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Repair Manual
Repair Manual Showing Short Cuts and Methods for Repairing and Upkeep Durant and Star Cars FOUR CYLINDER MODELS JANUARY, 1929 DURANT MOTORS, Inc. BROADWAY AT 57th STREET NEW YORK CITY DURANT MOTOR CO. of NEW JERSEY DURANT MOTOR CO. of MICHIGAN Elizabeth, N. J. Lansing, Michigan DURANT MOTOR CO. of CALIFORNIA DURANT MOTOR CO. of CANADA, LTD. Oakland, Cal. Toronto (Leaside), Ontario 1 Blank page 2 WARRANTY E warrant each new DURANT and STAR motor vehicle so by us to be free from defects in material W under normal use and service, our obligation under this warranty being limited to making good at our factory any part or parts thereof which shall with ninety (90) days after delivery of such vehicle to the original purchaser be returned to us, transportation charges prepaid, and which our examination shall disclose to our satisfaction to have been thus defective, this warranty being expressly in lieu of all other warranties expressed or implied and of all other obliga- tions or liabilities on our part. This warranty shall not apply to any vehicle which shall have been repaired or altered outside of our factory in any way, so as in our judgment, to affect its stability or reliability, nor which has been subject to misuse, negligence or accident. We make no warranty whatever in respect to tires, rims, ignition apparatus, horns or other signaling devices, starting devices, generators, batteries, speedometers or other trade accessories, inasmuch as they are usually warranted separately by their respective manufacturers. We do not make any guarantee against, and we assume no responsibility for, any defect in metal or other material, or in any part, device, or trade accessory that cannot be dis- covered by ordinary factory inspection. -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Rulemaking: 1999-10 FSOR Emission Standards and Test Procedures
State of California Environmental Protection Agency AIR RESOURCES BOARD EMISSION STANDARDS AND TEST PROCEDURES FOR NEW 2001 AND LATER MODEL YEAR SPARK-IGNITION MARINE ENGINES FINAL STATEMENT OF REASONS October 1999 State of California AIR RESOURCES BOARD Final Statement of Reasons for Rulemaking, Including Summary of Comments and Agency Response PUBLIC HEARING TO CONSIDER THE ADOPTION OF EMISSION STANDARDS AND TEST PROCEDURES FOR NEW 2001 AND LATER MODEL YEAR SPARK-IGNITION MARINE ENGINES Public Hearing Date: December 10, 1998 Agenda Item No.: 98-14-2 I. INTRODUCTION AND BACKGROUND ........................................................................................ 3 II. SUMMARY OF PUBLIC COMMENTS AND AGENCY RESPONSES – COMMENTS PRIOR TO OR AT THE HEARING .................................................................................................................. 7 A. EMISSION STANDARDS ................................................................................................................... 7 1. Adequacy of National Standards............................................................................................. 7 2. Lead Time ................................................................................................................................. 8 3. Technological Feasibility ........................................................................................................ 13 a. Technological Feasibility of California-specific Standards ..............................................................13 -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Digital Resources Approved for Use in Academy District 20 As Of
Digital Resources Approved for use in Academy District 20 as of August 20, 2021 Title URL of Resource SPII collected Link to Privacy Policy Link to Terms of Service 10 Frame Fill https://itunes.apple.c This software does http://www.classroo om/us/app/10-frame- not collect Student mfocusedsoftware.co fill/id418083871?mt= Data m/cfsprivacypolicy.ht 8 ml 123 NUMBER MAGIC https://itunes.apple.c This software does http://preschoolu.co http://preschoolu.co Line Matching om/us/app/123- not collect Student m/Privacy- m/Privacy- number-magic-line- Data Policy.html#.Wud5Ro Policy.html#.Wud5Ro matching/id46853409 gvyUk gvyUk 4?mt=8 123TeachMe https://www.123teac This software does https://www.123teac https://www.123teac hme.com/ not collect Student hme.com/learn_spani hme.com/learn_spani Data sh/privacy_policy sh/privacy_policy 12Bart http://www.bartontile First Name;#Last http://www.bartontile http://www.bartontile s.com/ Name s.com/Barton-Tiles- s.com/Barton-Tiles- App-Privacy-Policy.pdf App-Privacy-Policy.pdf 2080 Media https://www.nfhsnet This software does https://www.nfhsnet https://www.nfhsnet Inc/PlayOn Sports work.com/ not collect Student work.com/privacypoli work.com/termsofuse Data cy 270 to Win https://itunes.apple.c This software does https://www.270towi https://www.270towi om/us/app/270towin/ not collect Student n.com/privacy/ n.com/privacy/ id483161617?mt=8 Data 3 DS Max https://www.autodes First Name;#Last https://www.autodes Terms of Use k.com/products/3ds- Name;#Students don't k.com/products/3ds- max/overview need to make an max/overview account to use this. -
Rapid, Continuous Movement Between Nodes As an Accessible Virtual
Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507>, MOORE, David, WILSON, David and ALAPONT, Sergio Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/18594/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version HABGOOD, Jacob, MOORE, David, WILSON, David and ALAPONT, Sergio (2018). Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique. In: IEEE VR 2018 Conference. IEEE, 371-378. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique M. P. Jacob Habgood* David Moore David Wilson Sergio Alapont Steel Minions Game Studio Steel Minions Game Studio Steel Minions Game Studio Steel Minions Game Studio Sheffield Hallam University Sheffield Hallam University Sheffield Hallam University Sheffield Hallam University ABSTRACT The confounding effect of player locomotion on the vestibulo- In this paper, we examine an approach to locomotion which ocular reflex is one of the principal causes of motion sickness in maintains users’ continuity of motion by making rapid, continuous immersive virtual reality. Continuous motion is particularly movements between nodal waypoints. The motion is made at a problematic for stationary user configurations, and teleportation fast, linear velocity with instant acceleration and deceleration. has become the prevailing approach for providing accessible Continuous movements made with ‘real-world’ speeds and locomotion. -
Sustainability Report
Consolidated non-fi nancial 2019 statement pursuant to Legislative Decree No. 254 of 30th December 2016 Sustainability Report Dichiarazione consolidata di carattere non fi nanziario non fi consolidata di carattere Dichiarazione 2019 Unione di Banche Italiane Joint Stock Company in abbreviated form UBI Banca Spa Head Office and General Management: Piazza Vittorio Veneto 8, Bergamo (Italy) Operating offices: Bergamo, Brescia and Milan Member of the Interbank Deposit Protection Fund and the National Guarantee Fund Belonging to the IVA UBI Group with VAT No. 04334690163 Tax Code, VAT No. and Bergamo Company Registration No. 03053920165 ABI 3111.2 Register of Banks No. 5678 Register of Banking Groups No. 3111.2 Parent company of the Unione di Banche Italiane Banking Group Share capital as at 31st December 2019: EUR 2,843,177,160.24 fully paid up PEC address: [email protected] www.ubibanca.it This document has been written with no account taken of the public exchange offer on all the Bank’s shares launched by Intesa SanPaolo S.p.A. on 17th February 2020. The images reproduced in this document have been taken from the book entitled “Le nostre immagini, la nostra immagine” published by Mondadori in March 2020, which contains a collection of photos taken by Group employees in the photographic competition of the same name held in 2019. On the front cover: Oscar Babucci – Val di Chiana Consolidated non-financial statement pursuant to Legislative Decree No. 254 of 30th December 2016 Sustainability Report 2019 Letter to our Stakeholders Ever since its foundation, UBI has been very aware of and focused on sustainability issues. -
165 Lecture Notes 1 - Game Engines Csc 165 Computer Game Architecture Basic Game Structure
CSc 165 Lecture Notes 1 - Game Engines CSc 165 Computer Game Architecture Basic Game Structure Start while (!gameOver) Initialize system Player Input Initialize 1 - Game Engines game One iteration Game Main Logic Update Loop = 1 Frame Shutdown Render Exit “Tightly-coupled” game loop 2 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game ENGINE Typical Game Engine Functions A reusable collection of modules . Independent of any particular Game Logic • Simulation of elapsed time • View (camera) control . Encapsulates platform dependencies • Scene Management • Input handling o Objects, geometry details . Possible because all games have things in common • Sound generation • Rendering • Network communication • Collision Detection/Handling Game Application Logic o Physics simulation • Special effects • Lights, Shadows, Textures o Explosions, fire, … Game Engine Player 3 4 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game Engine Design Some Game Engines Game Application Logic o Unity o jMonkey o Unreal o OGRE o Hero Engine o Quake <<interface>> <<interface>> <<interface>> <<interface>> … other RenderSystem Input Audio Networking o CryEngine o Lumberyard o Blender (Amazon) o Game Engine o Panda 3D Torque 3D Network o LeadWerks o SAGE For an expanded list see: http://en.wikipedia.org/wiki/List_of_game_engines 5 6 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines RAGE : “Raymond’s Awesome Game Engine” Abstracting Game Structure A collection of Java packages -
14 CFR Part 25
Pt. 25 14 CFR Ch. I (1–1–13 Edition) TABLE I.—HIRF ENVIRONMENT I (5) From 400 MHz to 8 gigahertz (GHz), use radiated susceptibility tests at a minimum Field strength of 150 V/m peak with pulse modulation of 4 Frequency (volts/meter) percent duty cycle with a 1 kHz pulse repeti- Peak Average tion frequency. This signal must be switched on and off at a rate of 1 Hz with a duty cycle 10 kHz–2 MHz ................................... 50 50 of 50 percent. 2 MHz–30 MHz ................................. 100 100 (d) Equipment HIRF Test Level 2. Equipment 30 MHz–100 MHz ............................. 50 50 HIRF test level 2 is HIRF environment II in 100 MHz–400 MHz ........................... 100 100 table II of this appendix reduced by accept- 400 MHz–700 MHz ........................... 700 50 able aircraft transfer function and attenu- 700 MHz–1 GHz ................................ 700 100 ation curves. Testing must cover the fre- GHz–2 GHz ....................................... 2,000 200 2 GHz–6 GHz .................................... 3,000 200 quency band of 10 kHz to 8 GHz. 6 GHz–8 GHz .................................... 1,000 200 (e) Equipment HIRF Test Level 3. (1) From 10 8 GHz–12 GHz .................................. 3,000 300 kHz to 400 MHz, use conducted susceptibility 12 GHz–18 GHz ................................ 2,000 200 tests, starting at a minimum of 0.15 mA at 10 18 GHz–40 GHz ................................ 600 200 kHz, increasing 20 dB per frequency decade In this table, the higher field strength applies at the fre- to a minimum of 7.5 mA at 500 kHz. quency band edges. (2) From 500 kHz to 40 MHz, use conducted susceptibility tests at a minimum of 7.5 mA. -
Technical Energy Audit New Mexico State University Professional Services Contract #201302796-A
Prepared for New Mexico State University Las Cruces, New Mexico Technical Energy Audit Professional Services Contract #201302796-A January 31, 2014 Technical Energy Audit New Mexico State University Professional Services Contract #201302796-A January 31, 2014 Prepared for New Mexico State University Las Cruces, New Mexico Presented by: Michael Boyer Mailing Address: Account Executive 60 East Rio Salado Parkway, Suite 1001 Ameresco, Inc. Tempe, Arizona 85281 P: 801.425.3421 Local Office: E: [email protected] 6100 Foulois Road, Building 737 Hill Air Force Base, Utah 04856 Technical Energy Audit Executive Summary Ameresco, Inc. (Ameresco) is pleased to submit this Technical Energy Audit (TEA) to New Mexico State University (NMSU). Based on our site visits, work, and observations throughout the Las Cruces campus, this TEA provides recommended energy conservation measures (ECMs) that would reduce energy and operational costs at 45 campus buildings and campus wide facilities. Ameresco developed this TEA based on NMSU’s Professional Services Contract #201302796-A and Ameresco’s site visits, workshops, and utility analysis and energy calculations. This TEA is intended to provide an overall representation of the potential for energy and operational savings at NMSU. Based on the data collected from site surveys, facility interviews, and other means, Ameresco identified several ECMs that could help NMSU reduce overall operational costs. ES.1 Energy Conservation Measures ECMs found to have the best financial performance or are high priorities for NMSU include: • ECM 1: Interior Lighting • ECM 2: Exterior Lighting • ECM 3: Exterior Pole Mounted Lighting • ECM 6: Retrocommissioning • ECM 7: Variable Air Volume Retrofit • ECM 10: Economizer Upgrade or Repair • ECM 12: Chilled Water Pump Bypass • ECM 26: Satellite Plant Energy Savings • ECM 28: MyEnergyPro™-OpsPRO • ECM 29: MyEnergyPro™-DashPRO • ECM 30: MyEnergyPro™-Optimization Model ES.2 Savings Total projected savings from implementing these ECMs are $1,278,725. -
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T. van; Massa, D.L.; Sewilo, M.; ... ; Whitney, B.A. Citation Bonanos, A. Z., Lennon, D. J., Köhlinger, F., Loon, J. T. van, Massa, D. L., Sewilo, M., … Whitney, B. A. (2010). Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud. The Astronomical Journal, 140(2), 416-429. doi:10.1088/0004-6256/140/2/416 Version: Not Applicable (or Unknown) License: Leiden University Non-exclusive license Downloaded from: https://hdl.handle.net/1887/61635 Note: To cite this publication please use the final published version (if applicable). The Astronomical Journal, 140:416–429, 2010 August doi:10.1088/0004-6256/140/2/416 C 2010. The American Astronomical Society. All rights reserved. Printed in the U.S.A. SPITZER SAGE-SMC INFRARED PHOTOMETRY OF MASSIVE STARS IN THE SMALL MAGELLANIC CLOUD A. Z. Bonanos1,D.J.Lennon2,3,F.Kohlinger¨ 4, J. Th. van Loon5,D.L.Massa2,M.Sewilo2,C.J.Evans6, N. Panagia2,7,8, B. L. Babler9, M. Block10, S. Bracker9, C. W. Engelbracht9, K. D. Gordon2,J.L.Hora11, R. Indebetouw12, M. R. Meade9, M. Meixner2,K.A.Misselt10, T. P. Robitaille11,B.Shiao2, and B. A. Whitney13 1 Institute of Astronomy & Astrophysics, National Observatory of Athens, I. Metaxa & Vas. Pavlou St., P. Penteli, 15236 Athens, Greece; [email protected] 2 Space Telescope Science Institute, 3700 San Martin Drive, Baltimore, MD 21218, USA; [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] 3 European Space Agency, Research and Scientific Support Department, Baltimore, MD 21218, USA 4 Department of Physics and Astronomy, Heidelberg University, Albert-Ueberle-Str. -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game.