Design Brief: Space Science App for Distance Education (3-12 years)
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AI Summary
This report outlines the design brief for a space science application intended for distance education for children aged 3-12, including those with disabilities. It begins with an introduction to space science and the application's purpose, emphasizing its role in providing knowledge and catering to children with visual or hearing impairments. The report details the use of low-fidelity prototypes for quick and efficient development, user involvement strategies with 3D graphics and videos, and a comprehensive test plan. Accessibility considerations are addressed, highlighting features like voice notifications, captions, and compatibility with assistive technologies. The report concludes with an analysis of results, recommendations for improvement, and the implications of accessibility, ensuring the application is user-friendly and inclusive for all children. The application covers various domains like astrophysics and astronautics, with emerging technologies integration.

Design Brief E portfolio
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Table of Contents
Introduction......................................................................................................................................3
Prototypes...............................................................................................................................3
User Involvement...................................................................................................................4
Test Plan.................................................................................................................................5
Accessibility...........................................................................................................................7
Domains..................................................................................................................................7
Emerging technologies...........................................................................................................8
Conclusion.......................................................................................................................................8
References......................................................................................................................................10
Introduction......................................................................................................................................3
Prototypes...............................................................................................................................3
User Involvement...................................................................................................................4
Test Plan.................................................................................................................................5
Accessibility...........................................................................................................................7
Domains..................................................................................................................................7
Emerging technologies...........................................................................................................8
Conclusion.......................................................................................................................................8
References......................................................................................................................................10

Introduction
The science which is related with phenomenon which takes place within other planets or
space is referred to space science. It comprises of fields such as astrophysics, galactic science
and astronautics. Applications can be designed for space science through which a child can have
knowledge which starts from formulation of their basic and are keen to acquire more. This repost
is based on an application which is based on space science for providing a distance education for
a age group of 3-12 even if they are having any kind of disability like visual or hearing
impairment. This report comprises of prototypes, involvement of audience, plan will be tested,
its accessibility and different domains. Furthermore, emerging technologies will also be
provided.
Prototypes
The formulation of software applications that are liable for displaying the functionalities
of a product which is under development is referred to as prototypes. Basically, it involves
rudimentary working model that is liable for demonstrating process. This involves enhanced
involvement of users in the product before they are executed and this leads to reduction within
time & cost as defects can be identified before. Fidelity of prototype refers to the way in which
final product will look and feel like. It varies in terms of interactivity, content and visual design.
While formulating a space science application low fidelity prototype is being used. The reason
for this is that it renders easy as well as quick way for translation of higher level design concepts
within testable & tangible artifacts. Along with this, it is inexpensive, fast (which allows teams to
explore), collaborative (work can be stimulated in group) and provides intensified clarification to
to stakeholders & team members for anticipation of project. The usage of low fidelity prototype
within application can be understood by taking an example:
If a child want to enter into menu within the app, they can click on “ ≡ “ (equivalent
option) to look for details they need. It is easy as by visualisation of symbol then can find
out what they need. The visually impaired students will have a vibration or a verbal
message in their phone or tablets when new lectures will be available. Also, deaf students
The science which is related with phenomenon which takes place within other planets or
space is referred to space science. It comprises of fields such as astrophysics, galactic science
and astronautics. Applications can be designed for space science through which a child can have
knowledge which starts from formulation of their basic and are keen to acquire more. This repost
is based on an application which is based on space science for providing a distance education for
a age group of 3-12 even if they are having any kind of disability like visual or hearing
impairment. This report comprises of prototypes, involvement of audience, plan will be tested,
its accessibility and different domains. Furthermore, emerging technologies will also be
provided.
Prototypes
The formulation of software applications that are liable for displaying the functionalities
of a product which is under development is referred to as prototypes. Basically, it involves
rudimentary working model that is liable for demonstrating process. This involves enhanced
involvement of users in the product before they are executed and this leads to reduction within
time & cost as defects can be identified before. Fidelity of prototype refers to the way in which
final product will look and feel like. It varies in terms of interactivity, content and visual design.
While formulating a space science application low fidelity prototype is being used. The reason
for this is that it renders easy as well as quick way for translation of higher level design concepts
within testable & tangible artifacts. Along with this, it is inexpensive, fast (which allows teams to
explore), collaborative (work can be stimulated in group) and provides intensified clarification to
to stakeholders & team members for anticipation of project. The usage of low fidelity prototype
within application can be understood by taking an example:
If a child want to enter into menu within the app, they can click on “ ≡ “ (equivalent
option) to look for details they need. It is easy as by visualisation of symbol then can find
out what they need. The visually impaired students will have a vibration or a verbal
message in their phone or tablets when new lectures will be available. Also, deaf students

can visualise the videos along with this there will be captions in each wherever it is being
required.
The other instance which shows the low fidelity prototype is that by entering within the
menu and clicking on module option, they can visualise the different concepts related
with space like comets, planets, galaxy, etc. This will create a curiosity in them to learn
more as they can see the things.
Other example which can be considered is that they also have the option for giving the
assessment and find their score. Suppose if other kid is giving the exam near to them and
score attained by them is higher then they will try to learn more through which they can
score more. Basically, it implies that child can make an effort again so that they can score
more from previous score.
The low fidelity prototype is enough for this application as emphasis can be made on
designs as well as concepts. This is important as child from 3-12 years will be making its use. It
provides real-time iteration, accessible to each and along with this, it will take less time for
preparing static prototype and more of this can be utilised within its designing.
On the other hand, high fidelity prototype can be described as levels of details and
functionality built into a prototype. It has been analysed that high fidelity prototype cab be
considered as a computer based interactive representation of specific product in its closest
resemblance to the final design in regards to details and functionality. However, if high fidelity
will utilised then it will become difficult for disable children to make use of selected application.
In addition to this, it is essential to consider appropriate design so that will become friendly for
user in terms of making their life easy. Moreover, if levels of details and functionality of space
science application exist with high fidelity then it will become complicated to use which is not
applicable for selected group of children i.e. 3 to 12 years. Therefore, low fidelity is being
utilised within development of this application.
User Involvement
Through the visualisation of concepts each individual learns a lot and when it comes to a
child the emphasis must be made on making their base strong so that they do not have any kind
of problems while they grow up. This is the reason for formulation of the application. Basically,
it will be an integrated application which will contain all the crucial details related with space
and are important for a child. There are different apps but no single application which has been
required.
The other instance which shows the low fidelity prototype is that by entering within the
menu and clicking on module option, they can visualise the different concepts related
with space like comets, planets, galaxy, etc. This will create a curiosity in them to learn
more as they can see the things.
Other example which can be considered is that they also have the option for giving the
assessment and find their score. Suppose if other kid is giving the exam near to them and
score attained by them is higher then they will try to learn more through which they can
score more. Basically, it implies that child can make an effort again so that they can score
more from previous score.
The low fidelity prototype is enough for this application as emphasis can be made on
designs as well as concepts. This is important as child from 3-12 years will be making its use. It
provides real-time iteration, accessible to each and along with this, it will take less time for
preparing static prototype and more of this can be utilised within its designing.
On the other hand, high fidelity prototype can be described as levels of details and
functionality built into a prototype. It has been analysed that high fidelity prototype cab be
considered as a computer based interactive representation of specific product in its closest
resemblance to the final design in regards to details and functionality. However, if high fidelity
will utilised then it will become difficult for disable children to make use of selected application.
In addition to this, it is essential to consider appropriate design so that will become friendly for
user in terms of making their life easy. Moreover, if levels of details and functionality of space
science application exist with high fidelity then it will become complicated to use which is not
applicable for selected group of children i.e. 3 to 12 years. Therefore, low fidelity is being
utilised within development of this application.
User Involvement
Through the visualisation of concepts each individual learns a lot and when it comes to a
child the emphasis must be made on making their base strong so that they do not have any kind
of problems while they grow up. This is the reason for formulation of the application. Basically,
it will be an integrated application which will contain all the crucial details related with space
and are important for a child. There are different apps but no single application which has been
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developed and provides all the functions. Example can be taken to understand this aspect, like
Comets – Snowballs from Outer Space app (it is all about comets and through this they can have
knowledge with specified concept only), star walk, skyview and many others. Instead of having
different apps, it would be better for parents to have an identical app which can be utilised easily
by their child and without their assistance. This will also consume less space along with time as
it will be taking time to switch from one app to other. The same can be utilised for learning and
visualising things.
The space science application will be making use of 3D graphics which will be liable for
illustration of positions as well as movements of wide range of components that are present
within the space. Approach that is being utilised within this application is very simple, basically
the syllabus of science will be covered for different classes along with this additional details will
be covered which might not be in their coursework but must have knowledge related with this.
Along with this, videos will also be there through which they can acknowledge the way in which
galaxy revolve and what all goes inside it. Within the videos, there will be captions so that deaf
students can read it what is being said. Along with this, the students those who can't see can hear
them and in case if there vision is little then AR glasses can be utilised. Furthermore, child can
also alter positioning of these celestial bodies so that personalised experience can be provided in
context of changing nature of Universe.
Test Plan
Purpose: The rationale behind this is to develop a digital resource for Space Science
which will assist within distance education. This report will furnish all the details as well as
findings related with design process.
Goal: “ To develop an application on space science for students to pursue distance
learning ”.
Characteristics of participant: The app is developed for a students of 3-12 years and it
will be a distance education. Child can learn by making use of smart devices like phone, tablets
or computers by sitting at home.
Correctness & appropriateness of method: The aim of the app is to provide students
with knowledge related with space science. Functional testing can be utilised as it can be utilised
for testing both desktop as well as mobile applications. This verifies every function associated
with applications by giving them input as well as examine the output associated with each.
Comets – Snowballs from Outer Space app (it is all about comets and through this they can have
knowledge with specified concept only), star walk, skyview and many others. Instead of having
different apps, it would be better for parents to have an identical app which can be utilised easily
by their child and without their assistance. This will also consume less space along with time as
it will be taking time to switch from one app to other. The same can be utilised for learning and
visualising things.
The space science application will be making use of 3D graphics which will be liable for
illustration of positions as well as movements of wide range of components that are present
within the space. Approach that is being utilised within this application is very simple, basically
the syllabus of science will be covered for different classes along with this additional details will
be covered which might not be in their coursework but must have knowledge related with this.
Along with this, videos will also be there through which they can acknowledge the way in which
galaxy revolve and what all goes inside it. Within the videos, there will be captions so that deaf
students can read it what is being said. Along with this, the students those who can't see can hear
them and in case if there vision is little then AR glasses can be utilised. Furthermore, child can
also alter positioning of these celestial bodies so that personalised experience can be provided in
context of changing nature of Universe.
Test Plan
Purpose: The rationale behind this is to develop a digital resource for Space Science
which will assist within distance education. This report will furnish all the details as well as
findings related with design process.
Goal: “ To develop an application on space science for students to pursue distance
learning ”.
Characteristics of participant: The app is developed for a students of 3-12 years and it
will be a distance education. Child can learn by making use of smart devices like phone, tablets
or computers by sitting at home.
Correctness & appropriateness of method: The aim of the app is to provide students
with knowledge related with space science. Functional testing can be utilised as it can be utilised
for testing both desktop as well as mobile applications. This verifies every function associated
with applications by giving them input as well as examine the output associated with each.

List of tasks for testing: Each function will be tested through the usage of functional
testing. Basically, input will be given in different fields and output will be taken if it will be as
per the expectations then it is working accurately. But in case any of the fields do not gives
precise results then modifications can be carried out accordingly.
Appropriateness of data Collected: The information that is gathered is appropriate can
be analysed by input that is being given while testing any specified field. For an instance, if
within assessment, the answer was supposed to be in text means the variable used was 'char' but
the result was to be in 'integer'. Then instead of giving an error 'invalid answer' or anything like
that will not be appropriate as this cannot be understood by a student therefore 'varchar' must be
used so that input given by them can be taken by app. Both qualitative & quantitative methods of
data collection are being utilised. It implies that each data or aspect must be taken into
consideration carefully so that it do not become difficult for its utilisation.
Summary: The test plan has been formulated in such a way that all the crucial aspects
related with applications are being taken into consideration. This involves educating a child so
all the data has been collected accordingly and made simple by which app looks impelling as 3D
Graphics has been utilised. Along with this, there is the option to make use of VR glasses to
make it more attractive & captivate students towards learning but this will be only used by
people who are deaf and partially impaired as blind people can't see anything. The app can be
accessed in different OS so the blind people can make use of computers and give their inputs
through the Braille keyboard. In addition to this, there is option for hearing and they will have
the vibration when new lecture will be loaded in this. The aim is to educate each child with
respect to activities that are being carried out within the space.
Analysis of results & Recommendations: After carrying out functional testing, some
sections of app had errors or bugs which was illustrated above and needs to be changed so that it
is accessible by each. Just visualisation, as a child of any age can see the symbols and go to
specific to view this thereby will learn few but as they use it regular basis they will be able to
understand what it is all about. But those with impairments can't do this, through the usage of
this application they will also have an option for acquiring knowledge. The results are as per the
anticipation as integration is successful. Further, it is recommended that as the application is
making use of internet then it must also be linked with the latest concepts which are taking place
within the space so that they can acknowledge what is going on.
testing. Basically, input will be given in different fields and output will be taken if it will be as
per the expectations then it is working accurately. But in case any of the fields do not gives
precise results then modifications can be carried out accordingly.
Appropriateness of data Collected: The information that is gathered is appropriate can
be analysed by input that is being given while testing any specified field. For an instance, if
within assessment, the answer was supposed to be in text means the variable used was 'char' but
the result was to be in 'integer'. Then instead of giving an error 'invalid answer' or anything like
that will not be appropriate as this cannot be understood by a student therefore 'varchar' must be
used so that input given by them can be taken by app. Both qualitative & quantitative methods of
data collection are being utilised. It implies that each data or aspect must be taken into
consideration carefully so that it do not become difficult for its utilisation.
Summary: The test plan has been formulated in such a way that all the crucial aspects
related with applications are being taken into consideration. This involves educating a child so
all the data has been collected accordingly and made simple by which app looks impelling as 3D
Graphics has been utilised. Along with this, there is the option to make use of VR glasses to
make it more attractive & captivate students towards learning but this will be only used by
people who are deaf and partially impaired as blind people can't see anything. The app can be
accessed in different OS so the blind people can make use of computers and give their inputs
through the Braille keyboard. In addition to this, there is option for hearing and they will have
the vibration when new lecture will be loaded in this. The aim is to educate each child with
respect to activities that are being carried out within the space.
Analysis of results & Recommendations: After carrying out functional testing, some
sections of app had errors or bugs which was illustrated above and needs to be changed so that it
is accessible by each. Just visualisation, as a child of any age can see the symbols and go to
specific to view this thereby will learn few but as they use it regular basis they will be able to
understand what it is all about. But those with impairments can't do this, through the usage of
this application they will also have an option for acquiring knowledge. The results are as per the
anticipation as integration is successful. Further, it is recommended that as the application is
making use of internet then it must also be linked with the latest concepts which are taking place
within the space so that they can acknowledge what is going on.

Accessibility
Implications of accessibility: The design of services, products, environment or devices
so that it can be utilised by individuals who possess disabilities is referred to as accessibility.
This illustrates that design as well as practices of accessible development is liable for ensuring
that there is direct & indirect access for compatibility through the assistive technology. The
application is made and is accessible as the objective is to provide knowledge to child who have
no, some or entirely impaired in terms of seeing and hearing abilities. The application will assist
all to make its use despite of their disabilities.
Ease of interaction: Both the aspects can be taken into considerations within this as
normal child can make its use whenever they need it. The visually impaired students will get a
notification or a voice note so that they have to make use of the app as new video has been added
in this. If they are partially impaired and have the option to make use of AR glasses then it will
be the best as it enhances the experience. Furthermore, if they are completely impaired then
again there will be a voice note that will assist them to acknowledge something is there and they
need to hear it. In addition to this, if they are making use of computers, they can give the
assessment related with this and can have their score.
For deaf child, they can visualise the things so it won't be difficult for them to navigate
within the application. But when it comes to a videos, there will be captions provided in it, so
that they can read it out and understand what it is all about. In addition to this, they can adjust the
speed of video by which it becomes easy for them to read it out. This shows that this application
can be utilised by each child and can have knowledge with aspects related with space.
Domains
Domain implications: The mechanism that is utilised in CLI (Common language
infrastructure) for isolating implemented software application from one other so that it do not
create any kind of impact on individual functionality. This do not implies that the impact is
created on other applications. It denotes that the options present within applications do not affect
other features but they all work within identical app. This can be understood by taking an
example, suppose if the content that is present within menu will not affect the assessment but the
assessment will be entirely based on specified module that is present within the menu. Here,
menu, assessment and modules are independent variables or can be taken as a domain.
Implications of accessibility: The design of services, products, environment or devices
so that it can be utilised by individuals who possess disabilities is referred to as accessibility.
This illustrates that design as well as practices of accessible development is liable for ensuring
that there is direct & indirect access for compatibility through the assistive technology. The
application is made and is accessible as the objective is to provide knowledge to child who have
no, some or entirely impaired in terms of seeing and hearing abilities. The application will assist
all to make its use despite of their disabilities.
Ease of interaction: Both the aspects can be taken into considerations within this as
normal child can make its use whenever they need it. The visually impaired students will get a
notification or a voice note so that they have to make use of the app as new video has been added
in this. If they are partially impaired and have the option to make use of AR glasses then it will
be the best as it enhances the experience. Furthermore, if they are completely impaired then
again there will be a voice note that will assist them to acknowledge something is there and they
need to hear it. In addition to this, if they are making use of computers, they can give the
assessment related with this and can have their score.
For deaf child, they can visualise the things so it won't be difficult for them to navigate
within the application. But when it comes to a videos, there will be captions provided in it, so
that they can read it out and understand what it is all about. In addition to this, they can adjust the
speed of video by which it becomes easy for them to read it out. This shows that this application
can be utilised by each child and can have knowledge with aspects related with space.
Domains
Domain implications: The mechanism that is utilised in CLI (Common language
infrastructure) for isolating implemented software application from one other so that it do not
create any kind of impact on individual functionality. This do not implies that the impact is
created on other applications. It denotes that the options present within applications do not affect
other features but they all work within identical app. This can be understood by taking an
example, suppose if the content that is present within menu will not affect the assessment but the
assessment will be entirely based on specified module that is present within the menu. Here,
menu, assessment and modules are independent variables or can be taken as a domain.
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Opportunities: There are further options for enhancement as it can be problematic to
have a laptop or a computer every time. Therefore, there must be options by which it can be
utilised by visually impaired students as per their requirements as it do not seems feasible to have
them. Furthermore, within the videos sign language must be utilised by faculties while telling
them nature of space as it can be difficult for them to read each word and understand what
exactly it means as the age is also 3-12 years. Along with this, there needs to option of different
languages so that it can be set as per their own convenience and which they feel can be
understood easily.
Emerging technologies
The techniques whose practical applications, development and both are unrealized in
such a way that they are figuratively emerging within prominence from obscurity is referred to as
emerging technology. Basically, it illustrates new technologies which are under the process of
development and can be developed within coming years.
Product transformation: On the basis of the data that been collected, it been
transformed into an application so that distance education can be provided to the kids who
cannot be physically present there at specified time instance. Product transformation in this
context denotes that the information that is attained is transformed into application and for this
different types of technologies can be utilised like Java, Android or any other language
depending upon the ease.
Opportunities: With respect to future opportunities, the app can make use of Braille
touch so that they can feel what it is going on rather than only depending on listening what is
going on. The assistive technologies can be utilised while development of application the reason
for this is that it is adaptive, rehabilitative and assistive devices for people who possess
disabilities. This assist within physically challenged people to communicate and learn.
Conclusion
From above it can be concluded that, application provides an easy way to have an access
to information. The app that has been formulated in this report aims at aiding child to gain
knowledge with respect to space science. It will assist all kids to have knowledge related with
space whether they are a normal child or have any kind of disabilities. This furnish an
affirmative way as 3D graphics and effects that are present within app will lead them to have a
curiosity to learn. Along with this, each section is tested to ensure that it works as per
have a laptop or a computer every time. Therefore, there must be options by which it can be
utilised by visually impaired students as per their requirements as it do not seems feasible to have
them. Furthermore, within the videos sign language must be utilised by faculties while telling
them nature of space as it can be difficult for them to read each word and understand what
exactly it means as the age is also 3-12 years. Along with this, there needs to option of different
languages so that it can be set as per their own convenience and which they feel can be
understood easily.
Emerging technologies
The techniques whose practical applications, development and both are unrealized in
such a way that they are figuratively emerging within prominence from obscurity is referred to as
emerging technology. Basically, it illustrates new technologies which are under the process of
development and can be developed within coming years.
Product transformation: On the basis of the data that been collected, it been
transformed into an application so that distance education can be provided to the kids who
cannot be physically present there at specified time instance. Product transformation in this
context denotes that the information that is attained is transformed into application and for this
different types of technologies can be utilised like Java, Android or any other language
depending upon the ease.
Opportunities: With respect to future opportunities, the app can make use of Braille
touch so that they can feel what it is going on rather than only depending on listening what is
going on. The assistive technologies can be utilised while development of application the reason
for this is that it is adaptive, rehabilitative and assistive devices for people who possess
disabilities. This assist within physically challenged people to communicate and learn.
Conclusion
From above it can be concluded that, application provides an easy way to have an access
to information. The app that has been formulated in this report aims at aiding child to gain
knowledge with respect to space science. It will assist all kids to have knowledge related with
space whether they are a normal child or have any kind of disabilities. This furnish an
affirmative way as 3D graphics and effects that are present within app will lead them to have a
curiosity to learn. Along with this, each section is tested to ensure that it works as per

anticipations. This project is for the development of a digital resource to be used for support of a
Space Science unit for its usage within distance education. The application will include: the
Earth, moon and sun system, exploring the moon, eclipses and sun's effects on Earth.
Space Science unit for its usage within distance education. The application will include: the
Earth, moon and sun system, exploring the moon, eclipses and sun's effects on Earth.

References
Books & Journals
Comer, D.C. and Harrower, M.J., 2013. Mapping archaeological landscapes from space (Vol.
5). Springer Science & Business Media.
Deren, L.I., 2012. On space-air-ground integrated earth observation network. Journal of Geo-
Information Science, 4.
Dubrovin, A.S., 2014. Application of the principle of hierarchy in computer science to
representations about space-time in the theoretical physics. International Journal Of
Applied And Fundamental Research, (1), pp.1-1.
Effat, H.A. and Hassan, O.A., 2013. Designing and evaluation of three alternatives highway
routes using the Analytical Hierarchy Process and the least-cost path analysis,
application in Sinai Peninsula, Egypt. The Egyptian Journal of Remote Sensing and
Space Science, 16(2), pp.141-151.
Flood, R.L. and Carson, E.R., 2013. Dealing with complexity: an introduction to the theory and
application of systems science. Springer Science & Business Media.
Jaffee, R.I. and Promisel, N.E. eds., 2013. The Science, Technology and Application of Titanium:
Proceedings of an International Conference Organized by the Institute of Metals, the
Metallurgical Society of Aime, and the American Society for Metals in Association with
the Japan Institute of Metals and the Academy of Sciences, USSR, and Held at th.
Elsevier.
James, M.R. and Robson, S., 2012. Straightforward reconstruction of 3D surfaces and
topography with a camera: Accuracy and geoscience application. Journal of
Geophysical Research: Earth Surface, 117(F3).
Jianwei, P., 2014. Quantum science satellite. Chinese Journal of Space Science, 34, p.547.
Jin, X. and et a, 2017. Evaluating a space‐based indicator of surface ozone‐NOx‐VOC sensitivity
over midlatitude source regions and application to decadal trends. Journal of
Geophysical Research: Atmospheres, 122(19), pp.10-439.
Manno, V. and Ring, J. eds., 2012. Infrared Detection Techniques for Space Research:
Proceedings of the Fifth Eslab/Esrin Symposium Held in Noordwijk, The Netherlands,
June 8–11, 1971 (Vol. 30). Springer Science & Business Media.
Sanchez, J., 2018. Space image processing. Routledge.
Siavashi, M., Pourafshary, P. and Raisee, M., 2012. Application of space–time conservation
element and solution element method in streamline simulation. Journal of Petroleum
Science and Engineering, 96, pp.58-67.
Books & Journals
Comer, D.C. and Harrower, M.J., 2013. Mapping archaeological landscapes from space (Vol.
5). Springer Science & Business Media.
Deren, L.I., 2012. On space-air-ground integrated earth observation network. Journal of Geo-
Information Science, 4.
Dubrovin, A.S., 2014. Application of the principle of hierarchy in computer science to
representations about space-time in the theoretical physics. International Journal Of
Applied And Fundamental Research, (1), pp.1-1.
Effat, H.A. and Hassan, O.A., 2013. Designing and evaluation of three alternatives highway
routes using the Analytical Hierarchy Process and the least-cost path analysis,
application in Sinai Peninsula, Egypt. The Egyptian Journal of Remote Sensing and
Space Science, 16(2), pp.141-151.
Flood, R.L. and Carson, E.R., 2013. Dealing with complexity: an introduction to the theory and
application of systems science. Springer Science & Business Media.
Jaffee, R.I. and Promisel, N.E. eds., 2013. The Science, Technology and Application of Titanium:
Proceedings of an International Conference Organized by the Institute of Metals, the
Metallurgical Society of Aime, and the American Society for Metals in Association with
the Japan Institute of Metals and the Academy of Sciences, USSR, and Held at th.
Elsevier.
James, M.R. and Robson, S., 2012. Straightforward reconstruction of 3D surfaces and
topography with a camera: Accuracy and geoscience application. Journal of
Geophysical Research: Earth Surface, 117(F3).
Jianwei, P., 2014. Quantum science satellite. Chinese Journal of Space Science, 34, p.547.
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