7 research outputs found

    Engine Gaseous, Aerosol Precursor and Particulated Flight Altitude Conditions

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    The overall objective of the NASA Atmospheric Effects of Aviation Project (AEAP) is to develop scientific bases for assessing atmospheric impacts of the exhaust emissions by both current and future fleets of subsonic and supersonic aircraft. Among the six primary elements of the AEAP is Emissions Characterization. The objective of the Emission Characterization effort is to determine the exhaust emission constituents and concentrations at the engine exit plane. The specific objective of this engine test is to obtain a database of gaseous and particulate emissions as a function of fuel sulfur and engine operating conditions. The database of the particulate emission properties is to be used as a comparative baseline with subsequent flight measurement. The engine used in this test was a Pratt & Whitney F1OO-200E turbofan engine. Aviation fuel (Jet A) with a range of fuel sulfur was used. Low and high sulfur values are limited by commercially available fuels and by fuel specification limits of O.3% by weight. Test matrix was set by parametrically varying the combustor inlet temperature (T(sub 3) between idle and maximum power setting at simulated SLS and up to five other altitudes for each fuel. Four diagnostic systems, extractive and non-intrusive, were assembled for the gaseous and particulate emissions characterization measurements study. NASA extractive system includes smoke meter and analyzers for measurement of CO, CO2, NO, NOx, O2, total unburnt hydrocarbons (THC), and SO2. Particulate emissions were characterized by University of Missouri-Rolla Mobile Aerosol Sampling System. A chemical ionization mass spectrometer from the Air Force Research Laboratory at Hanscom AFB was used to measure SO2 and HNO3. Aerodyne Research. Inc. used infrared tunable diode laser absorption to measure SO2, SO3, NO, H2O and CO2

    Sunbound: A game of agents and cellular automata

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    Formålet med dette projekt har været at skabe en simulation af et økosystem med spillerinteraktion, med det sekundære mål at give spilleren en fornemmelse af økosystemers skrøbelighed og entropiens rolle i vedligeholdelsen af dem, ved at blande spil og simulering. Spillet foregår på et sekskantet grid af HexCells, som hver især indeholder de forskellige elementer, der er til stede på deres lokation i griddet. Tid og rum er diskrete, alle interaktioner med verdenen foregår gennem valg af sekskanter og tiden sker, når spilleren trykker på en knap til næste tur.For at opnå dette har vi valgt at arbejde intuitivt og iterativt og rette tingene til undervejs. Spillet er lavet i Godot, da det er en open source game engine, hvilket gør det lettere for andre forskere at klone repository'et og arbejde videre på spillet. Arbejdet med projektet er foregået på en selvhostet git-server ved hjælp af gitolite3 og gitweb. Gennem førstehåndserfaring besluttede vi os for et lagdelt cellulært automatsystem, hvor vegetationen vokser gradvist og spreder sig, når en grænse for naboceller er overgået. Agenterne træffer beslutninger samtidigt. For at opnå dette bruger vi systemklasser til at løse konflikter mellem dyr, der udfører samme handling, i vores tilfælde fodring.Det er lykkedes os at skabe et funktionelt økosystem, men det lykkedes os ikke at implementere et klart mål i spillet på grund af tidspres og udbrændthed. Vi konkluderer, at design forud for produktion er et afgørende trin i softwareudvikling, som fortjener meget mere opmærksomhed, end vi gav det. Vanskeligheder med at tilpasse sig game engine og forskellige attituder til spiludvikling hæmmede samarbejdet. Vi opfordrer fremtidige spiludviklingsprojekter til at lære af vores fejl. For det første anbefaler vi, at man bruger meget mere tid på at designe, skitsere og modellere produktet, end det umiddelbart ser ud til at være nødvendigt, for at forhindre udbrændthed og misforståelser blandt gruppemedlemmerne. For at undgå tidspres anbefaler vi for det andet en indledende fase, hvor man gør sig bekendt med den valgte engine og spildesignmønstre generelt. Det kan gøres ved systematisk at følge de samme tutorials, før man forsøger at producere det endelige spil.The aim of this project has been to create a simulation of an ecosystem with player interaction, with the secondary goal of giving the player a sense of the fragility of ecosystems and the role of entropy in their maintenance, blending gaming and simulation. The game takes place on a hexagonal grid of HexCells, each containing the various elements present at their location. Time and space is discrete, all interactions with the board taking place through the selection of hexes, and time happening as the player presses a next turn button.To achieve this, we have chosen to work intuitively and iteratively, correcting things as we go. The game is made in Godot since the engine is open source, which makes it easier for other researches to clone the repository and keep working on the game. Work on the project has happened over a self hosted git server using gitolite3 and gitweb. Through first hand experience, we settled on a layered cellular automata system, where vegetation grows gradually and spreads when a threshold of neighboring cells is met. Agents make decisions simultaneously. To achieve this, we use system classes to resolve conflicts between animals doing the same thing, in our case feeding.We have successfully created a functional ecosystem, but failed to implement a distinct goal in the game due to time constraints and burnout. We conclude that design ahead of production is a crucial step in software development, deserving much more attention than we gave it. Difficulty adjusting to the engine and differing attitudes towards development hindered collaborative work. We urge future game development projects to learn from our mistakes. Firstly, to prevent burnout and misunderstandings among group members, we recommend spending much more time designing, sketching and modelling the product than might seem immediately necessary. Secondly, to avoid time constraints, we recommend an initial phase of familiarization with the chosen engine and game design patterns in general. This can be done by systematically following the same tutorials before attempting to produce the final game

    Study of fear via videogames

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    With the growing evolution of technology and its place in society, we see a rise in its use outside its originally intended purpose. With some industries, like the videogame industry, we see a larger and larger number of games being made with the purpose, not only to entertain, but also to affect the person playing them in other ways. This is an evolution we have also seen in other media like books and film but the interesting part of the evolution in the videogame sphere is the unique aspect of videogames. Namely interaction. Out of all the different genres in videogames, we chose to work with the horror genre. Partly since the research of fear was found particularly interesting to the group, but also due to the fact, that there wasn't much research about games in the horror genre specifically.In this study we seek to research how the interaction between the player and the game can affect the individual person by making our own videogame. Besides the game, the group also conducts interviews coupled with observation of the individual test subject, as a way to further improve our knowledge about what in particular caused them to get scared or feel fear. We will also want to use this study to research the effects of catharsis and its potential uses in understanding and altering our subconsciousness.We furthermore concluded on a person's self-efficacy, and how it affects the way they interact and react to horror games.The key findings of this study include the potential of videogames to stimulate ourselves in ways that may be beneficial to our psyche and mental wellbeing. Even though the participants of the study all came from different backgrounds regarding their gaming experience, they all still were affected by the game in the intended way, though to different degrees. Through the observations of our testers, did we found that self-efficacy has a major role in the way they approach and continue playing the game. This is due to the fact that the testers all showed a varied amount of self-efficacy in the face of the horror in the game, with the testers with a lower observed self-efficacy asking to stop early.<br/

    Reccomendation algorithms, misinformation and cration of poles in conflicts

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    I de seneste år har sociale medier taget en stor del af befolkningens opmærksomhed. Vi får ofte vores nyheder, påvirkninger og kontakter venner og familie på disse platforme, så det er vigtigt at forstå og analysere, hvordan disse sociale medieplatforme fungerer, og hvilke uforudsete konsekvenser der kan opstå i jagten på opmærksomhed til deres platforme.Tidligere studier af menneskelig adfærd fortæller os, at mennesker har en tendens til at skabe grupper og handle i overensstemmelse med vores omgivelser og umiddelbare overbevisninger. Dette kan udnyttes og resulterer som regel i negative konsekvenser for brugerne (Faktalink, N.D.). I dette projekt har vi skabt en række online bots, som hver især har fået forskellige træk i forhold til hvilket indhold de kan lide, for at undersøge denne påstand.På denne måde kan vi fortolke, hvordan den sociale algoritme vil give forskellige feeds og understrege, hvordan bobler og filtre for forskellige meninger dannes online, hvilket driver polarisering og en form for censur for forskellige dele af befolkningen. Mere specifikt vil vi anvende vores forskning på den igangværende Israel-Palæstina-konflikt og konkludere, om sociale medier skaber yderligere splittelse mellem aktørerne.I denne undersøgelse anvender vi “Double Diamond” metoden, som understreger innovation og problemløsning gennem fire trin: opdage, definere, udvikle og levere. Double Diamond-metoden giver et klarere billede af problemfeltet og gør det muligt for os at forstå, hvordan sociale medier påvirker brugerens oplevelse og forståelse af sociale medier (Design Council, N.D.).Derudover vil vi gøre brug af ANT- og SCOT-teorierne for at forstå den udviklende historie og potentielle tidligere anvendelser og forståelser af sociale medier som en teknologi. Vi vil drage paralleller fra tidligere måder at indsamle information og meninger på og relatere disse metoder til den nuværende mainstream informationsindsamling gennem sociale medier.Gennem vores forskning kan vi konkludere, at konsekvenserne er uforudsigelige, når kapitalistiske virksomheder har indflydelse og magt til at lede information til specifikke sektorer af deres brugere, hvilket kontinuerligt fodrer den enkeltes confirmation bias. Små teams af 20-40 designere er ansvarlige for informationen til milliarder af brugere uden at have faktorer som menneskelig psykologi og faktatjekning i tankerne. Resultatet er en forstærkning af sociale bobler og afvisning/polarisering af hele sandheder.In recent years, social media has taken up a large amount of the general population’s attention. We often get our news, influence, and contact friends and family on these platforms, so it is important to understand and dissect how these social media platforms operate, and which unforeseen consequences may occur in the corporal pursuit for attention to their platforms. Previous studies on human behavior tell us that humans tend to create groups and act in accordance with our surroundings and immediate beliefs. This can be exploited and usually bouts negative consequences for the users (Faktalink, N.D.). In this project we have created an array of online bots that each have been given different traits to which content they like to research this statement.This way, we can interpret how the social algorithm will give different feeds and underline how bubbles and filters for different opinions form online, driving polarization and a form of censorship to different parts of the population. More specifically, we will apply our research to the ongoing Israel-Palestine conflict and conclude if social media does drive a further rift between actors.In this study, we utilize the “Double Diamond” method, which emphasizes innovation and problem-solving through four steps: discover, define, develop and deliver. The double diamond method gives a clearer picture of the field of issue and enables us to understand how social media influences the user’s experience and understanding of social media. (Design Counsil, N.D.).Furthermore, we will make use of the ANT and SCOT theories to understand the developing history and potential previous uses and understandings of social media as a technology. We will draw parallels from previous ways of gathering information and opinions and relate these methods and how they compare to the current mainstream Information gathering through social media.Through our research, we can conclude that the consequences are unpredictable when capitalistic companies have the influence and power to divert information to specific sectors of their users, that continuously feeding the confirmation bias of the individual. Small teams of 20-40 designers are responsible for the information of billions of users without having factors like human psychology and fact-checking factors in mind. The result is an enforcement of social bubbles and the rejection/polarization of whole truths.<br/

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