Leveraging 3D Game Engines for High-Quality Synthetic Data in Object Detection Applications
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SEARCH · Engineering Papers
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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This final report summarizes the Solar@Scale Project including project goals, milestones, tasks and deliverables. Solar@Scale, led by ICMA in partnership with the American Planning Association, took place from 2020-2025. The initiative addressed large-scale solar soft costs by developing tools and resources related to planning, siting, permitting and inspection in support of local governments, special districts, and other authorities that have jurisdiction over large-scale solar projects.
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Describes agency initiative to educate managers about operational technology cybersecurity concepts.
Abstract not provided.
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Abstract not provided.
Abstract not provided.
Describes the use of Unity to create an interactive dynamic lighting management tool.
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.
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.
Energy Quest: Sitka’s Path to 2050 is a game based public engagement tool developed as part of the Sitka Community Renewable Energy Strategy and the U.S. Department of Energy’s Energy Transitions Initiative Partnership Project Cohort 3. Designed for Sitka’s isolated island microgrid, which is powered primarily by hydropower and depends on imported diesel for backup, the game translated complex long term energy planning questions into an interactive format. In facilitated workshops, residents built energy roadmaps to 2050, explored tradeoffs, and expressed priorities around four themes: affordability, reliability, self sufficiency, and innovation. Across sessions, participants showed strong support for increasing local self sufficiency and resilience, even when this required balancing near term affordability with long term investments. They emphasized reducing dependence on imported diesel, making better use of existing hydropower, and considering new renewable generation such as solar, wind, and additional hydropower. Survey and game responses also highlighted interest in using surplus hydropower to support new industries, expanding electrification of heating and transportation, and exploring emerging technologies and green fuels. The report organizes these findings into four scenario themes to guide Sitka’s 2050 energy planning. Affordability focuses on managing rate impacts, efficiency, and conservation. Reliability addresses diversified generation, backup power, and energy security. Self sufficiency emphasizes distributed generation and reduced reliance on imported fuels. Innovation explores new technologies, marine based energy solutions, and low carbon fuels. By grounding future planning in these community derived themes, Energy Quest shows how a game based approach can make technical energy planning more accessible and inclusive for remote communities. For questions about the game board and piece production email Dr. Sarah Troise (sarah.troise@pnnl.gov)
This dataset is associated with a broader study using game camera timeseries photos collected to evaluate stream variable inundation via changes in width (i.e. wet fraction). Four game cameras were deployed along Umtanum Creek (Washington, United States) to track changes in stream inundation over time. Drone imagery was collected at the same location on October 18, 2024 which was used to construct a digital elevation model (DEM) of the streambed topography. The associated paper and data can be found at https://doi.org/10.1016/j.envsoft.2025.106715 (Bao et al., 2025a)) and https://doi.org/10.15485/2589885 (Bao et al., 2025b), respectively. For details on how to navigate data packages generated by this project, see https://data.ess-dive.lbl.gov/portals/PNNLRiverCorridorSFA/About. In addition to this readme, this data package also includes a file-level metadata (FLMD) files that describes each file and a data dictionaries (DD) that describe all column/row headers and variable definitions. This dataset is comprised of (1) file-level metadata; (2) data dictionary; (3) readme; (4) field metadata; (5) field protocol; and (5) folders containing game camera photos. Game camera photos are organized into folders for each camera (CDL, CUL, CDR, CUR; see readme for information on camera naming) by the month photos were collected. All files are .csv, .jpg, or .pdf.
Abstract This paper focuses on a particularly successful avoidance of unwanted catch of protected, endangered, and threatened (PET) species in the form of ecologically important sponge and coral, to be found off Canada's Pacific coast. The fishery causing the unwanted catch—the British Columbia groundfish trawl fishery. A campaign to protect the sponge/coral led by environmental NGOs (ENGOs) resulted in the industry's access to the key California market being threatened. For reasons explained, the national resource manager's ability to take effective direct action had become severely compromised. The groundfish trawl fishing industry responded to the economic threat with a bottom up approach to the unwanted catch problem, by negotiating a habitat agreement with a consortium of ENGOs, with the blessing and full support of the national resource manager. The agreement, now in its tenth year of operation, has proved to be a remarkable success in avoidance of unwanted catch. The paper argues that the success rests fundamentally upon the fact that the fishers have been and are playing a stand alone stable cooperative game, which has led them in turn to play stable cooperative games with both the national resource manager and the ENGO consortium. The paper analyses the factors leading to the stand alone stable cooperative fisher game, doing so by necessity through the lens of game theory.
A transition from generation on demand to consumption on demand is one of the solutions to overcome the many limitations associated with the higher penetration of renewable energy sources. Such a transition, however, requires a considerable amount of load flexibility in the demand side. Demand response (DR) programs can reveal and utilize this demand flexibility by enabling the participation of a large number of grid-interactive efficient buildings (GEB). Existing approaches on DR require significant modelling or training efforts, are computationally expensive, and do not guarantee the satisfaction of end users. To address the aforementioned limitations, this software code considers a scalable hierarchical model-free transactional control approach that incorporates elements of virtual battery, game theory, and model-free control (MFC) mechanisms. The developed approach separates the control mechanism into upper and lower levels. The MFC modulates the flexible GEB in the lower level with guaranteed thermal comfort of end users in response to the optimal pricing and power signals determined in the upper layer using a Stackelberg game integrated with aggregate virtual battery constraints. Additionally, the usage of MFC necessitates less burdensome computational and communication requirements, thus, it is easily deployable even on small, embedded devices. This software code enables the use of residential and small-size commercial buildings to offer a potentially substantial source of ancillary grid services that are currently underutilized. A hierarchical, model-free transactive building control provides a smooth interface between the grid service requests of utilities and the reliable control required by participating buildings. Model-free control, which supports distributed control architecture, will be a more scalable solution that can be deployed in neighborhood-size systems as well as individual buildings. The proposed approach contributes to the body of knowledge on two main aspects. First, it couples the MFC with the game-theoretic control and proposes a scalable model-free transactive control approach. MFC does not require any modeling effort or model training for the various building loads. This is very beneficial since deriving an accurate model for every single unit participating in DR programs and obtaining all the parameters about the units (e.g., thermal coefficients, standby losses) are infeasible. Also, MFC is computationally efficient, easily deployable even on small, embedded devices, and can be implemented in real time. Second, it integrates the concept of virtual battery into DR via the Stackelberg game. The concept of virtual battery enables efficient coordination and aggregation of a large number of flexible GEB with guaranteed thermal comfort of end users.