An experimental investigation and design of a digital telemetry acoustic receiving array
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Acoustic Receiving Line Arrays are critical tools for measuring the acoustic properties of any oceanographic region. Vertical, horizontal, and combinations of the two array configurations allow us to measure acoustic propagation, bottom characteristics through inversion, and ambient noise. These properties are vitally important for effective implementation of any passive or active detection system in both shallow and deep water environments. Measurement systems must be designed with flexibility since the exact array design that yields the best signal processing results is not known prior to a survey. Flexibility, in this case, refers to large numbers of hydrophones, higher sample rates for greater bandwidth, and longer recording time to facilitate experimentation at each survey site. Repeated deployment and recovery of such a system demands a battery powered autonomous design that can be deployed and recovered from available research vessels at sea. Conventional deep ocean analog array cable designs, while power efficient, become physically challenging in size and weight when the sensor count exceeds 100 and array lengths remain in the 100s of meters. The purpose of this thesis is to detail the design, development, and testing of a pressure tolerant full ocean depth rated prototype acoustic line array with digital telemetry of all hydrophone data from the sensors to the recording system. The design is to support up to 300 hydrophones each with a maximum sample rate of 4 kHz and a per sensor power requirement of ¾ of a watt. Lower sensor counts will allow higher sample rates to be used based on available telemetry bandwidth. A single element of a line array was built and tested at the University of Texas at Austin Applied Research Laboratories and it was used to demonstrate real-time telemetry and recording of acoustic hydrophone data.
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Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function. Glass, Brian D.; Maddoz, Todd W.; Love, Bradley C. (PLOS One, 2013-08-07)Administrative deposit of works to UT Digital Repository: This works author(s) is or was a University faculty member, student or staff member; this article is already available through open access at http://www.plosone.org. ...
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