Agencies getting into gamification need to know their audience, starting with which of the four types of gamers they want to attract.
The Wave Glider SV3, with room for an 8U rack, not only takes sensor readings but processes the data, only sending back the results.
It was viewed not long ago as the violent realm of teenage activity, but agencies are embracing gamification as a powerful tool for education, training and outreach.
Scientists at NASA's JPL are using gaming to build tele-exploration platforms, letting PC and Xbox Kinect users drive the rovers that navigate the Red Planet.
Agile development tactics break projects into smaller chunks, let IT teams keep up with changes, and prevent “scope creep.”
Sift Science uses new machine learning techniques to spot unusual fraud patterns as soon as they appear on the network.
Group has developed a standard features set to use for fingerprint identification, and NIST now has the technical specs to make searches interoperable.
The Internet of things will soon contain 50 billion devices, and machine-to-machine programming is how they will talk to each other.
The National Renewable Energy Laboratory will open a facility this summer that will reuse every bit of its energy.
Virginia Tech team plans multidisciplinary approach to low-power computing in simulating tiny unmanned aircraft.
A Texas county's plans for a bookless library underscores the point that research, training and teaching methods must be redesigned for new technologies or learners will disconnect.
Hybrid 4-Dimensional Augmented Reality, developed at Virginia Tech, can give responders situational awareness, detail what's inside a building or tell how something works.