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cupoosta [38]
3 years ago
15

Musccanic Inc., a company that manufactures microprocessors, updates the technology used in its microprocessors once every four

years. A study conducted by the R&D team of the company revealed that the microprocessors' growth rate is initially slow, then becomes rapid, and eventually becomes slow again toward the end of the four-year cycle. In the context of technology cycles, this scenario best illustrates _____.'
Computers and Technology
1 answer:
ELEN [110]3 years ago
8 0

Answer:

S-curve pattern of innovation.

Explanation:

Based on the information provided with regards to Musccanic Inc.'s microprocessor production cycle, it can be said that this scenario illustrates the S-curve pattern of innovation. This term refers to the slow rise in profits as a product enters a market, then the rapid rise as it hits its maturity stage, and then the decline as it reaches the end of it's life cycle, usually when an updated version is going to be released. Which in this scenario is every 4 years when a new microprocessor is going to be released.

If you have any more questions feel free to ask away at Brainly.

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The short answer is, for full-mission flight simulators, specifically by NASA, are built with actual hardware and supported by simulation software. These software take into account every possible scenarios that could be adjusted based on the training. As for the hardware, they receive signals from the software on what they should do.

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Some technologies involved are (which are also part of the FAA's requirements):

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This also involves a lot of robotics.

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One big and important feature is how motion is simulated - which takes a combined effort of both software and hardware to actually simulate how external forces can also affect the body.

It also takes into account the vibration that is experienced during launch.

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For flight simulators, there are several levels and requirements being used in the aviation training industry. But one thing that you need to know is that the hardware and software mostly take into account motion.

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The pilots or crew should have a visual representation of what the outside world looks like with at least 150 degrees of view.

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During simulations, actual sounds should also be present based on the real-life sounds produced during flight.

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If the pilot pivots to the right, or is about to breach the exosphere, the system's display should also take that into account and show it to the crew. This also includes visual effects for specific motions being done.

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Just until recently, everything was analog (meaning, with dials, buttons, and levers) for the actual aircraft simulation that the pilots/astronauts are using. Update are now being made in NASA and SpaceX along with other rocket and spacecraft companies to move from analog to digital (with touch screens).

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