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At least 271 records · Page 15

Space Technology Mission Directorate Game Changing Development Program

SPLICE project annual program review presentation. SPLICE Precision Landing and Hazard Avoidance (PL&HA) technologies will improve landing precision by an order of magnitude and enable high-resolution real-time 3-D mapping for hazard detection and avoidance during descent.

Guidance Navigation and Control↗

Microgravity Game Changers: Recent Accomplishments of Microgravity Assisted Materials Experiments on the ISS

This paper discusses important new materials, devices and technology produced in low-Earth orbit (LEO) that have been developed with funding from NASA’s In Space Production Applications (InSPA) Portfolio. In coordination with the International Space Station (ISS) National Laboratory, InSPA supports innovative small businesses and other research & development organizations to develop microgravity-assisted applications that make significant impacts in a wide variety of industries on Earth. These technology development efforts are using the microgravity of orbital space to overcome gravity-induced defects on Earth to create high-value products for terrestrial markets in the areas of semiconductors, pharmaceuticals, and communications. Through 24/7/365 operation on ISS for 25 years, coupled with commercial space transportation and services to, in, and from orbit, the microgravity environment has enabled pioneering science and significant commercial applications, including novel medical advances. World-leading researchers, innovators, and space payload developers provide compelling evidence through demonstrations on the ISS that materials processing in microgravity improves outcomes for a wide range of materials and products at all levels of the organization of matter, from quantum entities such as Bose-Einstein condensates, to crystals, alloys, composites, thin films, and photonics, to stem cells, medical diagnoses, medical treatments, and medical devices for humans. As of 2026, numerous examples proved by demonstration on ISS show the potential of these technologies in various fields. In this paper, a summary of four important experiments is presented.

microgravity medical devices↗

Exploring Space on the Computer

For the past year Dennis Stocker has been in the process of developing pencil and paper games, which are fun, challenging, and educational for middle school and high school students. The latest version of these pencil and paper games is Spaceship Commander. The objective of the game is to earn points by plotting the flight path of a spaceship so astronauts can perform microgravity experiments, and make short-range measurements of other planets. During my ten weeks here at the GRC my goal is to create a computer based version of Spaceship commander. During the development of this game the primary focus has been on making it as educational and fun for the student as possible. The main educational objective of this game is to give students an understanding of forces and motion, including gravity. This is done by incorporating Newton's laws into the game. For example a spacecraft in the video game experiences a gravitational force applied to it by planets. The software I am using to create this game is a freeware application called Game Maker. Game Maker allows novice computer programmers like me to create arcade style games using a visual drag and drop interface. By using functions provided by Game Maker and a few I have written myself, I have been able to create a few simple computer games. Currently the computer game allows the student to navigate a space ship around planets, and asteroids by using the arrow keys on the numeric keypad. Each time an arrow key is pressed by the student the corresponding acceleration of the space ship is seen on the screen. Points are earned by navigating the space ship close enough to planets to gather scientific data. However the game encourages the student to plan his or her course carefully, because if the student gets too close to a planet they may not be able to escape the planet s gravity, and crash into the planet. The next step in the game development is to include a launch sequence which allows the student to launch from their home planet at a speed and direction determined by the student. Additional information is included in the original extended abstract.

Bozym, Patrick↗

Space Operations Learning Center Facebook Application

The proposed Space Operations Learning Center (SOLC) Facebook module, initially code-named Spaceville, is intended to be an educational online game utilizing the latest social networking technology to reach a broad audience base and inspire young audiences to be interested in math, science, and engineering. Spaceville will be a Facebook application/ game with the goal of combining learning with a fun game and social environment. The mission of the game is to build a scientific outpost on the Moon or Mars and expand the colony. Game activities include collecting resources, trading resources, completing simple science experiments, and building architectures such as laboratories, habitats, greenhouses, machine shops, etc. The player is awarded with points and achievement levels. The player s ability increases as his/her points and levels increase. A player can interact with other players using multiplayer Facebook functionality. As a result, a player can discover unexpected treasures through scientific missions, engineering, and working with others. The player creates his/her own avatar with his/her selection of its unique appearance, and names the character. The player controls the avatar to perform activities such as collecting oxygen molecules or building a habitat. From observations of other successful social online games such as Farmville and Restaurant City, a common element of these games is having eye-catching and cartoonish characters, and interesting animations for all activities. This will create a fun, educational, and rewarding environment. The player needs to accumulate points in order to be awarded special items needed for advancing to higher levels. Trophies will be awarded to the player when certain goals are reached or tasks are completed. In order to acquire some special items needed for advancement in the game, the player will need to visit his/her neighboring towns to discover the items. This is the social aspect of the game that requires the player to go out of his/her own establishment to explore what is in the neighborhood. Spaceville will take advantage of Facebook s successful architecture to inspire a new audience of scientists and engineers for the future.

Lui, Ben↗

Examining Circadian Disadvantages in the National Basketball Association's (NBA) Playoffs

Introduction: Prior research on travel in the National Basketball Association’s (NBA) regular season has shown that teams journeying west relative to their home base face circadian disadvantages for evening games, while those traveling east have advantages. The current study extends previous research by examining these effects within the NBA playoffs. We hypothesized that teams would have a greater circadian advantage during eastward compared to westward travel. Methods: In 2013, the NBA implemented a 7-game series playoff structure, in which teams play an alternating home/away 2-2-1-1-1 format for the Finals. Data for all 499 postseason games played during the 2013-14 to 2018-2019 seasons were collected from Basketball-Reference and FiveThirtyEight. We investigated the impact of direction of travel based on home base city (same time zone, westward, eastward) and time zones traveled on actual game outcomes, Elo rating differences (i.e., a team quality metric based on wins and losses), Elo predicted win probability, and team scoring for visiting teams. Results: Teams had lower Elo predicted win probabilities following 3-hour westward than same time zone and all eastward travel, while 3-hour eastward travel related to higher probabilities of winning compared to same time zone and all westward travel (p < .02, d > .95). Teams travelling westward with 2-hour time changes lost significantly more games than those experiencing 1-hour westward (p = .04, OR = 2.45), 1-hour eastward (p = .05, OR = 2.34), and 3-hour eastward changes (p = .02, OR = 4.68). Scoring was significantly higher following eastward travel compared to both westward (p = .001, d = 0.60) and same time zone travel (p = .003, d = 0.44). There were no statistically clear differences in team quality based on overall direction of travel or number of time zones traveled, and game outcomes based on direction of travel (p > .05). Conclusion: Overall direction of travel was related to team scoring, while number of time zones traveled was associated with Elo predicted win probability and game outcomes. Generally, teams travelling eastward and within the same time zone gained an advantage over those travelling westward. Adjustment to travel and time zone changes appear to influence certain aspects of in-game performances and outcomes in the NBA playoffs.

circadian misalignment↗

What Information Theory Says about Bounded Rational Best Response

Probability Collectives (PC) provides the information-theoretic extension of conventional full-rationality game theory to bounded rational games. Here an explicit solution to the equations giving the bounded rationality equilibrium of a game is presented. Then PC is used to investigate games in which the players use bounded rational best-response strategies. Next it is shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. It is then shown that for team (shared-payoff) games, this variant of replicator dynamics is identical to Newton-Raphson iterative optimization of the shared utility function.

Wolpert, David H.↗

What Information Theory Says About Best Response and About Binding Contracts

Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.

Wolpert, David H.↗