Noe) Thematic Priority: 1.1.6.3 – Climate Change and Ecosystems Sub Priority: III – Global Change and Ecosystems

Total Page:16

File Type:pdf, Size:1020Kb

Noe) Thematic Priority: 1.1.6.3 – Climate Change and Ecosystems Sub Priority: III – Global Change and Ecosystems Project contract no. 036851 ESONET European Seas Observatory Network Instrument: Network of Excellence (NoE) Thematic Priority: 1.1.6.3 – Climate Change and Ecosystems Sub Priority: III – Global Change and Ecosystems D13 - Science Modules of the European Seas Observatory NETwork (ESONET) Due date of deliverable: Month 48 Actual submission date: Month 88 Start date of project: March 2007 Duration: 48 months Organisation name of lead contractor for this deliverable: NOCS, H. A. Ruhl Authors for this deliverable: H. A. Ruhl, L. Géli, Y. Auffret, J. Grienert Other contributors: A. Colaço, J. Karstensen, P. M. Sarradin, D. De Beer, M. André, R. Person, L. Menot, A. Khripounoff, P.-M. Sarradin, J. Galéron, . J. Blandin, P. Bagley, P. Favali, J. Mienert, L. Thomsen, H. Villinger, N. Sultan, O. Pfannküche, E. Delory, J.M. Strout, C. Floquet, L. Beranzoli, N. Rothe. Revision [26, April 2011]: yearly update, 2011 version Project co-funded by the European Commission within the Sixth Framework Programme (2002-2006) Dissemination Level PU Public PP Restricted to other programme participants (including the Commission Services X RE Restricted to a group specified by the consortium (including the Commission Services) CO Confidential, only for members of the consortium (including the Commission Services) TABLE OF CONTENTS Summary 4 1. Introduction 5 2. Generic Sensor Module 8 a. Provisional generic module parameters 9 b. Generic Sensors Impact 12 3. Science Specific Sensor Modules 16 a. Geosciences 16 b. Physical Oceanography 25 c. Biogeochemistry 26 d. Marine Ecology 31 4. Instrumentation module architecture 36 5. References: 40 6. APPENDIX 47 a. Demonstration Mission sensors. 47 b. California Cooperative Oceanic Fisheries Investigations (CalCOFI) variables: 53 c. US Ocean Observing Initiative (OOI) Coastal and Global Scale Nodes (CGSN) 53 d. IOOS core variables: 55 e. NEPTUNE Canada: 56 f. Seacycler: 57 g. POSEIDON-II seabed platform and PYLOS Buoy 58 h. GEOSTAR (and derived single-frame observatories) 59 i. SEAMON: 62 j. TEMPO: 65 k. DELOS: 66 7. Annex I – Ocean Acoustic Observatories report 69 8. Annex II – Sea Water Electrodes 180 3 Summary The European Seas Observatory NETwork Network of Excellence (ESONET NoE) has documented here several types of sensor modules that can be used in an ocean observatory setting. These modules include a provisional specification that we recommend for use at all sites and several other rather specialised specifications that can be used on an ad hoc basis to meet the science objectives relevant to a particular location. This modular nature will allow for a wide variety of configurations while also making progress towards standardization and interoperability. Examples of operating modules and systems of modules are also provided in an appendix. 4 1. Introduction The European Seas Observatory NETwork - Network of Excellence (ESONET NoE) has suggested a set of parameters to be collected at all European observatory sites, as well as a set of rather specific parameters that may only be measured at some sites. For practical purposes these sensors have therefore been divided into those that might be included in a generic module and those that might be part of science specific modules. Outlining provisional module specifications has allowed progress with studies of observatory design and operation. These specifications are provisional and can be changed to meet scientific priorities. For example, the configuration of the generic or one of the specific modules can be updated as science needs and feasibility change. The generic sensor module and the science-specific modules are both envisioned to address the key questions that have been identified in the four main areas covered by ESONET NoE: geosciences, physical oceanography, marine biogeochemistry, and marine ecology. These questions are fully listed in the ESONET NoE Deliverable D11 report. We will not repeat all of the key questions here, but will discuss many of the sensors that can be used to address them. In practice, many of the scientific questions addressed are interdisciplinary. Major questions that presently arise in geosciences, for example, are linked to fluid circulation, which, in turn, can control cold-seep bacterial activity, biogenic gas emissions, and deep-sea benthic ecology. A functional split not only comes between those modules that are considered generic or specific, but also the infrastructure setting in which those systems are used, such as seabed and mooring systems. Maybe rephrase: Functional differences exist between generic sensor modules and science-specific modules. They further depend on the infrastructure setting in which these systems are used, be it seadbed-fixed structures or mooring systems. The concept of recommending a specific set of parameters for collection at all European observatory sites was brought up at the All Regions Workshop in Barcelona (September 2007) and has also been discussed in detail at the Best Practices Workshop in Bremen, Germany (January 2008), at the General Assembly meeting in Faro, Portugal (October 2008), and was further reviewed at an Implementation Strategies meeting in Paris, France (January 2009). Initial suggestions for parameters to include at each node (e.g. Arctic, Marmara, etc.) were provided in the Global Change session report from the 2007 All Regions Workshop. Most recently the readiness of various sensors was addressed at the 2009 Best practices Workshop in Brest, France. Of the ‘core’ water-column or benthic parameters discussed in the Global Change session, the variables determined to continue to be considered included currents, temperature and salinity changes, oxygen, nutrients, biogeochemical quantities (e.g. C, N, P, etc.), pH, Eh, and CO2. A survey was also circulated to the ESONET NoE General Assembly to ask for suggestions on what parameters to include in a generic module, however, only limited input was provided. Since then a variety of potential instruments have been suggested for a generic module (i.e. a standard set of instruments to collect data parameters to be used at the nodes for local measurements, between-site comparisons, and hypothesis testing). The present discussion is also based on the experience that has been gained from the Demonstration Missions (DM) that were funded through ESONET NoE (Table 1). The sensors used in these DMs are summarized in tables included at the end of this document. Sensor module development activities in other observatory and research programmes are also considered here with some examples given in the Appendix. Most prominently this includes ongoing efforts within the EuroSITES and HERMIONE (Hotspot Ecosystem Research and Man’s Impact On European Seas) programmes, as well as programmes in the US, Canada, Japan and elsewhere. Specific input came from a report on the use of biogeochemical sensors in the EuroSITES network (Coppola et al. 2009). The EuroSITES deliverable 1.1.3 outlines the existing platforms and sensors used throughout the network. This report includes descriptions of the observatory design in terms of mooring sensor arrangements. Additional experience is also being gained through the activities of KM3NeT, which has three sites in common with ESONET NoE. A great amount of effort by the US Ocean Observatories Initiative (OOI) and the NorthEast Pacific 5 Time-Series Undersea Networked Experiments (NEPTUNE Canada) has contributed to the diversity of sensors reviewed here. Indeed, NEPTUNE Canada is now in full operation and the OOI is fully into construction with calls for tender issued. The Alliance for Coastal Technologies (ACT) is an organization that is funded by the US National Oceanic and Atmospheric Administration (NOAA) to evaluate sensors and provide a source for information on sensors in partnership with the US Integrated Ocean Observing System (IOOS), a US contribution to GOOS. ACT efforts are resulting in detailed reporting of controlled assessments of sensor performance. Contributions to the OceanObs’09 Conference held in Venice Italy have also highlighted both observational needs and consensus on solutions through peer- reviewed community white papers (www.oceanobs09.net). These include documents that review ocean observatory needs from a wide range of perspectives covering natural and anthropogenic changes, potential influences of climate change, and geo-hazard early warning (e.g. Favali et al., 2010; Larkin et al., 2010; Meldrum et al., 2010; Merrifield et al., 2010; Send et al., 2010). ESONET NoE and the Institute of Electrical and Electronics Engineers (IEEE) co-convened the Global Earth Observing System of Systems (GEOSS) Workshop XXVII on “Understanding the Integrated Ocean Observation Systems, including sub-surface sensors” in May 2009 to further garner discussion and prioritisation of observational needs. The recommendations of the GEOSS Workshop XXVII included further consideration of sea glider and AUV capacity building, continued progression of sensors for critical parameters such as CO2 and pH, as well as rather complex sensors like those using microbial probes. The value-added aspects of examining systems from the surface to the sub- seafloor over long time periods were presented as not only enhancing scientific capability but as an attractor for additional investigators and sensors through synergy. EuroGOOS, a contributor to GEOSS, has also conducted substantial research into observational requirements for various societal and industrial needs (e.g. Flemming et al., 2007), something that is
Recommended publications
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
    Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller .
    [Show full text]
  • Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing
    Service Oriented Interactive Media (SOIM) Engines Enabled by Optimized Resource Sharing Aly, Mahy; Franke, Michael; Simoens, Pieter Kretz, Moritz; Schamel, Folker Ghent University - iMinds Spinor GmbH Ghent, Belgium Munich, Germany [email protected] { mahy.aly, michael.franke, moritz.kretz, fms } @spinor.com Abstract—In the same way as cloud computing, Software as a Interactive media and entertainment software face the need Service (SaaS) and Content Centric Networking (CCN) triggered to adapt to the architectural implications that are introduced a new class of software architectures fundamentally different from alongside the new infrastructure in order to optimize its use. traditional desktop software, service oriented networking (SON) Currently, it can be admitted that in the process of this suggests a new class of media engine technologies, which we call architectural transition, the interactive media industry, in large Service Oriented Interactive Media (SOIM) engines. This includes part of it, is still lagging behind. Since the launch of that industry a new approach for game engines and more generally interactive and mostly throughout its history, games, or in case of server- media engines for entertainment, training, educational and based multi-user games, thick game clients have been single- dashboard applications. Porting traditional game engines and user applications running completely on end-user devices. These interactive media engines to the cloud without fundamentally needs had a significant impact on the architecture of the game changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of and media engines being the software which provides core applications, for example simple and transparent upgrading of functionalities like input handling, game simulation, AI, content and unified user experience on all end-user devices.
    [Show full text]
  • K.,04 0 77I/ S " F > ',77 7777S/ X -{';>K'
    7 *7.777 47 :777,,7~ K .. .) . f'f; / 0I~, ) '7' 4~~~ '777.77 7777~~~~~~ 77~~777 TV I77 ;,,.. i- {, ,Ij Y :t ~~ k ~~ 777)~~~"k XA~~~~~~~~~~~~~~ 4777 'A ~~~~~~~~~~~~~~~~~~~~~ ; 7 E -iK ;'% 77 ' 77-#0 I, r A . - 3f * -- *-,, , i~~~~77' ' ''777 /\ /&WEYO AM SA '7X -1t 777 7r .7 7 '7 .:",, 77 777 77 ~~~~~77{ \(>-77* I* *'. 7fTo r( r '7 '7 7'~~~~~~~~~~~~~~~~~~, 7 ' 77,~~~~~~~~~Y .'ii 777" .i 777 +¢fi l;1;^A777'' 1 i-4 > ,, <, \ , jr 7,77.,,, 777 777,-' ar =- 7 )-7 f\ nrx H e 5 2 71')' !X 7771: 7;* r -..,.. J,,; .7 777 77 \! l,1 7 77 ', .- 7.77 777r777''t^ I. w-s '- t lbtoar n /,..,,,,....t.ag >.,t i as ;},,;6h\,'iff1-ls:s ! t 7 K'77.7 77 *~ *2 7! , , K.,04 0 _ 77I/ S " f > ',77 7777s/ X -{';>k' ,-. '' 'i'. ' _ , *f!' ,. .,77.77.7 ,I~1t v Pt * s w ; a ( gf t & , v ~~', - ' t b --< - 777e<> 7777 77 7 5Ij,7?., 7.s,,sVE,Y.ALj7tZ,*-£j : o' , ,77777~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~et, s 7' 1377 > U-VEEITY OF CAI?VO3SIA PUBLIOATIONS DEPARTMENT OFL.,AANT POGW The folowing publications dealing with archaeological and t0noikoical subjects isaed, under the directio i of the Depar;tment of Anthropology "Aaret it exchange for the publi- cations of antbropological departments and museums, and for journals deVoted to g al puthroyo yo r to archaeology ad etho. They, are for-sale at the prfies stated. Exchages shoul4be directed to uTHEEXCEANGE MDEPA1TMENT, UNZVERS3IT BRAJY,p BEl EY; CAIrdersIA, U.S.A Od and remittances uld be addressed to the UNIVERSITY oF CA OlNIA PRESS.
    ',77 7777S/ X -{';>K'" class="panel-rg color-a">[Show full text]
  • K.,04 0 77I/ S " F > ',77 7777S/ X -{';>K'
    7 *7.777 47 :777,,7~ K .. .) . f'f; / 0I~, ) '7' 4~~~ '777.77 7777~~~~~~ 77~~777 TV I77 ;,,.. i- {, ,Ij Y :t ~~ k ~~ 777)~~~"k XA~~~~~~~~~~~~~~ 4777 'A ~~~~~~~~~~~~~~~~~~~~~ ; 7 E -iK ;'% 77 ' 77-#0 I, r A . - 3f * -- *-,, , i~~~~77' ' ''777 /\ /&WEYO AM SA '7X -1t 777 7r .7 7 '7 .:",, 77 777 77 ~~~~~77{ \(>-77* I* *'. 7fTo r( r '7 '7 7'~~~~~~~~~~~~~~~~~~, 7 ' 77,~~~~~~~~~Y .'ii 777" .i 777 +¢fi l;1;^A777'' 1 i-4 > ,, <, \ , jr 7,77.,,, 777 777,-' ar =- 7 )-7 f\ nrx H e 5 2 71')' !X 7771: 7;* r -..,.. J,,; .7 777 77 \! l,1 7 77 ', .- 7.77 777r777''t^ I. w-s '- t lbtoar n /,..,,,,....t.ag >.,t i as ;},,;6h\,'iff1-ls:s ! t 7 K'77.7 77 *~ *2 7! , , K.,04 0 _ 77I/ S " f > ',77 7777s/ X -{';>k' ,-. '' 'i'. ' _ , *f!' ,. .,77.77.7 ,I~1t v Pt * s w ; a ( gf t & , v ~~', - ' t b --< - 777e<> 7777 77 7 5Ij,7?., 7.s,,sVE,Y.ALj7tZ,*-£j : o' , ,77777~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~et, s 7' 1377 > U-VEEITY OF CAI?VO3SIA PUBLIOATIONS DEPARTMENT OFL.,AANT POGW The folowing publications dealing with archaeological and t0noikoical subjects isaed, under the directio i of the Depar;tment of Anthropology "Aaret it exchange for the publi- cations of antbropological departments and museums, and for journals deVoted to g al puthroyo yo r to archaeology ad etho. They, are for-sale at the prfies stated. Exchages shoul4be directed to uTHEEXCEANGE MDEPA1TMENT, UNZVERS3IT BRAJY,p BEl EY; CAIrdersIA, U.S.A Od and remittances uld be addressed to the UNIVERSITY oF CA OlNIA PRESS.
    ',77 7777S/ X -{';>K'" class="panel-rg color-a">[Show full text]
  • A Graphics Pipeline for Directly Rendering 3D Scenes on Web Browsers
    A Graphics Pipeline for Directly Rendering 3D Scenes on Web Browsers Master’s Thesis ! Edgar Marchiel Pinto A Graphics Pipeline for Directly Rendering 3D Scenes on Web Browsers DISSERTATION concerning to the investigation work done to obtain the degree of MASTER OF SCIENCE in COMPUTER SCIENCE AND ENGINEERING by Edgar Marchiel Pinto natural of Covilha,˜ Portugal ! Computer Graphics and Multimedia Group Department of Computer Science University of Beira Interior Covilha,˜ Portugal www.di.ubi.pt Copyright c 2009 by Edgar Marchiel Pinto. All right reserved. No part of this publica- tion can be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the previous written permission of the author. A Graphics Pipeline for Directly Rendering 3D Scenes on Web Browsers Author: Edgar Marchiel Pinto Student Id: M1489 Resumo Nesta dissertac¸ao˜ propomos um pipeline grafico,´ na forma de uma biblioteca Web- 3D, para a renderizac¸ao˜ de cenas 3D directamente no browser. Esta biblioteca de codigo´ livre chama-se Glyper3D. Foi desenvolvida usando a linguagem de programac¸ao˜ JavaScript, em conjunto com o elemento canvas do HTML5, permitindo a criac¸ao,˜ ma- nipulac¸ao˜ e renderizac¸ao˜ de conteudos´ 3D no browser, sem ser necessaria´ a instalac¸ao˜ de qualquer tipo de plug-in ou add-on para o browser, ou seja, nao˜ tira partido de acelerac¸ao˜ grafica.´ Esta e´ a principal diferenc¸a em relac¸ao˜ a outras tecnologias Web3D. Como e´ uma biblioteca direccionada para um ambiente web, foi desenvolvida para pro- porcionar maior usabilidade, proporcionando assim uma forma mais simples e intuitiva para desenvolver conteudos´ 3D directamente no browser.
    [Show full text]
  • Integration of a 3D Rendering Engine with a Physics Simulator
    Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21
    [Show full text]
  • The Foundation of Computational Visualistics
    Variations and Application Conditions Of the Data Type »Image« The Foundation of Computational Visualistics Habilitationsschrift zur Erlangung der Venia legendi für Computervisualistik (computational visualistics) angenommen durch die Fakultät für Informatik der Otto-von-Guericke-Universität Magdeburg von: Dr. rer. nat. Jörg R.J. Schirra (Dipl.-Inform.) geb. am 03. August 1960 in Illingen (Saarland) Gutachter: Prof. Dr. Thomas Strothotte Prof. Dr. Wolfgang Wahlster Prof. Dr. Arno Ros Prof. Dr. Jerome A. Feldman Magdeburg, den 11. Mai 2005 THE FOUNDATION OF COMPUTATIONAL VISUALISTICS i A NOTE AHEAD This book is a map. It maps the landscapes of the country of digital images, or, as it was lately renamed, the realms of Computational Visualistics. Like any picture, a map – and hence this book – is a context builder: it allows the readers to ex- plore different paths in an abstract region, to connect many landmarks on several ways, and to establish their own distinctions of figures and backgrounds according to their proper interests. However, a text is bound to its linear progression of propositions woven into the digital fabric of argumentation that only mimics the true spatial quality of images. As an extended path, read- ing this text snakes through the map in the effort to systematically cover all of its regions: the map only appears in the reader’s mind. Not all of the details present may be integrated on first view. After all: a real map presents all its details simultaneously, but only those details are ac- tually “read” that are relevant for the reader’s present intentions. The map reveals its contents not on a single glance.
    [Show full text]
  • Creating a Virtual Training Environment for Traffic Accident
    Creating a Virtual Training Environment for Traffic Accident Investigation for the Dubai Police Force Ahmed BinSubaih Doctor of Philosophy Department of Computer Science University of Sheffield October 2007 Abstract This research investigates the use of gaming technology (especially game engines) in developing virtual training environments, and comprises of two main parts. The first part of the thesis investigates the creation of an architecture that allows a virtual training environment (i.e. a 'game') to be portable between different game engines. The second part of the thesis examines the learning effectiveness of a virtual training environment developed for traffic accident investigators in the Dubai police force. The second part also serves to evaluate the scalability of the architecture created in the first part of the thesis. Current game development addresses different aspects of portability, such as porting assets and using middleware for physics. However, the game itself is not so easily portable. The first part of this thesis addresses this by making the three elements that represent the game's brain portable. These are the game logic, the object model, and the game state, which are collectively referred to in this thesis as the game factor, or G-factor. This separation is achieved by using an architecture called game space architecture (GSA), which combines a variant of the model-view-controller (MVC) pattern to separate the G-factor (the model) from the game engine (the view) with on-the-fly scripting to enable communication through an adapter (the controller). This enables multiple views (i.e. game engines) to exist for the same model (i.e.
    [Show full text]
  • Red Lions Touch Down Friday Tustin, Calif., Are the Last 53D Squadron
    C Vol. 24, No. 33 Serving Marine Forces Pacific, MCB Hawaii, III Marine Expeditionary Forces, Hawaii and 1st Radio Battalion August 22, 1996 Red Lions touch down Friday Tustin, Calif., are the last 53D squadron. Following tion assets by 25 percent. a.m. Members of the LCpl. Steven Williams Staff writer of four active-duty CH- the structural realign- "The combat readiness Kailua Chamber of 53D squadrons in the ment of the Marine Corps' will increase with more Commerce will present Marine Heavy Marine Corps to join the aviation assets, the base support for helo casting, the new Marines with leis Helicopter Squadron 363 base. MCB Hawaii will will have four CH-53 parachute operations, symbolizing the friend- will complete the Marine become the only base in squadrons and one train- troop lifts and special ship and aloha spirit Corps' CH-53D Sea the Marine Corps to have ing squadron. patrol insertion/extrac- indicative of the relation- Stallion squadron consoli- all existing helicopters of HMH-363 will not only tion rigging," said Capt. ship the base has with the dation Friday when nine one type in the same com- boost Hawaii's economy Greg Hager, air opera- local community. remaining helos land at munity. with the addition of 115 tions officer, Aviation For more information, their new home here. In 1992, the base had more Marines over a six- Support Element . contact the Consolidated The Red Lions, from four CH-46 Sea Knight month period, it will also The choppers are sched- Public Affairs Office at A taste of coin) try :life in Marine Corps Air Station squadrons and one CH- increase the base's avia- uled to land around 8:30 257-2728, Waimanalo.
    [Show full text]
  • 'Game' Portability
    A Survey of ‘Game’ Portability Ahmed BinSubaih, Steve Maddock, and Daniela Romano Department of Computer Science University of Sheffield Regent Court, 211 Portobello Street, Sheffield, U.K. +44(0) 114 2221800 {A.BinSubaih, S.Maddock, D.Romano}@dcs.shef.ac.uk Abstract. Many games today are developed using game engines. This development approach supports various aspects of portability. For example games can be ported from one platform to another and assets can be imported into different engines. The portability aspect that requires further examination is the complexity involved in porting a 'game' between game engines. The game elements that need to be made portable are the game logic, the object model, and the game state, which together represent the game's brain. We collectively refer to these as the game factor, or G-factor. This work presents the findings of a survey of 40 game engines to show the techniques they provide for creating the G-factor elements and discusses how these techniques affect G-factor portability. We also present a survey of 30 projects that have used game engines to show how they set the G-factor. Keywords: game development, portability, game engines. 1 Introduction The shift in game development from developing games from scratch to using game engines was first introduced by Quake and marked the advent of the game- independent game engine development approach (Lewis & Jacobson, 2002). In this approach the game engine became “the collection of modules of simulation code that do not directly specify the game’s behaviour (game logic) or game’s environment (level data)” (Wang et al, 2003).
    [Show full text]
  • Facilitating the Education of Game Development
    Otto-von-Guericke University Magdeburg Department of Computer Science Institute for Simulation and Graphics Games Group Diplomarbeit Facilitating the Education of Game Development Lennart Nacke Otto-von-Guericke Universität Magdeburg Fakultät für Informatik Institut für Simulation und Grafik Arbeitsgruppe Grafische und Interaktive Methoden für Computerspiele Diplomarbeit Facilitating the Education of Game Development LENNAR T NACKE Matrikel-Nr. 159745 Date of Submission: November 04, 2005 Examiner: Prof. Dr.-Ing. MAIC MASUCH Dr.-Ing. KNUT HAR TMANN Supervisor: Prof. Dr.-Ing. MAIC MASUCH Processing Period: May 23 – November 04, 2005 Diplomstudiengang Computervisualistik Otto-von-Guericke Universität Magdeburg Fakultät für Informatik Universitätsplatz 2, D-39106 Magdeburg Pronouns and Glossary Terms In this thesis the author uses “she” when referring to indefinite people. This can be the “programmer” or the “DEVELOPER”. This is because of the lack of a gender-neutral pronoun that is applicable to a human being in the English language. The decision for using “she” was made, because the author would like to see more women to join into playing and especially in developing computer games. Some computer science or game development specific technical terms are explained in the Glossary. You can find these words like IGDA printed in bold with small capitals, when they are first used in the thesis. This style always references a glossary word. If there is a longer or more suitable description than that in the glossary, it usually references to the chapter that discusses the term in detail. c 2005 by Lennart Nacke. All rights reserved. Abstract This thesis focusses on game development and educational benefits gained from teaching games to university students.
    [Show full text]