launch logistics material that can then be traded with the infrastructure for propellants. This mutually beneficial trade between the cis-lunar infrastructure and propellant users forms the basis of in-space commerce.

  13. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-04-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.

  14. Exploration of a capability-focused aerospace system of systems architecture alternative with bilayer design space, based on RST-SOM algorithmic methods.

    Science.gov (United States)

    Li, Zhifei; Qin, Dongliang; Yang, Feng

    2014-01-01

    In defense related programs, the use of capability-based analysis, design, and acquisition has been significant. In order to confront one of the most challenging features of a huge design space in capability based analysis (CBA), a literature review of design space exploration was first examined. Then, in the process of an aerospace system of systems design space exploration, a bilayer mapping method was put forward, based on the existing experimental and operating data. Finally, the feasibility of the foregoing approach was demonstrated with an illustrative example. With the data mining RST (rough sets theory) and SOM (self-organized mapping) techniques, the alternative to the aerospace system of systems architecture was mapping from P-space (performance space) to C-space (configuration space), and then from C-space to D-space (design space), respectively. Ultimately, the performance space was mapped to the design space, which completed the exploration and preliminary reduction of the entire design space. This method provides a computational analysis and implementation scheme for large-scale simulation.

  15. Researching on the process of remote sensing video imagery

    Science.gov (United States)

    Wang, He-rao; Zheng, Xin-qi; Sun, Yi-bo; Jia, Zong-ren; Wang, He-zhan

    Unmanned air vehicle remotely-sensed imagery on the low-altitude has the advantages of higher revolution, easy-shooting, real-time accessing, etc. It's been widely used in mapping , target identification, and other fields in recent years. However, because of conditional limitation, the video images are unstable, the targets move fast, and the shooting background is complex, etc., thus it is difficult to process the video images in this situation. In other fields, especially in the field of computer vision, the researches on video images are more extensive., which is very helpful for processing the remotely-sensed imagery on the low-altitude. Based on this, this paper analyzes and summarizes amounts of video image processing achievement in different fields, including research purposes, data sources, and the pros and cons of technology. Meantime, this paper explores the technology methods more suitable for low-altitude video image processing of remote sensing.

  16. Optimizing Energy and Modulation Selection in Multi-Resolution Modulation For Wireless Video Broadcast/Multicast

    KAUST Repository

    She, James

    2009-11-01

    Emerging technologies in Broadband Wireless Access (BWA) networks and video coding have enabled high-quality wireless video broadcast/multicast services in metropolitan areas. Joint source-channel coded wireless transmission, especially using hierarchical/superposition coded modulation at the channel, is recognized as an effective and scalable approach to increase the system scalability while tackling the multi-user channel diversity problem. The power allocation and modulation selection problem, however, is subject to a high computational complexity due to the nonlinear formulation and huge solution space. This paper introduces a dynamic programming framework with conditioned parsing, which significantly reduces the search space. The optimized result is further verified with experiments using real video content. The proposed approach effectively serves as a generalized and practical optimization framework that can gauge and optimize a scalable wireless video broadcast/multicast based on multi-resolution modulation in any BWA network.

  17. Optimizing Energy and Modulation Selection in Multi-Resolution Modulation For Wireless Video Broadcast/Multicast

    KAUST Repository

    She, James; Ho, Pin-Han; Shihada, Basem

    2009-01-01

    Emerging technologies in Broadband Wireless Access (BWA) networks and video coding have enabled high-quality wireless video broadcast/multicast services in metropolitan areas. Joint source-channel coded wireless transmission, especially using hierarchical/superposition coded modulation at the channel, is recognized as an effective and scalable approach to increase the system scalability while tackling the multi-user channel diversity problem. The power allocation and modulation selection problem, however, is subject to a high computational complexity due to the nonlinear formulation and huge solution space. This paper introduces a dynamic programming framework with conditioned parsing, which significantly reduces the search space. The optimized result is further verified with experiments using real video content. The proposed approach effectively serves as a generalized and practical optimization framework that can gauge and optimize a scalable wireless video broadcast/multicast based on multi-resolution modulation in any BWA network.

  18. Reviewing Instructional Studies Conducted Using Video Modeling to Children with Autism

    Science.gov (United States)

    Acar, Cimen; Diken, Ibrahim H.

    2012-01-01

    This study explored 31 instructional research articles written using video modeling to children with autism and published in peer-reviewed journals. The studies in this research have been reached by searching EBSCO, Academic Search Complete, ERIC and other Anadolu University online search engines and using keywords such as "autism, video modeling,…

  19. The role of empathy in making availability judgments from video and silhouette awareness information

    NARCIS (Netherlands)

    Ruyter, de B.E.R.; Baha, S.E.; Pijl, M.; Markopoulos, P.

    2011-01-01

    This paper reports research concerning video media spaces for the home and specifically the extent to which different approaches for video obfuscation can balance conflicting requirements for awareness between connected individuals and privacy. Different filtering techniques were compared regarding

  20. Teaching Complicated Conceptual Knowledge with Simulation Videos in Foundational Electrical Engineering Courses

    Science.gov (United States)

    Chen, Baiyun; Wei, Lei; Li, Huihui

    2016-01-01

    Building a solid foundation of conceptual knowledge is critical for students in electrical engineering. This mixed-method case study explores the use of simulation videos to illustrate complicated conceptual knowledge in foundational communications and signal processing courses. Students found these videos to be very useful for establishing…

  1. Propulsion Health Management System Development for Affordable and Reliable Operation of Space Exploration Systems

    Science.gov (United States)

    Melcher, Kevin J.; Maul, William A.; Garg, Sanjay

    2007-01-01

    The constraints of future Exploration Missions will require unique integrated system health management capabilities throughout the mission. An ambitious launch schedule, human-rating requirements, long quiescent periods, limited human access for repair or replacement, and long communication delays, all require an integrated approach to health management that can span distinct, yet interdependent vehicle subsystems, anticipate failure states, provide autonomous remediation and support the Exploration Mission from beginning to end. Propulsion is a critical part of any space exploration mission, and monitoring the health of the propulsion system is an integral part of assuring mission safety and success. Health management is a somewhat ubiquitous technology that encompasses a large spectrum of physical components and logical processes. For this reason, it is essential to develop a systematic plan for propulsion health management system development. This paper provides a high-level perspective of propulsion health management systems, and describes a logical approach for the future planning and early development that are crucial to planned space exploration programs. It also presents an overall approach, or roadmap, for propulsion health management system development and a discussion of the associated roadblocks and challenges.

  2. A Coordinated Initialization Process for the Distributed Space Exploration Simulation (DSES)

    Science.gov (United States)

    Phillips, Robert; Dexter, Dan; Hasan, David; Crues, Edwin Z.

    2007-01-01

    This document describes the federate initialization process that was developed at the NASA Johnson Space Center with the HIIA Transfer Vehicle Flight Controller Trainer (HTV FCT) simulations and refined in the Distributed Space Exploration Simulation (DSES). These simulations use the High Level Architecture (HLA) IEEE 1516 to provide the communication and coordination between the distributed parts of the simulation. The purpose of the paper is to describe a generic initialization sequence that can be used to create a federate that can: 1. Properly initialize all HLA objects, object instances, interactions, and time management 2. Check for the presence of all federates 3. Coordinate startup with other federates 4. Robustly initialize and share initial object instance data with other federates.

  3. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  4. Peril-sensitive sunglasses, superheroes in miniature, and pink polka-dot boxers: Artifact and collectible video game feelies, play, and the paratextual gaming experience

    Directory of Open Access Journals (Sweden)

    Ian M. Peters

    2014-06-01

    Full Text Available Material artifacts included in video game packaging, referred to in the industry as feelies, operate as media paratexts that are both extensions of and separate from the video games that inspired them. Although most discourses on video game feelies are centered on 1980s text-based adventure games, feelies have continually been included in contemporary games, albeit primarily in collector's or special editions. To explore the diversity of feelies and how they are able to generate their own texts away from the digital game itself, I identify two specific types of feelies: artifact feelies, which are life-size reproductions of objects from within the game space, and collectible feelies, which serve as extensions of the game space into the physical realm but tend to include objects more frequently associated with fan collecting activities. Taking an interdisciplinary approach that includes material culture studies and media studies, I show how feelies allow scholars to gain further insight into how screen media operate away from the screens themselves, how the accumulation of material objects in the digital age encourages us to reevaluate our notions of the material and the immaterial, and how the concept of play is crucial to understanding how these objects are reappropriated in ways that move beyond their originally intended use.

  5. Video Games: A Human Factors Guide to Visual Display Design and Instructional System Design

    Science.gov (United States)

    1984-04-01

    Abstract K Electronic video games have many of the same technological and psychological characteristics that are found in military computer-based...employed as learning vehicles, the especially compelling characteristics of electronic video games have not been fully explored for possible exploitation...new electronic video games . !? Accordingly, the following experiment was designed to determine those m dimensions along which electronic

  6. Video interviewing as a learning resource

    DEFF Research Database (Denmark)

    Hedemann, Lars; Søndergaard, Helle Alsted

    2011-01-01

    The present investigation was carried out as a pilot study, with the aim of obtaining exploratory insights into the field of learning, and more specifically, how the use of video technology can be used as a mean to excel the outcome of the learning process. The motivation behind the study has its...... basis in the management education literature, and thereby in the discussion of how to organize teaching, in order to equip students with improved skills in reflective realization. Following the notion that experience is the basis for knowledge, the study was set out to explore how students at higher...... education programmes, i.e. at MSc and MBA level, can benefit from utilizing video recorded interviews in their process of learning and reflection. On the basis of the study, it is suggested that video interviewing makes up an interesting alternative to other learning approaches such as Simulation...

  7. Why Video Games Can Be a Good Fit for Formative Assessment

    Science.gov (United States)

    Bauer, Malcolm; Wylie, Caroline; Jackson, Tanner; Mislevy, Bob; Hoffman-John, Erin; John, Michael; Corrigan, Seth

    2017-01-01

    This paper explores the relation between formative assessment principles and their analogues in video games that game designers have been developing over the past 35 years. We identify important parallels between the two that should enable effective and efficient use of well-designed video games in the classroom as part of an overall learning…

  8. Exploring and linking biomedical resources through multidimensional semantic spaces.

    Science.gov (United States)

    Berlanga, Rafael; Jiménez-Ruiz, Ernesto; Nebot, Victoria

    2012-01-25

    integration, exploration, and analysis tasks. Results over a real scenario demonstrate the viability and usefulness of the approach, as well as the quality of the generated multidimensional semantic spaces.

  9. Joint Rendering and Segmentation of Free-Viewpoint Video

    Directory of Open Access Journals (Sweden)

    Ishii Masato

    2010-01-01

    Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.

  10. Evaluation of the effectiveness of color attributes for video indexing

    Science.gov (United States)

    Chupeau, Bertrand; Forest, Ronan

    2001-10-01

    Color features are reviewed and their effectiveness assessed in the application framework of key-frame clustering for abstracting unconstrained video. Existing color spaces and associated quantization schemes are first studied. Description of global color distribution by means of histograms is then detailed. In our work, 12 combinations of color space and quantization were selected, together with 12 histogram metrics. Their respective effectiveness with respect to picture similarity measurement was evaluated through a query-by-example scenario. For that purpose, a set of still-picture databases was built by extracting key frames from several video clips, including news, documentaries, sports and cartoons. Classical retrieval performance evaluation criteria were adapted to the specificity of our testing methodology.

  11. Video Browsing on Handheld Devices

    Science.gov (United States)

    Hürst, Wolfgang

    Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.

  12. What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

    NARCIS (Netherlands)

    Hartmann, T.; Jung, Y.; Vorderer, P.A.

    2012-01-01

    The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game

  13. A Multiliteracies Pedagogy: Exploring Semiotic Possibilities of a Disney Video in a Third Grade Diverse Classroom

    Science.gov (United States)

    Ajayi, Lasisi

    2011-01-01

    Disney videos are used across the US as important materials for teaching language arts and literacy in elementary schools. However, how pupils make meaning of the videos has not been sufficiently investigated in educational research. Twenty-five third-grade pupils were taught comprehension skills using "Sleeping Beauty." The students created their…

  14. Social Sciences and Space Exploration

    Science.gov (United States)

    1988-01-01

    The relationship between technology and society is a subject of continuing interest, because technological change and its effects confront and challenge society. College students are especially interested in technological change, knowing that they must cope with the pervasive and escalating effect of wide-ranging technological change. The space shuttle represents a technological change. The book's role is to serve as a resource for college faculty and students who are or will be interested in the social science implications of space technology. The book is designed to provide introductory material on a variety of space social topics to help faculty and students pursue teaching, learning, and research. Space technologies, perspectives on individual disciplines (economics, history, international law, philosophy, political science, psychology, and sociology) and interdiscipline approaches are presented.

  15. Know Your Game : An explorative study of dynamic capabilities’ potential impact on the Swedish video game industry

    OpenAIRE

    Didner, Maria; Zhao, Annie

    2017-01-01

    Video games have grown from only being a hobby activity to a worldwide industry, where the Swedish video game industry has become an increasingly important driver to this growth. However, there has been little research on the video game industry, where most empirical studies have so far focused on the involvement of users in product development and on mutually exclusive technology. To create a better understanding of this rapidly growing industry and move closer to determine what makes a game...

  16. Engineering task plan for flammable gas atmosphere mobile color video camera systems

    International Nuclear Information System (INIS)

    Kohlman, E.H.

    1995-01-01

    This Engineering Task Plan (ETP) describes the design, fabrication, assembly, and testing of the mobile video camera systems. The color video camera systems will be used to observe and record the activities within the vapor space of a tank on a limited exposure basis. The units will be fully mobile and designed for operation in the single-shell flammable gas producing tanks. The objective of this tank is to provide two mobile camera systems for use in flammable gas producing single-shell tanks (SSTs) for the Flammable Gas Tank Safety Program. The camera systems will provide observation, video recording, and monitoring of the activities that occur in the vapor space of applied tanks. The camera systems will be designed to be totally mobile, capable of deployment up to 6.1 meters into a 4 inch (minimum) riser

  17. Energy Storage Technology Development for Space Exploration

    Science.gov (United States)

    Mercer, Carolyn R.; Jankovsky, Amy L.; Reid, Concha M.; Miller, Thomas B.; Hoberecht, Mark A.

    2011-01-01

    The National Aeronautics and Space Administration is developing battery and fuel cell technology to meet the expected energy storage needs of human exploration systems. Improving battery performance and safety for human missions enhances a number of exploration systems, including un-tethered extravehicular activity suits and transportation systems including landers and rovers. Similarly, improved fuel cell and electrolyzer systems can reduce mass and increase the reliability of electrical power, oxygen, and water generation for crewed vehicles, depots and outposts. To achieve this, NASA is developing non-flow-through proton-exchange-membrane fuel cell stacks, and electrolyzers coupled with low permeability membranes for high pressure operation. The primary advantage of this technology set is the reduction of ancillary parts in the balance-of-plant fewer pumps, separators and related components should result in fewer failure modes and hence a higher probability of achieving very reliable operation, and reduced parasitic power losses enable smaller reactant tanks and therefore systems with lower mass and volume. Key accomplishments over the past year include the fabrication and testing of several robust, small-scale non-flow-through fuel cell stacks that have demonstrated proof-of-concept. NASA is also developing advanced lithium-ion battery cells, targeting cell-level safety and very high specific energy and energy density. Key accomplishments include the development of silicon composite anodes, lithiatedmixed- metal-oxide cathodes, low-flammability electrolytes, and cell-incorporated safety devices that promise to substantially improve battery performance while providing a high level of safety.

  18. GPM GROUND VALIDATION PRECIPITATION VIDEO IMAGER (PVI) GCPEX V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The GPM Ground Validation Precipitation Video Imager (PVI) GCPEx dataset collected precipitation particle images and drop size distribution data from November 2011...

  19. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction

    Science.gov (United States)

    Xu, Chaoying S.; Chen, Jessica S.; Adelman, Ron A.

    2015-01-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits. PMID:26339215

  20. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction.

    Science.gov (United States)

    Xu, Chaoying S; Chen, Jessica S; Adelman, Ron A

    2015-09-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits.

  1. Video Streaming Transfer in a Smart Satellite Mobile Environment

    OpenAIRE

    Celandroni, Nedo; Davoli, Franco; Ferro, Erina; Gotta, Alberto

    2009-01-01

    In the near future, transportation media are likely to become "smart spaces", where sophisticated services are offered to the passengers. Among such services, we concentrate on video streaming provided on buses that move in urban, suburban, or highway environments. A contents' source utilizes a satellite DVB-S2 link for transmitting video streams to a bus, which, in its turn, relays it to its passengers' devices. A bus works in a smart mode taking advantage of the knowledge of the exact point...

  2. Content-based analysis and indexing of sports video

    Science.gov (United States)

    Luo, Ming; Bai, Xuesheng; Xu, Guang-you

    2001-12-01

    An explosion of on-line image and video data in digital form is already well underway. With the exponential rise in interactive information exploration and dissemination through the World-Wide Web, the major inhibitors of rapid access to on-line video data are the management of capture and storage, and content-based intelligent search and indexing techniques. This paper proposes an approach for content-based analysis and event-based indexing of sports video. It includes a novel method to organize shots - classifying shots as close shots and far shots, an original idea of blur extent-based event detection, and an innovative local mutation-based algorithm for caption detection and retrieval. Results on extensive real TV programs demonstrate the applicability of our approach.

  3. An Exploration of Hybrid Spaces for Place-Based Geomorphology with Latino Bilingual Children

    Science.gov (United States)

    Martínez-Álvarez, Patricia; Bannan, Brenda

    2014-01-01

    Latino bilingual children hold rich understandings, which are underexplored and underutilized in the geoscience classroom. Oftentimes, young Latinos possess unique cultural land experiences shaping their place identities. We consider science as language and culture, and propose place-based geoscience hybrid space explorations that are culturally…

  4. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  5. Crew Roles and Interactions in Scientific Space Exploration

    Science.gov (United States)

    Love, Stanley G.; Bleacher, Jacob E.

    2013-01-01

    Future piloted space exploration missions will focus more on science than engineering, a change which will challenge existing concepts for flight crew tasking and demand that participants with contrasting skills, values, and backgrounds learn to cooperate as equals. In terrestrial space flight analogs such as Desert Research And Technology Studies, engineers, pilots, and scientists can practice working together, taking advantage of the full breadth of all team members training to produce harmonious, effective missions that maximize the time and attention the crew can devote to science. This paper presents, in a format usable as a reference by participants in the field, a successfully tested crew interaction model for such missions. The model builds upon the basic framework of a scientific field expedition by adding proven concepts from aviation and human spaceflight, including expeditionary behavior and cockpit resource management, cooperative crew tasking and adaptive leadership and followership, formal techniques for radio communication, and increased attention to operational considerations. The crews of future spaceflight analogs can use this model to demonstrate effective techniques, learn from each other, develop positive working relationships, and make their expeditions more successful, even if they have limited time to train together beforehand. This model can also inform the preparation and execution of actual future spaceflights.

  6. Development of a bio-chip dedicated to planetary exploration. First step: resistance studies to space conditions

    International Nuclear Information System (INIS)

    Le Postollec, A.; Dobrijevic, M.; Incerti, S.; Moretto, Ph.; Seznec, H.; Desorgher, L.; Santin, G.; Nieminen, P.; Dartnell, L.; Vandenabeele-Trambouze, O.; Coussot, G.

    2008-02-01

    For upcoming exploration missions, space agencies advocate the development of a new promising technique to search for traces of extent or extinct life: the bio-chip use. A bio-chip is a miniaturized device composed of biological sensitive systems fixed on a solid substrate. As space is a hazardous environment, a main concern relies on the resistance of a bio-chip to a panel of harsh constraints among which the resistance to radiations. Within the framework of the BiOMAS (Bio-chip for Organic Matter Analysis in Space) project, our team is currently developing a bio-chip especially designed for planetary exploration. We present here the methodology adopted and the beginning experiments to select the best constituents, to determine resistance levels and to define well-adapted protection for the bio-chip

  7. An Empirical Analysis of Indirect Network Effects in the Home Video Game Market

    OpenAIRE

    James E. Prieger; Wei-Min Hu

    2006-01-01

    We explore the indirect network effect in the market for home video games. We examine the video game console makers’ strategic choice between increasing demand by lowering console price and by encouraging the growth of software variety. We also explore the existence of an applications barrier to entry in the console market, and find that there is little evidence for such a barrier. Finally, we assess the applicability of the model to out-of-sample situations, to look at whether our model and ...

  8. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  9. An Efficient Fractal Video Sequences Codec with Multiviews

    Directory of Open Access Journals (Sweden)

    Shiping Zhu

    2013-01-01

    Full Text Available Multiview video consists of multiple views of the same scene. They require enormous amount of data to achieve high image quality, which makes it indispensable to compress multiview video. Therefore, data compression is a major issue for multiviews. In this paper, we explore an efficient fractal video codec to compress multiviews. The proposed scheme first compresses a view-dependent geometry of the base view using fractal video encoder with homogeneous region condition. With the extended fractional pel motion estimation algorithm and fast disparity estimation algorithm, it then generates prediction images of other views. The prediction image uses the image-based rendering techniques based on the decoded video. And the residual signals are obtained by the prediction image and the original image. Finally, it encodes residual signals by the fractal video encoder. The idea is also to exploit the statistical dependencies from both temporal and interview reference pictures for motion compensated prediction. Experimental results show that the proposed algorithm is consistently better than JMVC8.5, with 62.25% bit rate decrease and 0.37 dB PSNR increase based on the Bjontegaard metric, and the total encoding time (TET of the proposed algorithm is reduced by 92%.

  10. Advanced Exploration Technologies: Micro and Nano Technologies Enabling Space Missions in the 21st Century

    Science.gov (United States)

    Krabach, Timothy

    1998-01-01

    Some of the many new and advanced exploration technologies which will enable space missions in the 21st century and specifically the Manned Mars Mission are explored in this presentation. Some of these are the system on a chip, the Computed-Tomography imaging Spectrometer, the digital camera on a chip, and other Micro Electro Mechanical Systems (MEMS) technology for space. Some of these MEMS are the silicon micromachined microgyroscope, a subliming solid micro-thruster, a micro-ion thruster, a silicon seismometer, a dewpoint microhygrometer, a micro laser doppler anemometer, and tunable diode laser (TDL) sensors. The advanced technology insertion is critical for NASA to decrease mass, volume, power and mission costs, and increase functionality, science potential and robustness.

  11. Exploration of DGVM Parameter Solution Space Using Simulated Annealing: Implications for Forecast Uncertainties

    Science.gov (United States)

    Wells, J. R.; Kim, J. B.

    2011-12-01

    Parameters in dynamic global vegetation models (DGVMs) are thought to be weakly constrained and can be a significant source of errors and uncertainties. DGVMs use between 5 and 26 plant functional types (PFTs) to represent the average plant life form in each simulated plot, and each PFT typically has a dozen or more parameters that define the way it uses resource and responds to the simulated growing environment. Sensitivity analysis explores how varying parameters affects the output, but does not do a full exploration of the parameter solution space. The solution space for DGVM parameter values are thought to be complex and non-linear; and multiple sets of acceptable parameters may exist. In published studies, PFT parameters are estimated from published literature, and often a parameter value is estimated from a single published value. Further, the parameters are "tuned" using somewhat arbitrary, "trial-and-error" methods. BIOMAP is a new DGVM created by fusing MAPSS biogeography model with Biome-BGC. It represents the vegetation of North America using 26 PFTs. We are using simulated annealing, a global search method, to systematically and objectively explore the solution space for the BIOMAP PFTs and system parameters important for plant water use. We defined the boundaries of the solution space by obtaining maximum and minimum values from published literature, and where those were not available, using +/-20% of current values. We used stratified random sampling to select a set of grid cells representing the vegetation of the conterminous USA. Simulated annealing algorithm is applied to the parameters for spin-up and a transient run during the historical period 1961-1990. A set of parameter values is considered acceptable if the associated simulation run produces a modern potential vegetation distribution map that is as accurate as one produced by trial-and-error calibration. We expect to confirm that the solution space is non-linear and complex, and that

  12. You Pretty Little Flocker: Exploring the Aesthetic State Space of Creative Ecosystems.

    Science.gov (United States)

    Eldridge, Alice

    2015-01-01

    Artificial life models constitute a rich compendium of tools for the generative arts; complex, self-organizing, emergent behaviors have great interactive and generative potential. But how can we go beyond simply visualizing scientific simulations and manipulate these models for use in design and creative art contexts? You Pretty Little Flocker is a proof-of-concept study in expanding and exploring the aesthetic state space of a model for generative design. A modified version of Reynolds' flocking algorithm (1987) is described in which the space of possible images is extended and navigable in a way that at once provides user control and maintains generative autonomy.

  13. Review of NASA approach to space radiation risk assessments for Mars exploration.

    Science.gov (United States)

    Cucinotta, Francis A

    2015-02-01

    Long duration space missions present unique radiation protection challenges due to the complexity of the space radiation environment, which includes high charge and energy particles and other highly ionizing radiation such as neutrons. Based on a recommendation by the National Council on Radiation Protection and Measurements, a 3% lifetime risk of exposure-induced death for cancer has been used as a basis for risk limitation by the National Aeronautics and Space Administration (NASA) for low-Earth orbit missions. NASA has developed a risk-based approach to radiation exposure limits that accounts for individual factors (age, gender, and smoking history) and assesses the uncertainties in risk estimates. New radiation quality factors with associated probability distribution functions to represent the quality factor's uncertainty have been developed based on track structure models and recent radiobiology data for high charge and energy particles. The current radiation dose limits are reviewed for spaceflight and the various qualitative and quantitative uncertainties that impact the risk of exposure-induced death estimates using the NASA Space Cancer Risk (NSCR) model. NSCR estimates of the number of "safe days" in deep space to be within exposure limits and risk estimates for a Mars exploration mission are described.

  14. NASA: A generic infrastructure for system-level MP-SoC design space exploration

    NARCIS (Netherlands)

    Jia, Z.J.; Pimentel, A.D.; Thompson, M.; Bautista, T.; Núñez, A.

    2010-01-01

    System-level simulation and design space exploration (DSE) are key ingredients for the design of multiprocessor system-on-chip (MP-SoC) based embedded systems. The efforts in this area, however, typically use ad-hoc software infrastructures to facilitate and support the system-level DSE experiments.

  15. Video game play, child diet, and physical activity behavior change: A randomized clinical trial

    Science.gov (United States)

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. The purpose is to evaluate the outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, an...

  16. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  17. Innovation Opportunities: An Overview of Standards and Platforms in the Video Game Industry

    OpenAIRE

    Laakso, Mikael; Nyman, Linus Morten

    2014-01-01

    The video game industry offers insights into the significance of standards and platforms. Furthermore, it shows examples of how new entrants can offer innovative services, while reducing their own risk, through bridging the boundaries between standards. Through an exploration of both past and present, this article aims to serve as a primer for understanding, firstly, the technological standards and platforms of the video game industry, and secondly, the recent innovations within the video gam...

  18. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  19. Queer video remix and LGBTQ online communities [multimedia

    Directory of Open Access Journals (Sweden)

    Elisa Kreisinger

    2012-03-01

    Full Text Available A curated selection of remix videos that edit pop culture texts and recut them into new works that explore themes of gender and sexual representation, or create new LGBTQ narratives from the original source material.

  20. Automation and robotics for the Space Exploration Initiative: Results from Project Outreach

    Science.gov (United States)

    Gonzales, D.; Criswell, D.; Heer, E.

    1991-01-01

    A total of 52 submissions were received in the Automation and Robotics (A&R) area during Project Outreach. About half of the submissions (24) contained concepts that were judged to have high utility for the Space Exploration Initiative (SEI) and were analyzed further by the robotics panel. These 24 submissions are analyzed here. Three types of robots were proposed in the high scoring submissions: structured task robots (STRs), teleoperated robots (TORs), and surface exploration robots. Several advanced TOR control interface technologies were proposed in the submissions. Many A&R concepts or potential standards were presented or alluded to by the submitters, but few specific technologies or systems were suggested.

  1. Fish4Knowledge collecting and analyzing massive coral reef fish video data

    CERN Document Server

    Chen-Burger, Yun-Heh; Giordano, Daniela; Hardman, Lynda; Lin, Fang-Pang

    2016-01-01

    This book gives a start-to-finish overview of the whole Fish4Knowledge project, in 18 short chapters, each describing one aspect of the project. The Fish4Knowledge project explored the possibilities of big video data, in this case from undersea video. Recording and analyzing 90 thousand hours of video from ten camera locations, the project gives a 3 year view of fish abundance in several tropical coral reefs off the coast of Taiwan. The research system built a remote recording network, over 100 Tb of storage, supercomputer processing, video target detection and tracking, fish species recognition and analysis, a large SQL database to record the results and an efficient retrieval mechanism. Novel user interface mechanisms were developed to provide easy access for marine ecologists, who wanted to explore the dataset. The book is a useful resource for system builders, as it gives an overview of the many new methods that were created to build the Fish4Knowledge system in a manner that also allows readers to see ho...

  2. The assessment of online heath videos for surgery in Crohn's Disease.

    Science.gov (United States)

    Marshall, J H; Baker, D M; Lee, M J; Jones, G L; Lobo, A J; Brown, S R

    2018-02-10

    YouTube ™ is an open-access, non-peer reviewed video-hosting site and is used as a source of publicly available healthcare information. This study aimed to assess the thematic content of the most viewed videos relating to surgery and Crohn's Disease and to explore the viewer interactions to these videos. A search of YouTube ™ was carried out using one search string. The 50 most viewed videos were identified and categorised by source, content themes and assessed for viewer interactions. Video comments were used to describe the usefulness of the video content to viewers. The majority of videos were uploaded by patients (n=21).The remainder were uploaded by individual health care professionals (n=9), hospital/speciality associations (n=18) and industry (n=2). The median number of likes for patient videos was significantly higher than hospital/speciality association videos (p=content(n=27), and more comments asking for further information (n=14). The median number of likes for 'experience of surgery' (p=content of patient sourced videos focused on surgical and disease experience, suggesting these themes are important to patients.Current patient developed videos provide limited information, as reflected by viewers requesting further information. Storytelling patient-centred videos combined with clinical evidence may be a good model for future videos. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  3. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

    Huang, Jidong; Kornfield, Rachel; Emery, Sherry L

    2016-03-18

    The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos' overall presence on the platform. To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform's impact on consumer attitudes and behaviors and inform regulations. Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. YouTube is a major information-sharing platform for electronic cigarettes

  4. Trading Shovels for Controllers: A Brief Exploration of the Portrayal of Archaeology in Video Games

    OpenAIRE

    Reinhard, Andrew; Meyers Emery, Kathryn

    2016-01-01

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream and educational games. While this is not an exh...

  5. Exploring links between foundation phase teachers’ content knowledge and their example spaces

    Directory of Open Access Journals (Sweden)

    Samantha Morrison

    2013-12-01

    Full Text Available This paper explores two foundation phase teachers’ example spaces (a space in the mind where examples exist when teaching number-related topics in relation to snapshots of their content knowledge (CK. Data was collected during a pilot primary maths for teaching course that included assessments of teacher content knowledge (CK. An analysis of a content-knowledge focused pre-test developed for the larger study indicated a relatively high score for one teacher and a low score for the other. Using Rowland’s (2008 framework, an analysis of classroom practice showed associations between a higher CK and the extent of a teacher’s example space and more coherent connections between different representational forms. Although no hard claims or generalisations of the link between teachers’ example spaces and their level of mathematics content knowledge can be made here, this study reinforces evidence of the need to increase teachers’ CK from a pedagogic perspective in order to raise the level of mathematics teaching and learning in the South African landscape.

  6. Teaching the blind to find their way by playing video games.

    Directory of Open Access Journals (Sweden)

    Lotfi B Merabet

    Full Text Available Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES; a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

  7. Teaching the blind to find their way by playing video games.

    Science.gov (United States)

    Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime

    2012-01-01

    Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

  8. TripAdvisor^{N-D}: A Tourism-Inspired High-Dimensional Space Exploration Framework with Overview and Detail.

    Science.gov (United States)

    Nam, Julia EunJu; Mueller, Klaus

    2013-02-01

    Gaining a true appreciation of high-dimensional space remains difficult since all of the existing high-dimensional space exploration techniques serialize the space travel in some way. This is not so foreign to us since we, when traveling, also experience the world in a serial fashion. But we typically have access to a map to help with positioning, orientation, navigation, and trip planning. Here, we propose a multivariate data exploration tool that compares high-dimensional space navigation with a sightseeing trip. It decomposes this activity into five major tasks: 1) Identify the sights: use a map to identify the sights of interest and their location; 2) Plan the trip: connect the sights of interest along a specifyable path; 3) Go on the trip: travel along the route; 4) Hop off the bus: experience the location, look around, zoom into detail; and 5) Orient and localize: regain bearings in the map. We describe intuitive and interactive tools for all of these tasks, both global navigation within the map and local exploration of the data distributions. For the latter, we describe a polygonal touchpad interface which enables users to smoothly tilt the projection plane in high-dimensional space to produce multivariate scatterplots that best convey the data relationships under investigation. Motion parallax and illustrative motion trails aid in the perception of these transient patterns. We describe the use of our system within two applications: 1) the exploratory discovery of data configurations that best fit a personal preference in the presence of tradeoffs and 2) interactive cluster analysis via cluster sculpting in N-D.

  9. Exploration Challenges: Transferring Ground Repair Techniques to Space Flight Application

    Science.gov (United States)

    McLemore, Carole A.; Kennedy, James P.; Rose, Frederick A.; Evans, Brian W.

    2007-01-01

    Fulfilling NASA's Vision for Space Exploration will demand an extended presence in space at distances from our home planet that exceed our current experience in space logistics and maintenance. The ability to perform repairs in lieu of the customary Orbital Replacement Unit (ORU) process where a faulty part is replaced will be elevated from contingency to routine to sustain operations. The use and cost effectiveness of field repairs for ground based operations in industry and the military have advanced with the development of technology in new materials, new repair techniques and new equipment. The unique environments, accessibility constraints and Extra Vehicular Activity (EVA) issues of space operations will require extensive assessment and evolution of these technologies to provide an equivalent and expected level of assurance to mission success. Challenges include the necessity of changes in design philosophy and policy, extremes in thermal cycling, disruptive forces (such as static charge and wind entrainment) on developed methods for control of materials, dramatically increased volatility of chemicals for cleaning and other compounds due to extremely low pressures, the limits imposed on dexterity and maneuverability by current EVA equipment and practices, and the necessity of unique verification methodology. This paper describes these challenges in and discusses the effects on the established ground techniques for repair. The paper also describes the leading repair methodology candidates and their beneficial attributes for resolving these issues with the evolution of technology.

  10. The role of nuclear power and nuclear propulsion in the peaceful exploration of space

    International Nuclear Information System (INIS)

    2005-09-01

    This publication has been produced within the framework of the IAEA's innovative reactor and fuel cycle technology development activities. It elucidates the role that peaceful space related nuclear power research and development could play in terrestrial innovative reactor and fuel cycle technology development initiatives. This review is a contribution to the Inter-Agency Meeting on Outer Space Activities, and reflects the stepped up efforts of the Scientific and Technical Subcommittee of the Committee on the Peaceful Uses of Outer Space to further strengthen cooperation between international organizations in space related activities. Apart from fostering information exchange within the United Nations organizations, this publication aims at finding new potential fields for innovative reactor and fuel cycle technology development. In assessing the status and reviewing the role of nuclear power in the peaceful exploration of space, it also aims to initiate a discussion on the potential benefits of space related nuclear power technology research and development to the development of innovative terrestrial nuclear systems

  11. The Future of Asset Management for Human Space Exploration: Supply Classification and an Integrated Database

    Science.gov (United States)

    Shull, Sarah A.; Gralla, Erica L.; deWeck, Olivier L.; Shishko, Robert

    2006-01-01

    One of the major logistical challenges in human space exploration is asset management. This paper presents observations on the practice of asset management in support of human space flight to date and discusses a functional-based supply classification and a framework for an integrated database that could be used to improve asset management and logistics for human missions to the Moon, Mars and beyond.

  12. Agency Video, Audio and Imagery Library

    Science.gov (United States)

    Grubbs, Rodney

    2015-01-01

    The purpose of this presentation was to inform the ISS International Partners of the new NASA Agency Video, Audio and Imagery Library (AVAIL) website. AVAIL is a new resource for the public to search for and download NASA-related imagery, and is not intended to replace the current process by which the International Partners receive their Space Station imagery products.

  13. AUTHOR’S DIGITAL VIDEO: CREATING AND USING FOR THE LEARNING

    Directory of Open Access Journals (Sweden)

    Igor V. Riatshentcev

    2014-01-01

    Full Text Available The article considers the functionality of software to construct the author’s video for its use in distance learning and its audiovisual implementation in the open educational space

  14. The impact of video technology on learning: A cooking skills experiment.

    Science.gov (United States)

    Surgenor, Dawn; Hollywood, Lynsey; Furey, Sinéad; Lavelle, Fiona; McGowan, Laura; Spence, Michelle; Raats, Monique; McCloat, Amanda; Mooney, Elaine; Caraher, Martin; Dean, Moira

    2017-07-01

    This study examines the role of video technology in the development of cooking skills. The study explored the views of 141 female participants on whether video technology can promote confidence in learning new cooking skills to assist in meal preparation. Prior to each focus group participants took part in a cooking experiment to assess the most effective method of learning for low-skilled cooks across four experimental conditions (recipe card only; recipe card plus video demonstration; recipe card plus video demonstration conducted in segmented stages; and recipe card plus video demonstration whereby participants freely accessed video demonstrations as and when needed). Focus group findings revealed that video technology was perceived to assist learning in the cooking process in the following ways: (1) improved comprehension of the cooking process; (2) real-time reassurance in the cooking process; (3) assisting the acquisition of new cooking skills; and (4) enhancing the enjoyment of the cooking process. These findings display the potential for video technology to promote motivation and confidence as well as enhancing cooking skills among low-skilled individuals wishing to cook from scratch using fresh ingredients. Copyright © 2017 Elsevier Ltd. All rights reserved.

  15. CAMEX-4 NOAA WP-3D VIDEO V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The CAMEX-4 NOAA WP-3D Video dataset was collected during the fourth field campaign in the CAMEX series (CAMEX-4), which ran from 16 August to 25 September, 2001 and...

  16. Manifolds for pose tracking from monocular video

    Science.gov (United States)

    Basu, Saurav; Poulin, Joshua; Acton, Scott T.

    2015-03-01

    We formulate a simple human-pose tracking theory from monocular video based on the fundamental relationship between changes in pose and image motion vectors. We investigate the natural embedding of the low-dimensional body pose space into a high-dimensional space of body configurations that behaves locally in a linear manner. The embedded manifold facilitates the decomposition of the image motion vectors into basis motion vector fields of the tangent space to the manifold. This approach benefits from the style invariance of image motion flow vectors, and experiments to validate the fundamental theory show reasonable accuracy (within 4.9 deg of the ground truth).

  17. Online videos to promote sun safety: results of a contest

    Directory of Open Access Journals (Sweden)

    Annelise Lorelei Dawson

    2011-06-01

    Full Text Available Seventy-percent of Americans search health information online, half of whom access medical content on social media websites.  In spite of this broad usage, the medical community underutilizes social media to distribute preventive health information.  This project aimed to highlight the promise of social media for delivering skin cancer prevention messaging by hosting and quantifying the impact of an online video contest. In 2010 and 2011, we solicited video submissions and searched existing YouTube videos.  Three finalists were selected and ranked. Winners were announced at national dermatology meetings and publicized via a contest website. Afterwards, YouTube view counts were monitored.  No increase in video viewing frequency was observed following the 2010 or 2011 contest.  This contest successfully identified exemplary online sun safety videos; however, increased viewership remains to be seen.  Social media offers a promising outlet for preventive health messaging. Future efforts must explore strategies for enhancing viewership of online content.

  18. Computer-generated video fly-through: an aid to visual impact assessment for windfarms

    International Nuclear Information System (INIS)

    Neilson, G.; Leeming, T.; Hall, S.

    1998-01-01

    Computer generated video fly-through provides a new method of assessing the visual impact of wind farms. With a PC, software and digital terrain model of the wind farm it is possible to produce videos ranging from wireframe to realistically shaded models. Using computer generated video fly-through visually sensitive corridors can be explored fully, wind turbine rotors can be seen in motion, critical viewpoints can be identified for photomontages and the context of the wind farm appreciated better. This paper describes the techniques of computer generated video fly through and examines its various applications in visual impact assessment of wind farms. (Author)

  19. Space Bugz!

    DEFF Research Database (Denmark)

    Birke, Alexander; Schoenau-Fog, Henrik; Reng, Lars

    2012-01-01

    This paper presents Space Bugz! - a novel crowd game for large venues or cinemas that utilises the audience's smartphones as controllers for the game. This paper explains what crowd gaming is and describes how the approach used in Space Bugz! enables more advanced gameplay concepts and individual...... player control than current technologies allow. The gameplay of Space Bugz! is then explained along with the technical architecture of the game. After this, the iterative design process used to create the game is described together with future perspectives. The article concludes with links to a video...

  20. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  1. Designing a scalable video-on-demand server with data sharing

    Science.gov (United States)

    Lim, Hyeran; Du, David H. C.

    2001-01-01

    As current disk space and transfer speed increase, the bandwidth between a server and its disks has become critical for video-on-demand (VOD) services. Our VOD server consists of several hosts sharing data on disks through a ring-based network. Data sharing provided by the spatial-reuse ring network between servers and disks not only increases the utilization towards full bandwidth but also improves the availability of videos. Striping and replication methods are introduced in order to improve the efficiency of our VOD server system as well as the availability of videos. We consider tow kinds of resources of a VOD server system. Given a representative access profile, our intention is to propose an algorithm to find an initial condition, place videos on disks in the system successfully. If any copy of a video cannot be placed due to lack of resources, more servers/disks are added. When all videos are place on the disks by our algorithm, the final configuration is determined with indicator of how tolerable it is against the fluctuation in demand of videos. Considering it is a NP-hard problem, our algorithm generates the final configuration with O(M log M) at best, where M is the number of movies.

  2. Security encryption for video-on-radio devices

    Science.gov (United States)

    Perrone, Antonio L.; Basti, Gianfranco

    2002-03-01

    In this paper we present an encryption module included in the Subsidiary Communication Channel (SCC) System we are developing for video-on-FM radio broadcasting. This module is aimed to encrypt by symmetric key the video image archive and real-time database of the broadcaster, and by asymmetric key the video broadcasting to final users. The module includes our proprietary Techniteia Encryption Library (TEL), that is already successfully running and securing several e-commerce portals in Europe. TEL is written in C-ANSI language for its easy exportation onto all main platforms and it is optimized for real-time applications. It is based on the blowfish encryption algorithm and it is characterized by a physically separated sub-module for the automatic generation/recovering of the variable sub-keys of the blowfish algorithm. In this way, different parts of the database are encrypted by different keys, both in space and in time, for granting an optimal security.

  3. Lasers, Clocks and Drag-Free Control Exploration of Relativistic Gravity in Space

    CERN Document Server

    Dittus, Hansjorg; Turyshev, Slava G

    2008-01-01

    Over the next decade the gravitational physics community will benefit from dramatic improvements in many technologies critical to testing gravity. Highly accurate deep space navigation, interplanetary laser communication, interferometry and metrology, high precision frequency standards, precise pointing and attitude control, together with drag-free technologies, will revolutionize the field of experimental gravitational physics. The centennial of the general theory of relativity in 2015 will motivate a significant number of experiments designed to test this theory with unprecedented accuracy. The purpose of the contributions in this book, written by international experts, is to explore the possibilities for the next 20 years for conducting gravitational experiments in space that would utilize both entirely new and highly improved existing capabilities.

  4. Online and unsupervised face recognition for continuous video stream

    Science.gov (United States)

    Huo, Hongwen; Feng, Jufu

    2009-10-01

    We present a novel online face recognition approach for video stream in this paper. Our method includes two stages: pre-training and online training. In the pre-training phase, our method observes interactions, collects batches of input data, and attempts to estimate their distributions (Box-Cox transformation is adopted here to normalize rough estimates). In the online training phase, our method incrementally improves classifiers' knowledge of the face space and updates it continuously with incremental eigenspace analysis. The performance achieved by our method shows its great potential in video stream processing.

  5. Effects of Action Video Game on Attention Distribution: A Cognitive Study

    Science.gov (United States)

    Zhang, Xuemin; Yan, Bin; Shu, Hua

    Based on the previous researches, Flanker compatibility effect paradigm was applied to explore the degree where people process the visual information presented on to-be-ignored locations. In present study, this paradigm was used to investigate attention distribution of Video Game Players (VGPs) and Non Video Game Players (NVGPs). The results suggested, under low perceptual load, VGPs tried to focus their attention on the task at-hand whereas the NVGPs tried to explore the adjacent locations with the left-over resources from the research task; however, under high perceptual load, the players would process the visual information at the adjacent locations of the target with the left-over resources, because they had comparatively greater attention capability, whereas the non-players focused their attention on the target locations to finish the search task. To conclude, the present study suggested that action video game play could not only enhance the attention capacity but also cause a different way of attention distribution in different perceptual load situations.

  6. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

    Background The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos’ overall presence on the platform. Objective To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform’s impact on consumer attitudes and behaviors and inform regulations. Methods Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. Results As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. Conclusions YouTube is a major

  7. Revisiting video game ratings: Shift from content-centric to parent-centric approach

    Directory of Open Access Journals (Sweden)

    Jiow Hee Jhee

    2017-01-01

    Full Text Available The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift.

  8. Dynamic Textures Modeling via Joint Video Dictionary Learning.

    Science.gov (United States)

    Wei, Xian; Li, Yuanxiang; Shen, Hao; Chen, Fang; Kleinsteuber, Martin; Wang, Zhongfeng

    2017-04-06

    Video representation is an important and challenging task in the computer vision community. In this paper, we consider the problem of modeling and classifying video sequences of dynamic scenes which could be modeled in a dynamic textures (DT) framework. At first, we assume that image frames of a moving scene can be modeled as a Markov random process. We propose a sparse coding framework, named joint video dictionary learning (JVDL), to model a video adaptively. By treating the sparse coefficients of image frames over a learned dictionary as the underlying "states", we learn an efficient and robust linear transition matrix between two adjacent frames of sparse events in time series. Hence, a dynamic scene sequence is represented by an appropriate transition matrix associated with a dictionary. In order to ensure the stability of JVDL, we impose several constraints on such transition matrix and dictionary. The developed framework is able to capture the dynamics of a moving scene by exploring both sparse properties and the temporal correlations of consecutive video frames. Moreover, such learned JVDL parameters can be used for various DT applications, such as DT synthesis and recognition. Experimental results demonstrate the strong competitiveness of the proposed JVDL approach in comparison with state-of-the-art video representation methods. Especially, it performs significantly better in dealing with DT synthesis and recognition on heavily corrupted data.

  9. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation.

    Science.gov (United States)

    Goodwin, Shikha Jain; Dziobek, Derek

    2016-09-01

    Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point. The authors used a distinction between 2D versus 3D video games to compare their effects on the learning and memory in humans. The primary hypothesis of the authors is that the exploration of virtual environments while playing video games is a human correlate of environment enrichment. Authors found that video gamers performed better than the non-video gamers, and if non-gamers are trained on playing video gamers, 3D games provide better environment enrichment compared to 2D video games, as indicated by better memory scores. The end goal of standardization in video games is to be able to translate the field so that the results can be used for greater good.

  10. Space Applications of the FLUKA Monte-Carlo Code: Lunar and Planetary Exploration

    International Nuclear Information System (INIS)

    Lee, Kerry; Wilson, Thomas; Zapp, Neal; Pinsky, Lawrence

    2007-01-01

    NASA has recognized the need for making additional heavy-ion collision measurements at the U.S. Brookhaven National Laboratory in order to support further improvement of several particle physics transport-code models for space exploration applications. FLUKA has been identified as one of these codes and we will review the nature and status of this investigation as it relates to high-energy heavy-ion physics

  11. The beginning of Space Life Science in China exploration rockets for biological experiment during 1960's

    Science.gov (United States)

    Jiang, Peidong; Zhang, Jingxue

    The first step of space biological experiment in China was a set of five exploration rockets launched during 1964 to 1966, by Shanghai Institute of Machine and Electricity, and Institute of Biophysics of The Chinese Academy of Sciences. Three T-7AS1rockets for rats, mice and other samples in a biological cabin were launched and recovered safely in July of 1964 and June of 1965. Two T-7AS2rockets for dog, rats, mice and other samples in a biological cabin were launched and recovered safely in July of 1966. Institute of Biophysics in charged of the general design of biological experiments, telemetry of physiological parameters, and selection and training of experiment animals. The samples on-board were: rats, mice, dogs, and test tubes with fruit fly, enzyme, bacteria, E. Coli., lysozyme, bacteriaphage, RNAase, DNAase, crystals of enzyme, etc. Physiological, biochemical, bacte-riological, immunological, genetic, histochemical studies had been conducted, in cellular and sub cellular level. The postures of rat and dog were monitored during flight and under weight-lessness. Physiological parameters of ECG, blood pressure, respiration rate, body temperature were recorded. A dog named"Xiao Bao"was flight in 1966 with video monitor, life support system and conditioned reflex equipment. It flighted for more than 20 minutes and about 70km high. After 40 years, the experimental data recorded of its four physiological parameters during the flight process was reviewed. The change of 4 parameters during various phase of total flight process were compared, analyzed and discussed.

  12. Presence in Video-Mediated Interactions: Case Studies at CSIRO

    Science.gov (United States)

    Alem, Leila

    Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is

  13. Bodily Explorations in Space: Social Experience of a Multimodal Art Installation

    Science.gov (United States)

    Jacucci, Giulio; Spagnolli, Anna; Chalambalakis, Alessandro; Morrison, Ann; Liikkanen, Lassi; Roveda, Stefano; Bertoncini, Massimo

    We contribute with an extensive field study of a public interactive art installation that applies multimodal interface technologies. The installation is part of a Theater production on Galileo Galilei and includes: projected galaxies that are generated and move according to motion of visitors changing colour depending on their voices; projected stars that configure themselves around shadows of visitors. In the study we employ emotion scales (PANAS), qualitative analysis of questionnaire answers and video-recordings. PANAS rates indicate dominantly positive feelings, further described in the subjective verbalizations as gravitating around interest, ludic pleasure and transport. Through the video analysis, we identified three phases in the interaction with the artwork (circumspection, testing, play) and two pervasive features of these phases (experience sharing and imitation), which were also found in the verbalizations. Both video and verbalisations suggest that visitor’s experience and ludic pleasure are rooted in the embodied, performative interaction with the installation, and is negotiated with the other visitors.

  14. Research of narrow pulse width, high repetition rate, high output power fiber lasers for deep space exploration

    Science.gov (United States)

    Tang, Yan-feng; Li, Hong-zuo; Wang, Yan; Hao, Zi-qiang; Xiao, Dong-Ya

    2013-08-01

    As human beings expand the research in unknown areas constantly, the deep space exploration has become a hot research topic all over the world. According to the long distance and large amount of information transmission characteristics of deep space exploration, the space laser communication is the preferred mode because it has the advantages of concentrated energy, good security, and large information capacity and interference immunity. In a variety of laser source, fibre-optical pulse laser has become an important communication source in deep space laser communication system because of its small size, light weight and large power. For fiber lasers, to solve the contradiction between the high repetition rate and the peak value power is an important scientific problem. General Q technology is difficult to obtain a shorter pulse widths, This paper presents a DFB semiconductor laser integrated with Electro-absorption modulator to realize the narrow pulse width, high repetition rate of the seed source, and then using a two-cascaded high gain fiber amplifier as amplification mean, to realize the fibre-optical pulse laser with pulse width 3ns, pulse frequency 200kHz and peak power 1kW. According to the space laser atmospheric transmission window, the wavelength selects for 1.06um. It is adopted that full fibre technology to make seed source and amplification, pumping source and amplification of free-space coupled into fiber-coupled way. It can overcome that fibre lasers are vulnerable to changes in external conditions such as vibration, temperature drift and other factors affect, improving long-term stability. The fiber lasers can be modulated by PPM mode, to realize high rate modulation, because of its peak power, high transmission rate, narrow pulse width, high frequency stability, all technical indexes meet the requirements of the exploration of deep space communication technology.

  15. Exploring Our World with Dr. Ryan: an adventure-science video series

    Science.gov (United States)

    vachon, R. W.; Kramer, N.

    2011-12-01

    Science is embedded in all that we do and experience. It brings perspective to the simplest and most complex systems: A rocket breaking free of the Earth's gravitational field to single stream recycling of waste. Everything! To many of us, these concepts are acknowledged as a part of our lives, but remain at arm's length because we don't understand the fundamental principles that make them all possible. However individuals, armed with information, make wise decisions about their lives and the world that we share. The adults of tomorrow are quickly growing up, which makes effective science outreach to youth all the more important, even urgent. In this presentation we shall describe the infrastructure behind the exciting Exploring Our World with Dr. Ryan series. These stirring, web-based videos (~4 min) are designed to educate audiences (with a target age of 8-12 years old) about various aspects of the world in which we live. Currently we are working on a Climate Change sub-series. The well-produced films are designed to be placed into the hands of educators but are appealing to youth outside of the classroom. The short vignettes are concise descriptions of fascinating and timely scientific topics, making them ideal multimodal teaching tools, introductions to topics of discussion and alternative perspectives to textbook-based curriculum. The series leverages enthusiastic hosting, otherwise inaccessible scientific expertise and authentic illustrations of experimentation. Additionally, each episode is strengthened by a carefully conceived work-flow that not only emphasizes the desired content but encourages critical thinking, models scientific methodology, humanizes scientists and celebrates collaborations that lead to clearer understandings of the Big Picture. Robust social networking is the capsicum to the series successful outreach. Example episode: http://vimeo.com/22397380

  16. RESEARCH, ART AND VIDEO GAMES : ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION

    OpenAIRE

    Parizot, Cédric; Stanley, Douglas,

    2016-01-01

    International audience; This article reviews the process of conception and development of a documentary and artistic video game: A Crossing Industry. This game focuses on the operations of the Israeli separation regime in the West Bank during the three years following the second Intifada (2007-2010). Still in development, it is being produced by a transdisciplinary team composed of an anthropologist (Cédric Parizot), an artist (Douglas Edric Stanley), a philosopher (Jean Cristofol) and ten st...

  17. Video blogging as a vehicle of transformation

    DEFF Research Database (Denmark)

    Raun, Tobias

    2015-01-01

    This article explores the intersection between trans identity and technology as it manifests in trans video blogs on YouTube. Taking my point of departure in eight case-study vloggers I analyse the different ways that the vlog can work as a medium of transformation. The vlogs engender the ongoing...

  18. Human Exploration using Real-Time Robotic Operations (HERRO): A space exploration strategy for the 21st century

    Science.gov (United States)

    Schmidt, George R.; Landis, Geoffrey A.; Oleson, Steven R.

    2012-11-01

    This paper presents an exploration strategy for human missions beyond Low Earth Orbit (LEO) and the Moon that combines the best features of human and robotic spaceflight. This "Human Exploration using Real-time Robotic Operations" (HERRO) strategy refrains from placing humans on the surfaces of the Moon and Mars in the near-term. Rather, it focuses on sending piloted spacecraft and crews into orbit around Mars and other exploration targets of interest, and conducting astronaut exploration of the surfaces using telerobots and remotely-controlled systems. By eliminating the significant communications delay or "latency" with Earth due to the speed of light limit, teleoperation provides scientists real-time control of rovers and other sophisticated instruments. This in effect gives them a "virtual presence" on planetary surfaces, and thus expands the scientific return at these destinations. HERRO mitigates several of the major issues that have hindered the progress of human spaceflight beyond Low Earth Orbit (LEO) by: (1) broadening the range of destinations for near-term human missions; (2) reducing cost and risk through less complexity and fewer man-rated elements; (3) offering benefits of human-equivalent in-situ cognition, decision-making and field-work on planetary bodies; (4) providing a simpler approach to returning samples from Mars and planetary surfaces; and (5) facilitating opportunities for international collaboration through contribution of diverse robotic systems. HERRO provides a firm justification for human spaceflight—one that expands the near-term capabilities of scientific exploration while providing the space transportation infrastructure needed for eventual human landings in the future.

  19. VIDEO ETNOGRAFI: PENGALAMAN PENELITIAN SOSIAL DENGAN VIDEO KAMERA DI SULAWESI SELATAN

    Directory of Open Access Journals (Sweden)

    Moh Yasir Alimi

    2013-04-01

    Full Text Available Tujuan penelitian ini adalah untuk mengeksplorasi bagaimana video kamera dapat membantu focus pikiran peneliti, mempertajam naluri etnografi, memperbagus hubungan dengan masyarakat dan memperbagus laporan penelitian. Penelitian dilakukan di Sulawesi Selatan selama satu tahun dengan menggunakan handycam Sony DCR-TRV27, handycam Sony yang dilengkapi dengan fitur screen dan layar pengintip untuk siang hari. Kecanggihan teknologi kamera bertemu dengan kekayaan kehidupan social di Sulawesi Selatan, sebagaimana terefleksikan paling baik dalam upacara pernikahan. Video kamera secara sistematik mempunyai tempat yang penting dalam system knowledge/power local. Melakukan hal ini, artikel ini tidak hanya mendiskusikan tentang penggunaan kamera di praktek etnografis, tetapi juga mendiskusikan dunia sosial yang memungkinkan kamera mempunyai peran yang sangat penting didalamnya. In this article, the author explores how a video camera can refocus researcher’s mind, sharpens ethnographic senses, and improve relation with the community. This sophisticated feature of technology has met with the vibrancy of social life in South Sulawesi, best reflected in wedding ceremonies, placing camera nicely in the existing local system of knowledge/power. The research was done for one year using Sony handycam Sony DCR-TRV27. The study is drawn from a year fieldwork experience in South Sulawesi. This article does not only discuss  the use of camera in an ethnographic practice, but also discusses the social world that has enabled the camera to have a central place in it.

  20. Learning Process and Learning Outcomes of Video Podcasts Including the Instructor and PPT Slides: A Chinese Case

    Science.gov (United States)

    Pi, Zhongling; Hong, Jianzhong

    2016-01-01

    Video podcasts have become one of the fastest developing trends in learning and teaching. The study explored the effect of the presenting mode of educational video podcasts on the learning process and learning outcomes. Prior to viewing a video podcast, the 94 Chinese undergraduates participating in the study completed a demographic questionnaire…