3,023 research outputs found

    Letter to F.D. Moon from A. Mitchell Salone regarding information about and photos of the Colored School in Wewoka

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    Letter to F.D. Moon regarding a book being written on African American schools. The author asks for photos of the school and shows appreciation for how he runs the school

    We Reach the Moon. Title page inscribed by the author.

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    On 20 July 1969, Neil Armstrong and Buzz Aldrin became the first humans to land on the moon. The achievement inspired a host of products and memorabilia. On display from the publishing collection of Seymour Lawrence is both the German and American editions of the children’s 1969 picture book Journey to the Moon by artist Erich Fuchs who depicts the eight-day voyage with cubist modernism. The author of We Reach the Moon was the New York Times science reporter, and he inscribed his paperback to Mississippi writer Willie Morris and family.https://egrove.olemiss.edu/space_exhibit_2020/1012/thumbnail.jp

    Human factors of speed-based exergame controllers

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    Exergame controllers are intended to add fun to monotonous exercise. However, studies on exergame controllers mostly focus on designing new controllers and exploring specific application domains without analyzing human factors, such as performance, comfort, and effort. In this paper, we examine the characteristics of a speed-based exergame controller that bear on human factors related to body movement and exercise. Users performed tasks such as changing and maintaining exercise speed for avatar control while their performance was measured. The exergame controller follows Fitts' law, but requires longer movement time than a gamepad and Wiimote. As well, resistance force and target speed affect performance. User experience data confirm that the comfort and mental effort are adequate as practical game controllers. The paper concludes with discussion on applying our findings to practical exergame design.1

    High5: Promoting interpersonal hand-to-hand touch for vibrant workplace with electrodermal sensor watches

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    Interpersonal touch is our most primitive social language strongly governing our emotional well-being. Despite the positive implications of touch in many facets of our daily social interactions, we find wide-spread caution and taboo limiting touch-based interactions in workplace relationships that constitute a significant part of our daily social life. In this paper, we explore new opportunities for ubicomp technology to promote a new meme of casual and cheerful interpersonal touch such as high-fives towards facilitating vibrant workplace culture. Specifically, we propose High5, a mobile service with a smartwatch-style system to promote high-fives in everyday workplace interactions. We first present initial user motivation from semi-structured interviews regarding the potentially controversial idea of High5. We then present our smartwatch-style prototype to detect high-fives based on sensing electric skin potential levels. We demonstrate its key technical observation and performance evaluation.1

    On lunar collision orbits: New methodologies for Moon-to-Moon transfer design

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    Many interplanetary missions massively leverage the lunar gravitational pull in the so-called low-energy regime to converge to their aim, saving consistent amount of fuel. Among these, two future Japanese spacecraft are expected to repeatedly encounter the Moon along their trajectories to either facilitate the escape from the Earth–Moon system or opportunely target a specific region in its neighbourhood. Although never actively employed for preliminary trajectory design, lunar collision orbits have shown a rich dynamical structure and an applicability for both medium- and low-energy regimes. These characteristics, together with their intrinsic nature of being close to trajectories experiencing lunar fly-by, have encouraged this research. In this work, lunar collision orbits are employed to delineate a method for obtaining ballistic transfers between two successive lunar encounters, briefly addressed as Moon-to-Moon. This study is first carried out with the assumptions of the autonomous Circular Restricted Three-Body Problem, subsequently extended to the nonautonomous Bi-circular Restricted Four-Body Problem, including the solar gravitational influence.Poincaré cuts are extensively used as a dimensionality reductant for lunar collision orbits: this allows to ascertain their similar behaviour with trajectories flybying the Moon, whose characteristics are partly foreseen by determining the associated intersection with the same cut. A patching is performed at the cut to obtain both single and multiple ballistic Moon-to-Moon transfers. The strict bond of lunar collision orbits with the invariant manifolds of simple periodic orbits about Lagrangian points is confirmed and exploited to design ballistic itineraries connecting highly elliptic orbits about the Earth to horizontal Lyapunov orbits of the Earth–Moon system, via a single Moon-to-Moon transfer. With the usage of the lunar collision orbits and the Poincaré cut, a simple optimization technique is implemented to retrieve a properly defined Moon-to-Moon transfer from a trajectory missing a second fly-by with the Moon. Including the presence of the Sun, a similar method for obtaining single and multiple Moon-to-Moon transfers is developed. A classification of lunar double-collision transfers is then performed within the same framework, highlighting their similarity with other studies in past literature, eventually leading to the construction of a database of Moon-to-Moon transfers. The latter, conceived as an improvement with respect to the former version by adding the lunar gravitational influence, shows its applicability in real preliminary trajectory design.Aerospace Engineerin

    스킨의 전기적 성질을 사용하는 인간사이에 존재하는 터치를 검출하기 위한 시스템과 방법

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    Disclosed herein is an accurate and efficient, yet non-obtrusive system and method (using same) for detecting interpersonal touch, such as a high-five, which is prevalent in people's daily lives, so as to promote everyday interactions at diverse settings. Based on ubiquitous computing technology, one embodiment of the system for detecting interpersonal touch comprises a pre-motion filter for filtering a pre-motion prior to the interpersonal touch, a sensor for sensing electrical properties of skin, an evaluator for analyzing and determining the interpersonal touch based on the pre-motion and the electrical properties of skin, and a communicator for communicating information analyzed by the evaluator. Other embodiments are described and shown

    Moon Dog [Translation]

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    A Japanese to English translation of the poem Moon Dog originally written by Mizuho Ishid

    New solar-sail orbits for polar observation of the earth and moon

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    In this paper, a new family of solar-sail periodic orbits with adequate properties for polar observation of the Earth and moon is developed under the simplified but nonautonomous dynamics of the solar-sail augmented Earth–moon circular restricted three-body problem. The novel orbits, termed “distant-circular orbits,” are found through differential correction and continuation and employ a simple sun-facing steering law for the solar sail. A basic coverage analysis shows that one of the distant-circular orbits is capable of providing continuous coverage of both the Earth’s and lunar north (or south) poles with just a single sailcraft at a minimum elevation angle of 14 deg and an average range of six Earth–moon distances. Moreover, simple transfer trajectories between orbits of the family are found, so that the sailcraft can switch between observing the northern and southern latitudes of the Earth and moon during a single mission. Subsequently, using multiple-shooting differential correction, all results are migrated to a higher-fidelity dynamic framework that considers, among others, the eccentricity of the moon’s orbit. The perturbations cause the periodicity of the orbits to break, turning them into seemingly quasi-periodic orbits, but it is shown that the coverage capabilities are maintained. Finally, an active control strategy is developed to counteract part of the perturbing effects such that, by appropriately steering the sail, the apparent quasi-periodicity of the orbits is enhanced and the deviation from the unperturbed orbits is reduced.Accepted Author ManuscriptAstrodynamics & Space Mission

    MobyDick

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    The unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking.Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof offthe-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games

    Designing Interactive Multiswimmer Exergames: A Case Study

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    The unique aquatic nature of swimming makes it difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose the use of a smartphone-based multiplayer exergame named MobyDick. MobyDick is designed to be played while swimming, where a team of swimmers collaborate to hunt down a virtual monster. To this end, we take into account both human factors and technical challenges under swimming contexts. First, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Second, we develop a swimming activity recognition system to enable precise and real-time game inputs. Third, we devise a multiplayer game design by employing the unique interaction mode viable in an underwater environment, where the abilities of human communication are highly limited. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and we deploy it in real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multiplayer swimming games.11Nsciescopu
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