9,039 research outputs found
Observations of Reconnection Flows in a Flare on the Solar Disk
Magnetic reconnection is a well-accepted part of the theory of solar eruptive
events, though the evidence is still circumstantial. Intrinsic to the
reconnection picture of a solar eruptive event, particularly in the standard
model for two-ribbon flares ("CSHKP" model), are an advective flow of
magnetized plasma into the reconnection region, expansion of field above the
reconnection region as a flux rope erupts, retraction of heated
post-reconnection loops, and downflows of cooling plasma along those loops. We
report on a unique set of SDO/AIA imaging and Hinode/EIS spectroscopic
observations of the disk flare SOL2016-03-23T03:54 in which all four flows are
present simultaneously. This includes spectroscopic evidence for a plasma
upflow in association with large-scale expanding closed inflow field. The
reconnection inflows are symmetric, and consistent with fast reconnection, and
the post-reconnection loops show a clear cooling and deceleration as they
retract. Observations of coronal reconnection flows are still rare, and most
events are observed at the solar limb, obscured by complex foregrounds, making
their relationship to the flare ribbons, cusp field and arcades formed in the
lower atmosphere difficult to interpret. The disk location and favorable
perspective of this event have removed these ambiguities giving a clear picture
of the reconnection dynamics.Comment: 9 pages, 5 figures, and 1 table. Accepted for publication in ApJ
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'Cease and desist?' The persistence of Marlboro brand imagery in racing video games
Since 1972, Philip Morris (PM) has sponsored motorsports. Racing video games are a popular genre among youth and often emulate the branding of their real-life counterparts, potentially exposing youth to tobacco imagery. We examined racing video games for the presence of Marlboro imagery and explored the history of efforts to remove or regulate such imagery.We searched the Truth Tobacco Industry documents for relevant documents and used information from video game-related websites and game play videos to identify racing video games that contained Marlboro trademarks and imagery. We also collected information on the Entertainment Software Ratings Board's (ESRB) tobacco-specific and overall game ratings.In 1989, negative publicity surrounding the presence of Marlboro logos in racing games led PM to threaten legal action against two game makers for copyright infringement. PM also launched a media campaign promoting this intervention as evidence of its commitment to youth smoking prevention. Nonetheless, we identified 219 video games from 1979 to 2018 that contained Marlboro trademarks and/or Marlboro-sponsored drivers and livery. Among the games in our sample with an ESRB game rating, all but one received an 'E,' indicating appropriateness for everyone, and all but three lacked tobacco content descriptors.Racing video games have been and continue to be a vehicle for exposing adolescents to the Marlboro brand. Because voluntary efforts by PM and the video game industry to prevent youth exposure to tobacco brands in video games have been ineffective, USA and international policy-makers should prohibit tobacco content in video games
Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied to Modern Video Games
Looking to the copyright protection over the audiovisual displays of video games, current precedent—created by extensive litigation in the 1980s over early arcade games—may be a round hole into which the square peg of today’s highly complex video games would have difficulty fitting. This is an issue that has increasing importance as the market for the passive consumption of video game audiovisual displays through tournament streams, walk-throughs, etc., continues to balloon. If courts were to apply precedent from litigation in the 1980s to video games as they exist today, the idea that copyright protection automatically attaches to any and all audiovisual displays generated by a game may not hold true. It is uncertain to what extent the reasoning in early arcade game litigation regarding the issues of authorship, the idea/expression dichotomy, and fixation would yield similar holdings. Moreover, it appears similarly uncertain to what extent a retreat from earlier precedent may impact publishers’ rights in downstream uses of audiovisual displays. Even if potential defendants prevailed under either an idea/expression dichotomy theory or a fixation theory—meaning the copyright does not attach to audiovisuals at the outset—later-fixed audiovisuals may still be protectable. The strongest argument potential defendants have, therefore, is that their interaction with the game precludes copyrightability for the audiovisual displays due to a lack of “original authorship” on the part of the publishers
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