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At least 19 records

Perceptual-components architecture for digital video

A perceptual-components architecture for digital video partitions the image stream into signal components in a manner analogous to that used in the human visual system. These components consist of achromatic and opponent color channels, divided into static and motion channels, further divided into bands of particular spatial frequency and orientation. Bits are allocated to an individual band in accord with visual sensitivity to that band and in accord with the properties of visual masking. This architecture is argued to have desirable features such as efficiency, error tolerance, scalability, device independence, and extensibility.

Watson, Andrew B.

The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

Phillips, Mark

Digital visual communications using a Perceptual Components Architecture

The next era of space exploration will generate extraordinary volumes of image data, and management of this image data is beyond current technical capabilities. We propose a strategy for coding visual information that exploits the known properties of early human vision. This Perceptual Components Architecture codes images and image sequences in terms of discrete samples from limited bands of color, spatial frequency, orientation, and temporal frequency. This spatiotemporal pyramid offers efficiency (low bit rate), variable resolution, device independence, error-tolerance, and extensibility.

Watson, Andrew B.

A Successful Component Architecture for Interoperable and Evolvable Ground Data Systems

The National Aeronautics and Space Administration (NASA) Goddard Space Flight Center (GSFC) has adopted an open architecture approach for satellite control centers and is now realizing benefits beyond those originally envisioned. The Goddard Mission Services Evolution Center (GMSEC) architecture utilizes standardized interfaces and a middleware software bus to allow functional components to be easily integrated. This paper presents the GMSEC architectural goals and concepts, the capabilities enabled and the benefits realized by adopting this framework approach. NASA experiences with applying the GMSEC architecture on multiple missions are discussed. The paper concludes with a summary of lessons learned, future directions for GMSEC and the possible applications beyond NASA GSFC.

Smith, Danford S.

Micro guidance and control synthesis: New components, architectures, and capabilities

New GN&C (guidance, navigation and control) system capabilities are shown to arise from component innovations that involve the synergistic use of microminiature sensors and actuators, microelectronics, and fiber optics. Micro-GN&C system and component concepts are defined that include micro-actuated adaptive optics, micromachined inertial sensors, fiber-optic data nets and light-power transmission, and VLSI microcomputers. The thesis is advanced that these micro-miniaturization products are capable of having a revolutionary impact on space missions and systems, and that GN&C is the pathfinder micro-technology application that can bring that about.

Mettler, Edward

Sequencing System Building Blocks: Using a Component Architecture for Sequencing Software

Over the last few years software engineering has made significant strides in making more flexible architectures and designs possible. However, at the same time, spacecraft have become more complex and flight software has become more sophisticated. Typically spacecraft are often one-of-a-kind entities that have different hardware designs, different capabilities, different instruments, etc. Ground software has become more complex and operations teams have had to learn a myriad of tools that all have different user interfaces and represent data in different ways. At Jet Propulsion Laboratory (JPL) these themes have collided to require a new approach to producing ground system software. Two different groups have been looking at tackling this particular problem. One group is working for the JPL Mars Technology Program in the Mars Science Laboratory (MSL) Focused Technology area. The other group is the JPL Multi-Mission Planning and Sequencing Group. The major concept driving these two approaches on a similar path is to provide software that can be a more cohesive flexible system that provides a set of planning and sequencing system of services. This paper describes the efforts that have been made to date to create a unified approach from these disparate groups.

multi mission planning

Sequence System Building Blocks: Using a Component Architecture for Sequencing Software

Over the last few years software engineering has made significant strides in making more flexible architectures and designs possible. However, at the same time, spacecraft have become more complex and flight software has become more sophisticated. Typically spacecraft are often one-of-a-kind entities that have different hardware designs, different capabilities, different instruments, etc. Ground software has become more complex and operations teams have had to learn a myriad of tools that all have different user interfaces and represent data in different ways. At Jet Propulsion Laboratory (JPL) these themes have collided to require an new approach to producing ground system software. Two different groups have been looking at tackling this particular problem. One group is working for the JPL Mars Technology Program in the Mars Science Laboratory (MSL) Focused Technology area. The other group is the JPL Multi-Mission Planning and Sequencing Group . The major concept driving these two approaches on a similar path is to provide software that can be a more cohesive flexible system that provides a act of planning and sequencing system of services. This paper describes the efforts that have been made to date to create a unified approach from these disparate groups.

flexible architectures