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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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Proposed Application for an Entity Component System in an Energy Services Interface

An Entity Component System is a data-oriented architecture originally developed to streamline video game performance. Despite being quite new, Entity Component Systems are relatively well established within the video game industry due to the cutting edge nature of research into performance, especially around graphics. However, Entity Component Systems have not been widely examined or adopted outside of that industry. We propose adopting an Entity Component Systems framework to serve the needs of an Energy Service Interfaces. We examine the needs of an Energy Service Interface, give an overview of open-source Entity Component Systems (ECSs) libraries, examine some preliminary performance results for ECSs, and explore the traditional approach to fulfilling the needs of an Energy Service Interface (ESI) with database architectures.

32 ENERGY CONSERVATION, CONSUMPTION, AND UTILIZATI↗

CASTLE: Conflict Analysis Strategy Testing Laboratory Environment v.1.0.0

SAND2024-01743O The Conflict Analysis Strategy Testing Laboratory Environment (CASTLE) is a software framework that enables and simplifies building a novel, turn-based strategy game in which it can define its own rules, maps, pieces, and interactions. The software is for novice to experienced programmers with some knowledge of Unity3D, a tool used in game production. CASTLE includes a library of common game mechanics used for strategic wargames and traditional board games, such as cards, tokens, dice, and grid maps. It follows design principles popularized by the video game industry and uses singletons for managing portions of the code. CASTLE builds on Unity's component-based design and can respond to engine events during execution. Among the numerous user-friendly features: Build games quickly and cost-effectively Network in real-time and apply data to new games developed on the framework Host multiple participants online Connect rule- or machine learning-based agents to a CASTLE game to serve as opponents or to simulate games Collect data collection from players and in-game behaviors Create a survey to gather demographics or opinions from players Store data locally or save it to an external database through Representational State Transfer (REST) functions CASTLE, which was prototyped using Microsoft Azure, is also designed for easily distributing online games using popular cloud services. The multiplayer functionality includes an agent interface, allowing developers to construct AI players that can substitute for humans in any of the games. Sandia National Laboratories is a multimission laboratory managed and operated by National Technology & Engineering Solutions of Sandia, LLC, a wholly owned subsidiary of Honeywell International Inc., for the U.S. Department of Energy’s National Nuclear Security Administration under contract DE-NA0003525.

Fabian, Nathan↗

Foveal vision reduces neural resources in agent-based game learning

Efficient processing of information is crucial for the optimization of neural resources in both biological and artificial visual systems. In this paper, we study the efficiency that may be obtained via the use of a fovea. Using biologically-motivated agents, we study visual information processing, learning, and decision making in a controlled artificial environment, namely the Atari Pong video game. We compare the resources necessary to play Pong between agents with and without a fovea. Our study shows that a fovea can significantly reduce the neural resources, in the form of number of neurons, number of synapses, and number of computations, while at the same time maintaining performance at playing Pong. To our knowledge, this is the first study in which an agent must simultaneously optimize its visual system, along with its decision making and action generation capabilities. That is, the visual system is integral to a complete agent.

60 APPLIED LIFE SCIENCES↗

R.U.N. Motion VR Boots: Realistic Unimpeded Natural (RUN) Motion Boots for VR gaming in the comfort of your home

Virtual reality (VR) gaming has experienced increasingly widespread adoption in recent years largely due to the development of affordable, consumer-grade headsets equipped with high quality, miniature displays and compact sensors for motion tracking. These devices are now able to provide users with immersive experiences that far surpass what traditional video games can achieve. However, despite these technological strides, a fundamental limitation remains: VR users are unable to move freely in their physical environment without the risk of colliding with real-world obstacles and hazards. This safety concern significantly restricts the level of immersion and natural movement possible in VR gaming.

42 ENGINEERING↗

Using Gamification to Enhance Mastery of Network Security Concepts

Gamification has proven to be effective in engaging and encouraging people to work towards and achieve goals. Many students struggle to focus on schoolwork, due to a lack of interest, lack of understanding, or other factors unique to the student. Applying gamification elements to education can help engage these students in learning their course material and help them excel academically. This study examines the effectiveness of using gamification techniques to enhance the learning experience in college Computer Science courses. A video game application is utilized to review and reinforce cybersecurity concepts that students have already been taught in class. Previous work has been made on a prototype game build that teaches about ARP (Address Resolution Protocol) components. The focus of this study is to refine and develop the structure of the prototype into a more interactive and enjoyable format with non-competitive and captivating activities that allow students to study at their own pace. An updated version of the game was created that focused on reaching a balance between education and entertainment. The game was used by students enrolled in a cybersecurity class, where pre-survey, post-survey and a focus group interview were conducted to determine how effective the updated version is compared to the current build, in addition to how effective the gamification method is regarding student retention of taught material. The pre-survey and post-survey results revealed an increase in interest and mastery of cybersecurity concepts as a result of playing the game. Students found value in the game as both a method of reviewing material taught in class and an entertaining and engaging game. These results show potential in using gamification in cybersecurity and education.

Hilliard, Kevin↗

Visible Light Communications: A Survey on Recent High-Capacity Demonstrations and Digital Modulation Techniques

In order to deal with the increasing number of mobile devices and with their demand for Internet services, particularly social media platforms, streaming video, and online gaming, Radio-Frequency (RF) wireless networks have been pushed to their capacity limits. In addition to this, 80% of the total data traffic is carried out by users inside buildings. Therefore, new technologies have started to be considered for indoor wireless communications. Visible Light Communications (VLC) can provide both illumination and communications, appearing as an alternative or complement to RF wireless networks. VLC offers high bandwidth and immunity to interference from electromagnetic sources. This manuscript reviews recent high-capacity VLC demonstrations. The main focus of this work is to present digital-signal-processing techniques used in VLC systems. Different modulation formats are analyzed, which can be divided into two large groups, namely single-carrier and multi-carrier modulation schemes. Finally, some recently proposed capacity-achieving strategies are presented. We discuss how to implement these techniques and how they will be useful for the continued development of VLC systems.

Loureiro, Pedro A. (ORCID:0000000283546185)↗

Uncertainty quantification and optimization of precipitating hydrometeor parameters for winter precipitation in a cloud microphysics scheme

The precipitating hydrometeor parameters used in cloud microphysics schemes carry inherent uncertainties. The quantification of these uncertainties, together with parameter optimization, can significantly improve precipitation forecasts. This study investigates the effects of 13 parameters in the Weather Research and Forecasting (WRF) Double-Moment 6-class (WDM6) microphysics scheme, which define the hydrometeor characteristics such as fall velocity–diameter and mass–diameter relationships, as well as the shape parameter of the drop size distribution for precipitating particles such as rain, snow, and graupel on simulated winter precipitation. A comparison between the model's pre-defined parameters and observations from the International Collaborative Experiments for the PyeongChang 2018 Olympic and Paralympic winter games (ICE-POP 2018) field campaign reveals that the fall velocity–diameter relationship for rain, the mass–diameter relationships for snow and graupel, and the shape parameters for all precipitating particles in the WDM6 scheme deviate from the median values observed by the two-dimensional video disdrometer (2DVD). To quantify parameter sensitivities, a perturbed parameter ensemble (PPE) of 256 simulations was conducted within parameter ranges constrained by 2DVD observations for three winter precipitation cases. Bayesian optimization was then applied to identify parameter sets that minimized the root mean square error (RMSE) for each case, achieving reductions of up to 30.2 %. These results demonstrate that ensemble-based uncertainty quantification and parameter optimization can help identify key parameters and provide a pathway to improving precipitation simulation performance. In addition, measurement sites can be strategically selected based on regions that show high sensitivity to variations in hydrometeor characteristic parameters.

Bayesian optimization↗