Prepare for the CCST Exam

  • The correct answer is D, A/D converter. A digital controller requires a digital signal as its input. A 4-20 mA transmitter outputs an analog signal. Therefore, a device to convert an analog (A) signal to a digital (D) is required. This class of device is referred to as an A/D converter.

    An I/P transducer is used to convert an analog current (I) signal to a pneumatic (P) signal, as for actuation of final control elements. A P/I transducer is used to convert a pneumatic signal (P) to an analog current (I) signal, as for a pneumatic transmitter in a programmable logic controller loop. A DP transmitter is a differential pressure transmitter, which can output a pneumatic, an analog, or a digital signal, depending on the model of transmitter used.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is C, "sample conditioning system." Answers A and C are items not generally associated with extractive field analyzers. Capillary tubes are used for collecting small samples (water, for instance) from a larger container. There are special capillary tubes that can be used in the analyzer chamber of a gas chromatograph, but they are not constructed from glass. Smooth-walled pipe is important for reducing friction losses in piping systems.

    A sample probe calibration system is important to the overall function and maintenance of an extractive field analyzer. However, these systems are not used to prepare the sample for analysis, but rather to provide a mechanism to verify and maintain analyzer performance.

    A sample conditioning system can contain devices, such as filters, demisters, flow regulators, and heaters. Sample conditioning systems are used to bring the sample to the ideal process conditions for accurate measurement in the analyzer itself. The sample conditioning system can be a key maintenance item in an analyzer system, since each device needs to be calibrated, cleaned, etc.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is B, "equal to." In order for air to be discharged from the end of a bubbler purge tube, the air pressure in the tube must be equal to (or higher than) the pressure exerted by the liquid head in the tank.

    As the tank level is decreased, the liquid head pressure at the tip of the purge tube decreases, and more bubbles per unit of time can escape. The corresponding reduction in pressure in the purge tube is proportional to the level in the tank. Therefore, the point at which the liquid head pressure and the purge tube pressure are equal is the highest level (URV = 100%) that the device will measure.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is A, "51 K ohms ± 5%."

    The four-color band coding is:Color    Value    MultiplierBlack    0    1Brown    1    10Red    2    100Orange    3    1000Yellow    4    10 KGreen    5    100KBlue    6    1 MViolet    7    10 MGray    8     White    9     Gold    ± 5%    0.1Silver    ± 10%    0.01

    So a resistor with four bands, green-brown-orange-gold, has a value of: 5 1 x 1000 ± 5% or 51 KΩ.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is D, series and energized. To measure current, you must connect the two leads of the ammeter in the circuit so that the current flows through the ammeter. In other words, the ammeter must become a part of the circuit itself. The only way to measure the current flowing through a simple circuit is to insert your ammeter into the circuit (in series) with the circuit energized.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is A; it prevents the formation of a second temperature measurement junction.

    A thermocouple measurement junction is formed wherever two dissimilar metals are joined. KX-type thermocouple extension wire is made of the same metals as the K-type thermocouple (chromel and alumel). When extending the thermocouple leads with an extension wire back to the control system input card, KX thermocouple extension wire must be used, and the chromel wire and the alumel wire must be joined to the wire of the same metal in the extension cable. If JX or another type of extension wire is used, another measurement junction is formed. For instance, if JX extension cable is used in the example in this problem, the point where the iron and chromel wires are joined would form another thermocouple. This will negatively affect the intended measurement signal. Proper installation of thermocouple extension wires also requires special terminal blocks to prevent additional junctions from being formed.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is B, "hydraulic actuation." Although many pneumatic actuators can provide a large force, they require either a large diaphragm area (in the case of a diaphragm actuator) or a large cylinder (in the case of a rack and pinion actuator).

    Hydraulic actuators are driven by a high-pressure fluid (up to 4,000 psig) that can be delivered to the actuator by a pump that is remote from the actuator itself. Hydraulic cylinders can deliver up to 25 times more force than a pneumatic cylinder of the same size.

    Manual actuation is accomplished by turning a valve handle, and is limited to the amount of force that an operator can exert on the lever or hand wheel.

    Electric actuation delivers high torques for rotary-style valves, but electric actuators tend to be large and heavy compared to hydraulic actuators.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is D; they measure pressure by sensing the deflection of the diaphragm. For most pressure applications, changes in pressure are detected by the change in deflection of a measuring diaphragm.

    The deflection is converted into an electrical signal (voltage) by a piezoelectric or capacitance device. The small electrical current is converted to a standard signal (e.g., 4-20 mA or a digital signal) by a transmitter. Therefore, answer B is not correct.

    Answer A is not correct, because pressure sensors can measure very small pressure changes (inches of water) and in some cases, millimeters of water.

    Pressure measurement devices are not affected by volume, since they are measuring force over an area only. Many pressure sensors are sensitive to temperature (capillary tubes are filled with fluids that can expand with temperature). Therefore, answer C is not correct.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is C, "Gather information about the problem." Once a problem is identified, data must be gathered and analyzed to determine a viable set of potential actions and solutions.

    The logical analysis troubleshooting method consists of (in order):1. Identify and define the problem.2. Gather information about the problem.3. Evaluate the information/data.4. Propose a solution or develop a test.5. Implement the solution or conduct the test.6. Evaluate the results of the solution or test.7. If the problem is not resolved, reiterate until the problem is found and resolved.8. If the problem is resolved: document, store/file, and send to the appropriate department for follow up if required.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.

  • The correct answer is B, “location, elevation, and tag number.” Instrument location plans are most often used to support new plant installations and give the installer information about the actual physical location of the installation of an instrument, the elevation of installation (at grade, on a platform, at what height on a process line, etc.), and the tag number of the instrument to be installed.

    Specification numbers (part of answers C and D) are usually indicated on instrument lists and instrument installation details. Wiring plans (part of answer A) are typically shown on conduit and wiring schedules or cabling diagrams. Although these details are useful in the installation of a plant, they are not part of the instrument installation plans.

    Reference: Goettsche, L.D. (Editor), Maintenance of Instruments and Systems, Second Edition, ISA, 2005.


  • Game Design and Development

    Course CSCI-610

    Foundations of Computer Graphics

    Foundations of Computer Graphics is a study of the hardware and software principles of interactive raster graphics. Topics include an introduction to the basic concepts, 2-D and 3-D modeling and transformations, viewing transformations, projections, rendering techniques, graphical software packages and graphics systems. The course will focus on rasterization techniques and emphasize the hardware rasterization pipeline including the use of hardware shaders. Students will use a standard computer graphics API to reinforce concepts and study fundamental computer graphics algorithms. Programming projects and a survey of the current graphics literature will be required. Note: students who complete CSCI-510 may not take CSCI-610 for credit. (Prerequisite: (CSCI-603 or CSCI-605 with a grade of B or better) or (CSCI-243 or SWEN-262). May not take and receive credit for CSCI-610 and CSCI-510. If earned credit for/or currently enrolled in CSCI-510 you will not be permitted to enroll in CSCI-610.) Lecture 3 (Fall, Spring).

    CSCI-711

    Global Illumination

    This course will investigate the theory of global illumination (GI) in computer image synthesis. Seminal computer graphics papers will be used to explore the various components of the GI pipeline and explain how the path of light in a virtual scene can be simulated and used to create photorealistic imagery. The course will emphasize the theory behind various GI rendering tools and libraries available for image synthesis. The student will put theory into practice via a set of programming assignments and a capstone project. Topics will include light and color, three-dimensional scene specification, camera models, surface materials and textures, GI rendering methods, procedural shading, tone reproduction, and advanced rendering techniques. Readings and summaries of Computer Graphics literature will be required. (Prerequisites: CSCI-610 or CSCI-510 or equivalent course.) Lecture 3 (Fall, Spring).

    CSCI-712

    Computer Animation: Algorithms and Techniques

    This course takes a look at computer animation from a programmer's perspective. It will investigate the theory, algorithms and techniques for describing and programming motion for virtual 3D worlds. Approaches that will be explored include keyframing systems; kinematics, motion of articulated figures, procedural and behavioral systems, and the use of motion capture data. This course is a programming-oriented course with major deliverables including the implementation of techniques presented in lecture as well as a final project concentrating on an area of a student's choice. Students enrolling in this course are expected to have proficiency in the use of at least one 3D API (e.g. OpenGL, DirectX, Java3D). Readings and summaries of Computer Graphics literature will be required. Offered every other year. (Prerequisites: CSCI-610 or CSCI-510 or 4005-762 or 4003-570 or equivalent course.) Lecture 3 (Fall).

    CSCI-713

    Applied Perception in Graphics and Visualization

    The goal of this course is to introduce students to the field of applied perception in graphics and visualization and demonstrate how it has contributed to the development of better display systems and computer graphics rendering techniques. The delivery of the course material will be done primarily through lectures with biweekly programming assignments based upon the techniques presented in class. Students will also be exposed to a wide range of technical papers and be expected to make classroom presentations on selected topics in the field of applied perception in graphics and visualization. (Prerequisites: CSCI-610 or CSCI-510 or 4005-762 or 4003-571 or equivalent course.) Lecture 3 (Spring).

    IGME-621

    Board and Card Game Design and Development

    This course explores issues pertaining to design, mechanics, development, and production of analog, tabletop “hobby” games, which include board games, card games, wargames, and other non-digital games catering to multiple players. Students will analyze and apply concepts and mechanics of modern tabletop game design, and build and test both competitive and cooperative tabletop games, designed specifically for a global audience. Students will work with development and prototyping tools, explore component design and art direction, and work with desktop publishing technologies. In addition, they will work directly with board game publishing and manufacturing technologies and services, and study factors pertaining to the business of tabletop games, and produce a professional, polished tabletop game. (Prerequisites: (IGME-602 and student is matriculated in GAMEDES-MS); or (IGME-220 and student is matriculated in GAMEDES-BS/NWMEDID-BS)) Lecture 3 (Spring).

    IGME-622

    Game Balance

    This course is an in-depth exploration of the sub-field of game design known as balance. Topics include: transitive mechanics and cost/power curves; economic systems in games; probability and the psychology of randomness; pseudorandom numbers; situational balance; level/XP curves, advancement and pacing; tuning; statistics, metrics, and analytics; intransitive mechanics, game theory, and payoff matrices; and the applied use of spreadsheets. (This course is restricted to students in the GAMEDES-MS program.) Lecture 3 (Fall).

    IGME-623

    Theory and Design of Role Play and Interactive Narrative

    Role playing games (RPGs) are among the most popular game forms. RPG design incorporates elements from most game genre. This course will address all aspects of design relevant to role play, both digital and analog, and the course will focus on the underlying theory of role play as a practice. We will talk about popular games, but will also spend time on experimental and innovative role play. Students should expect to study playing styles, RPG structure, and to both study and produce effective interactive narrative. Lab 3 (Spring).

    IGME-624

    Tabletop Role-Playing Game Design and Development

    This course explores the concepts and mechanics of analog role-playing games, such as tabletop "pencil-and-paper" and live-action role-playing games, from a practical, hands-on perspective. In this project-based course, students will develop their own rule systems to facilitate various facets of role-playing and associated game mechanics, then playtest and publish their games. Students will also use desktop publishing tools to produce game rules and supplemental materials suitable for publication. Note that this course assumes that students have extensive experience in playing tabletop role-playing games. (Prerequisites: (IGME-602 and student is matriculated in GAMEDES-MS); or (IGME-220 and student is matriculated in GAMEDES-BS/NWMEDID-BS)) Lecture 3 (Fall, Spring).

    IGME-670

    Digital Audio Production

    Technologies and techniques for producing and manipulating digital audio are explored. Topics include digital representations of sound, digital audio recording and production, MIDI, synthesis techniques, real-time performance issues, and the application of digital audio to multimedia and Web production. (Students must be in GAMEDES-MS or GAMEDES-BS and have taken IGME-202. Undergraduate students may not take and receive credit for this course if they have already taken IGME-570.) Lec/Lab 3 (Fall).

    IGME-671

    Interactive Game and Audio

    This course provides students with exposure to the design, creation and production of audio in interactive applications and computer games. Students will become familiar with the use of sound libraries, recording sounds in the studio and in the field, generating sound with synthesizers, and effects processing. Students will create sound designs for interactive media, integrating music, dialog, ambient sound, sound effects and interface sounds within interactive programs. (Students must be in GAMEDES-MS or GAMEDES-BS and have taken IGME-202. Undergraduate students may not take and receive credit for this course if they have already taken IGME-571.not if IGME-571) Lec/Lab 3 (Spring).

    IGME-680

    IGM Production Studio

    This course will allow students to work as domain specialists on teams completing one or more large projects over the course of the semester. The projects will be relevant to experiences of the interactive games and media programs, but they will require expertise in a variety of sub-domains, including web design and development, social computing, computer game development, multi-user media, human-computer interaction and streaming media. Students will learn to apply concepts of project management and scheduling, production roles and responsibilities, and their domain skill sets to multidisciplinary projects. Students will complete design documents, progress reports and final exams of themselves and their teammates in addition to completing their assigned responsibilities on the main projects. (Prerequisites: IGME-601 or equivalent courses.) Lec/Lab 3 (Fall, Spring).

    IGME-681

    Innovation & Invention

    In this course, students explore the process and products of innovation and invention. Each semester we conceive and develop a different outside the box project in a multidisciplinary tinkerer's lab. Readings, lectures, student presentations, and discussions deal with the interplay of technology, human nature, and a human environment in which emerging technologies and new modes of interaction are pervasive and ubiquitous. Students from multiple disciplines are guided through a series of collaborative experiences inventing, designing, implementing and studying emerging technologies and their educational and artistic potential. Presentations, projects and individual research papers are required. (This course requires permission of the Instructor to enroll.) Lec/Lab 3 (Fall, Spring).

    IGME-690

    IGM Graduate Seminar

    This is intended to allow for special one-time offerings of graduate topics. Specific course details (such as the course topics, format, resource needs, and credit hours) will be determined by the faculty member(s) who propose a given seminar offering. (Varies) (This course is restricted to GAMEDES-MS students or (GAMEDES-BS or NWMEDID-BS students with at least 3rd year standing).) Lecture (Fall, Spring, Summer).

    IGME-730

    Game Design and Development for Casual and Mobile Platforms

    This course explores the design and development of casual and mobile game applications. Students will begin by exploring the design practices relevant to casual and mobile games, including hardware constraints, player expectations, play experiences, mechanics for casual and mobile experiences, as well as the aesthetics and presentation of casual and mobile game elements. As students learn the theoretical concepts, they will also learn the development process for casual and mobile games. Development topics will include technology platforms, physical and logical interface control, graphics and interaction, tools and APIs, connectivity, data management, data persistence, delivery mechanisms, and systems integration with desktop and web-based platforms. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab 3 (Spring).

    IGME-740

    Game Graphics Programming

    Students will explore the use of an advanced graphics API to access hardware-accelerated graphics in a real-time graphics engine context. The course will involve discussion of scene graphs, optimizations, and integration with the API object structure, as well as input schemes, content pipelines, and 2D and 3D rendering techniques. Students will also explore the advanced use of the API calls in production code to construct environments capable of real-time performance. Students will construct from scratch a fully functional graphics engine, with library construction for game development. Advanced topics will be explored, including real-time special effects, custom shading pipelines, and advanced deferred rendering techniques. (Prerequisites: IGME-601 or equivalent courses.) Lec/Lab 3 (Spring).

    IGME-742

    Level Design

    This course introduces level design theory and best practice through game level analysis, evaluation, and creation. Students will explore the history of various game genres and the design of their levels, analyze game levels from existing games, and discuss what made those levels successful or unsuccessful. Through their analysis and hands-on experience, students will gain an understanding of overall level design including layout, flow, pacing, narrative, and balance. They will enhance their understanding of level design principles by creating their own game levels. (Prerequisites: IGME-602 or equivalent courses.) Lab 3 (Fall, Spring).

    IGME-750

    Game Engine Design and Development

    This course will provide students with theory and practical skills in game engine design topic areas such as understanding the graphics pipeline as it influences engine design, hardware principles and the relationship to game engine construction, mathematical principles involved in game engine design, scene graph construction and maintenance, texture and materials management, collision systems, physics systems, particle systems, and control systems. Furthermore, this course will examine software and toolsets that assist game engine designers in their tasks. Students will be expected to design and implement a game engine in teams as well as properly document their design and development strategy. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab 3 (Fall).

    IGME-753

    Console Development

    This course explores the history and modern implementation of software for game consoles. Cross-platform development will be emphasized along with software concepts such as memory management, scheduling, parallelization, graphics, and virtual reality. Programming projects are required. (Prerequisite: IGME-740 or equivalent course.) Lecture 3 (Fall).

    IGME-760

    Artificial Intelligence for Gameplay

    This course explores artificial intelligence concepts and research through both a theoretical perspective and a practical application to game development. In particular the course focuses on AI concepts and paradigms such as search and representation, reasoning under uncertainty, intelligent agents, biologically inspired computing and machine learning to real-time situations and applications as relevant to the field of entertainment technology and simulation. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab 3 (Fall).

    IGME-790

    Graduate Seminar in IGM

    This is intended to allow for special one-time offerings of graduate topics. Specific course details (such as the course topics, format, resource needs, and credit hours) will be determined by the faculty member(s) who propose a given seminar offering. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab (Fall, Spring, Summer).

    IGME-796

    Advanced Topics in Game Design*

    This course examines current topics in game design. Specific course details (such as prerequisites, course topics, format, learning outcomes, exam methods, and resource needs) will be determined by the faculty member(s) who propose a specific topics course in this area. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab 3 (Fall, Spring, Summer).

    IGME-797

    Advanced Topics in Game Development*

    This course examines current topics in game development. Specific course details (such as prerequisites, course topics, format, learning outcomes, exam methods, and resource needs) will be determined by the faculty member(s) who propose a specific topics course in this area. (This course is restricted to students in the GAMEDES-MS program.) Lec/Lab 3 (Fall, Spring, Summer).

    IGME-799

    Independent Study

    The student will work independently under the supervision of a faculty adviser on a topic not covered in other courses. (Enrollment in this course requires permission from the department offering the course.) Ind Study (Fall, Spring, Summer).


    First-Year Study

    Curriculum

    Parsons’ first-year curriculum, which focuses on critically engaged approaches to art, design, and strategic thinking, provides a common experience for all incoming students.  All students take most of the required courses together, with some variation for BFA and BBA students depending on their degree type. First-year students at Parsons can tailor their study path within those requirements by selecting from thematic options available for many of the required courses.

    Learn more

    Expansive Experiences

    Watch Parsons students and faculty discuss the new perspectives and skills the students gain during their first year--and how those experiences were adapted and reimagined for a spring 2020 period of remote learning.


     


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