REMEMBER, THIS IS ALL EXPERIMENTAL
Because of many different reasons any or even all of these information products may fail. We will be monitoring and will try to repair problems as we go but heavy request loads may make things slow or non-responsive. This is one part of our tests.
Besides the main text page giving the rational and analyzed results of this experiment we provide three versions of the actual seismic waveforms acquired from three instruments in the stadium (HWK1, HWK2 and HWK3) as well as an instrument in a nearby building (KDK). These waveform traces may or may not be available or of use to users at any time for a variety of technical reasons. Depending on interest and number of users requesting data it is possible or even likely the main PNSN web server capacity will be exceeded and no response will be received by a user.
The original Fan-O-Meter
(real-time three station feed) : This was a very experimental presentation using new technology called WebSockets and HTML5. It failed during the Jan 11 game and was discontinued.
For the Jan 19, 2014 game we tried a new Fan-O-Meter2
which is slightly more delayed and jerks along in 10 second intervals. We again provide this in 2015 contained within the PNSN web pages. We note there is a blank display now and then, but be patient. It doesn't seem to stay blank for more than 10 seconds and comes back on its own. There is also a back-up version
without PNSN web decorations that is better for mobile devices.
For 2015 there is QuickShake
: This display uses web sockets and a web based app that keeps traces scrolling along only a few seconds behind real time. This may not work on some older browsers and may fail from overload also. In fact once it was mentioned in major news outlets on Jan 9 the interest shot up and it failed. As of 8:30 am Jan 10 some patches were applied and we are working on getting it hosted by a distributed servers system. At about noon on Jan 10 a group from Microsoft again came to our rescue to help distribute QuickShake to a MUCH larger audience. The Windows Azure Cloud Service
of Microsoft was used to scale up the delivery of this product. We will be watching to see how many can be served using this system during the game.
(snapshot of single channel): Using the same technology as our PNSN Seismograms
we are making higher resolution static images of the interesting data channels and updating those every couple of minutes. Because these static images can be cached, providing them on request is less of a load on our web servers and thus may be more reliable than the REALTIME version. Nevertheless, even these more reliable images may not be available under some conditions. All three channels of each of four stations may be chosen with the pull-down menus near the top.
Individual traces or stations: Different sorts of telemetry are being used for acquiring data in realtime from the remote stations. These telemetry links may be vulnerable to overload or disconnections.
: Sending comments, questions or complaints
is appreciated; however, because of a possible large quantity of inquiries and very limited PNSN staff a specific response to you is unlikely or, at best will be slow!