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PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
U.S. National Aerobatic Championships
November 2012 2012 U.S. National Aerobatic Championships OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB Vol. 41 No. 11 November 2012 A PUBLICATION OF THE INTERNATIONAL AEROBATIC CLUB CONTENTSOFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB At the 2012 U.S. National Aerobatic Championships, 95 competitors descended upon the North Texas Regional Airport in hopes of pursuing the title of national champion and for some, the distinguished honor of qualifying for the U.S. Unlimited Aerobatic Team. –Aaron McCartan FEATURES 4 2012 U.S. National Aerobatic Championships by Aaron McCartan 26 The Best of the Best by Norm DeWitt COLUMNS 03 / President’s Page DEPARTMENTS 02 / Letter From the Editor 28 / Tech Tips THE COVER 29 / News/Contest Calendar This photo was taken at the 30 / Tech Tips 2012 U.S. National Aerobatic Championships competition as 31 / FlyMart & Classifieds a pilot readies to dance in the sky. Photo by Laurie Zaleski. OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB REGGIE PAULK COMMENTARY / EDITOR’S LOG OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB PUBLISHER: Doug Sowder IAC MANAGER: Trish Deimer-Steineke EDITOR: Reggie Paulk OFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB VICE PRESIDENT OF PUBLICATIONS: J. Mac McClellan Leading by example SENIOR ART DIRECTOR: Olivia P. Trabbold A source for inspiration CONTRIBUTING AUTHORS: Jim Batterman Aaron McCartan Sam Burgess Reggie Paulk Norm DeWittOFFICIAL MAGAZINE of the INTERNATIONAL AEROBATIC CLUB WHILE AT NATIONALS THIS YEAR, the last thing on his mind would IAC CORRESPONDENCE I was privileged to visit with pilots at be helping a competitor in a lower International Aerobatic Club, P.O. -
Jsbsim Quarterly Newsletter Summer 2006
The quarterly newsletter for JSBSim, an open source flight dynamics model in C++ VOLUME 3, ISSUE 2 SUMMER 2006 Building an Aerobatics Aircraft for JSBSim : The Su-26 Enrique Laso Leon What's the point? aesthetic judgment! Pure unlimited aerobatic aircraft have seldom been Modeling the Beast modeled in any mainstream simulator. Many will argue that the Extra 300 introduced in Microsoft® Aerobatic aircraft have plenty of features that make Flight simulator-98 is a clear proof of the contrary, them easy to model (which is good since this is my yet the FS flight model was (and still is) too limited first add-on aircraft for FlightGear): to provide a decent sensation of flying. The most recent aerobatics planes correctly modeled are the • Straight wing with little taper ratio (this allows SF260 and Spitfire MkXIV from Real Air® but those are not dedicated “stunt airplanes”. See Page 12: The last serious attempt to model this category of aircraft was the first Flight Unlimited simulator back in 1996! It was nicely packaged with a fine tutorial (remember, this was at a time when games came with a manual) and allowed one to fly machines ranging from an aerobatic sailplane to the Su- 31 unlimited aerobatic aircraft. Many reasons can be found for the lack of interest in this cate- gory. The most obvious is that aerobatic aircraft are limited to Inside this issue: Visual Flight Rules since in- struments are heavy and sensi- tive to the kind of flying in- Aerobatics Aircraft: Su-26 1 volved. What's worse, they have a very short range using the lifting line theory for 3D wing deri- because a routine of 10 minutes of high-g maneu- Scripting Multiple Runs in 3 vations (Prandtl) vers will bring the pilot to his (or her) knees, and • Symmetric Airfoils JSBSim the less fuel, the better for maneuverability. -
Deus Ex (2000) by Ion Storm Inc
A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring. -
Hints on Flying the Pilatus B4
Hints on Flying the Pilatus B4 This is an English summary of Jochen Reuter's paper, published on the SAGA-website www.sagach.ch I could not resist adding a few hints of my own, where I saw it appropriate. But overall, it is still Jochen's text. And I was too lazy to convert any units of measurement from metric to English. If you prefer to go by knots and pounds etc. you will have to juggle the units yourself. General Remarks Any pilot, who is new to the B4 will notice that it is a "noisy" glider. The "blonk-blonk" of the skin panels can upset a novice, but after a few flights you get used to it and before long you'll ignore it. Jochen's B4 came from the UK and a previous owner had apparently tried to turn it into a high-performance machine. All the skin joints and rivet heads had been covered and smoothed. But if you intend to do aerobatics, this is not a good idea at all. Apart from the additional weight and lots of useless work, the putty becomes brittle with time and when the structure is flexing, will crack and eventually peel off. Talking about C of G: Jochen is very tall and weighs around 100 kg. So he flies at the load limit and also the forward CG limit. Earlier, he used to fly with the small tail ballast weight (2.3 kg), mainly to facilitate spinning, but now he recommends even for heavy pilots not to. In his opinion, the B4 handles better with a forward CG. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
The Dark Project
Game Narrative Review ==================== Your name: Michel Sabbagh Your school: Worcester Polytechnic Institute Your email: [email protected] Month/Year you submitted this review: December 2016 ==================== Game Title: Thief: The Dark Project Platform: Microsoft Windows Genre: First-person stealth game Release Date: November 30, 1998 Developer: Looking Glass Studios Publisher: Eidos Interactive Writer/Project Leader/Lead Designer: Ken Levine/Greg LoPiccolo/Tim Stellmach Overview Set in a steampunk metropolis dubbed “the City,” Thief: The Dark Project puts players in the shoes of Garrett, a witty and highly disciplined master thief. After proving his abilities by stealing priceless artifacts and escaping an assassination attempt by a crime lord, Garrett is offered a fortune to retrieve a mysterious artifact known as the Eye. As he gathers the talismans necessary to access the haunted cathedral harboring this mystical relic, Garrett becomes embroiled in a conflict between the City’s two major warring factions, the technocratic Order of the Hammer and the nature-worshipping Pagans. Characters • Garrett “I guess if you’re rich enough you can build any sort of madhouse to live in.” Garrett is a sarcastic kleptomaniac whose only wish in life is to steal in peace. He spent his orphaned youth on the City’s streets surviving as a pickpocket so he could “keep his ribs from meeting his spine.” Garrett was taken in by the Keepers, a secret organization devoted to preserving balance in the City, after impressing one of their agents by attempting to rob him. He was trained in the arts of stealth and subterfuge as he grew up, but found it more enticing to make use of these skills as an independent thief than to remain with the Keepers. -
Flight Unlimited
In The FBO Views Flight Recorder / VCR Move Around Window Cockpit Views Camera Views The FBO With: F10 ? Help Arrow Size Keypad Keys Mouse 1. Half-Screen 1. Wingman 0 : 00 : 00 2. External 2. Orbital Cycle FBO Options 3. Virtual Cockpit 3. Fly-By R P By Looking Glass Technologies, Inc. enter or CLICK to Select tab Forward 4. Full-Screen 4. Fixed Program v1.0 - Keyboard v1 5. Trainer 5. Cinematic B F (Mac AppleDesign Keyboard) shift tab Backward option + CLICK on a plane to fly directly 6. Chase-Plane 7. Ground W E Ends Flight E (Return to FBO) Q Quit Program Pilot's View M Centers View Cockpit Views Camera Views Cycle Cycle Cycle Cycle Cycles Screen I J K L Inside/Outside Up Left Right Back Forward Backward Forward Backward View Options Panel or Menu Bar or Preferences Smoke Toggle Minimum Throttle (Dive Brakes On Sailplane) Maximum Down 10% This Keyboard Øverlay is not intended to be a substitute for the manual. It is designed to be a quick reference to the controls and their locations on the "Paperware" Shareware: Teleport (500 Feet) keyboard. The software has many options that can best be learned by This Øverlay was made for my own use but I thought others might like to give it a try. reading the instructions provided by the developer. Buy the program. If you keep it and use it (even if you don't) send me e-mail. Construction Instructions: Bob Heffner Trim the edge of one sheet. Overlap onto the second sheet and tape together. -
Examining the Building Blocks of Stealth Centric Design
Examining the Essentials of Stealth Game Design Youssef Khatib Game Design Bachelor Thesis, 15hp Game Design and Graphics, spring semester, 2013 Supervisors: Ernest Adams, Hedda Gunneng Examiner: Steven Bachelder Abstract Through looking into the inner workings of stealth centric games, this paper aims to find out the essential components of this type of videogames. Examining the history of such games and the design principles of stealth centric games in relation to the participating player this paper will methodically examine games in the light of the arguments of industry professionals. After that a framework is extracted, identifying the principal core components of stealth centric game design. Table of contents 1. Introduction ............................................................................................................................. 1 1.1 Purpose ............................................................................................................................. 2 1.2 Question ........................................................................................................................... 2 1.3 Scope of work................................................................................................................... 2 2. Background .............................................................................................................................. 3 2.1 Avatar Means ................................................................................................................... 4 -
Playing Intelligence: on Representations and Uses of Artificial Intelligence in Videogames 2020-07-06
Repositorium für die Medienwissenschaft Martin Hennig Playing intelligence: On representations and uses of artificial intelligence in videogames 2020-07-06 https://doi.org/10.25969/mediarep/14328 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Hennig, Martin: Playing intelligence: On representations and uses of artificial intelligence in videogames. In: NECSUS_European Journal of Media Studies. #intelligence, Jg. 9 (2020-07-06), Nr. 1, S. 151– 171. DOI: https://doi.org/10.25969/mediarep/14328. Erstmalig hier erschienen / Initial publication here: https://necsus-ejms.org/playing-intelligence-on-representations-and-uses-of-artificial-intelligence-in-videogames/ Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ EUROPEAN JOURNAL OF MEDIA STUDIES www.necsus-ejms.org Playing intelligence: On representations and uses of artificial intelligence in videogames Martin Hennig NECSUS 9 (1), Spring 2020: 151–171 URL: https://necsus-ejms.org/playing-intelligence-on-representa- tions-and-uses-of-artificial-intelligence-in-videogames/ Abstract Computer games take up and extend traditional discourses on tech- nology and artificial intelligence (AI). Moreover, representations of AI in computer games include not only narrative aspects but game me- chanics as well. This contribution focuses on what distinguishes this kind of AI representation from other medial forms, and on how dif- ferent types of AI representation can be identified within the com- puter games field. -
42Pcpowerplay
42 PCPOWERPLAY THE MASTER OF IMMERSION Warren Spector talks choice and consequence, why playstyle matters, and the future of the PC’s most captivating sub-genre ORIGIN, LooKING GlASS, f I pulled out a gun in this restaurant, Spector holsters his weapon. it would be the biggest moment of “We’re the only medium that asks AND IoN STORM. ULTIMA “I my life,” says Warren Spector. We’re questions. That is the fundamental UNDERWORLD, SYSTEM having lunch on Melbourne’s Southbank difference between games and everything Promenade, overlooking the Yarra River. else. Not to do that is a sin.” SHOCK, AND DEUS EX. His hand appears from his pocket, I decide it’s probably best to ask thumb and forefinger extended in the another question. THESE ARE SOME OF THE shape of a pistol. He takes aim over MOST IMPORTANT PC my shoulder at a quiet man enjoying an PUNK PHILOSOPHY equally quiet seafood platter. Talk to people at Spector’s studio, Junction DEVEloPERS, AND THEIR “That guy is going to start screaming,” Point, and they’ll describe him as the guy MOST ENTHRAllING GAMES. he says. The man doesn’t notice. who yells all the time. Spector changes targets, acquiring a “I have very little patience for fools,” THEY All BEloNG TO A FAMILY fashionable young couple sitting behind he tells me. “If I think you’re stupid, him. “Those people over there are going to you’re going to know about it. I’m a real KNOWN AS THE IMMERSIVE draw their own guns,” he calculates. jerk, honestly.” SIMULATION. -
Freestyle Design Tips
AUGUST 2009 OFFICIALOFFICIAL MAGAZINEMAGAZIN OF THE INTERNATIONAL AEROBATIC CLUB Freestyle Design Tips • Aileron Roll Techniques from a Pro • Broken Linkage = Bad Day • Inverted Flight Can Save Your Life Come Visit Us! Cleared for take off and fun at the Ford Hangar Fun For All Ages! • Dance with the Doobie • Break the Bucking Bronco • Tour the Nature Center in Brothers Opening Night a Model T • Race the Fusion Grand Prix Slot • Meet Living Legends at Cars • See Hank the Robot Autograph HQ • Check out the Mustang • Enjoy Free Nightly Movies at the • Compete in the Motorcraft Drag Stampede Fly-In Theater Presented by Ford Racing Challenge • Win a Ford Tri-Motor Ride at • Experience an Exciting Line-Up • Ride the Raptor the Drive One Challenge of New Products and Technology Enjoy the privilege of partnership EAA Members considering the purchase or lease of a new Ford Motor Company vehicle should be sure to take advantage of the Ford Partner Recognition Program. Your membership benefits qualify you for X-Plan pricing with the waiting period waived if you sign up at the Ford Hangar in Oshkosh, WI during AirVenture 2009. AUGUST 2009 • VOLUME 38 • NUMBER 8 • IAC SPORT AEROBATICS CONTENTS FEATURES Design Your First 6 Freestyle Program – Steve Johnson 12 Aileron Rolls Modern techniques – Ben Freelove 18 Rudder Trouble 6 – Aaron McCartan 26 Inverted Flight It could save your life – Gordon Penner COLUMNS 3 President’s Page – Vicki Cruse 32 Ask Allen – Allen Silver DEPARTMENTS 2 Letter from the Editor 30 Calendar 12 31 Fly Mart & Classifieds THE COVER The Collaborators streaking across 18 the sky during AirVenture Oshkosh.