191 research outputs found

    Enhanced Extreme Mass Ratio Inspiral Rates into Intermediate Mass Black Holes

    Full text link
    Extreme mass ratio inspirals (EMRIs) occur when stellar-mass compact objects begin a gravitational wave (GW) driven inspiral into massive black holes. EMRI waveforms can precisely map the surrounding spacetime, making them a key target for future space-based GW interferometers such as {\it LISA}, but their event rates and parameters are massively uncertain. One of the largest uncertainties is the ratio of true EMRIs (which spend at least thousands of orbits in the {\it LISA} band) and direct plunges, which are in-band for at most a handful of orbits and are not detectable in practice. In this paper, we show that the traditional dichotomy between EMRIs and plunges -- EMRIs originate from small semimajor axes, plunges from large -- does not hold for intermediate-mass black holes with masses M105MM_\bullet \lesssim 10^5 M_\odot. In this low-mass regime, a plunge always has an O(1)\mathcal{O}(1) probability of failing and transitioning into a novel ``cliffhanger'' EMRI. Cliffhanger EMRIs are more easily produced for larger stellar-mass compact objects, and are less likely for smaller ones. This new EMRI production channel can dominate volumetric EMRI rates n˙EMRI\dot{n}_{\rm EMRI} if intermediate-mass black holes are common in dwarf galactic nuclei, potentially increasing n˙EMRI\dot{n}_{\rm EMRI} by an order of magnitude.Comment: 8 pages, 6 figures, comments welcom

    Narrative Storytelling In VR Through Gaming

    Get PDF
    Gaming has consistently been acknowledged as a storytelling medium for its signature ability to provide user interaction. As virtual reality becomes a more prominent gaming environment, it will be expected to carry on the tradition of storytelling. Currently, virtual reality is in a state of infancy, where products offer little sophistication and serve as amusements rather than storytellers. As this changeover takes effect, there are certain discrepancies which will hinder a transition from flat screen gaming to virtual reality gaming. In order to create a successful narrative driven virtual reality game, these discrepancies must be addressed in a meaningful way. This thesis will also experiment with the aforementioned differences by developing a virtual reality game in Unreal Engine 4

    The Murray Ledger and Times, December 23, 1993

    Get PDF

    The Murray Ledger and Times, December 23, 1993

    Get PDF

    A Seeing Place – Connecting Physical and Virtual Spaces

    Get PDF
    In the experience and design of spaces today, we meet both reality and virtuality. But how is the relation between real and virtual construed? How can we as researchers and designers contribute to resolving the physical-virtual divide regarding spaces? This thesis explores the relations between the physical and the virtual and investigates ways of connecting physical and virtual space, both in theory and practice.\ua0The basic concepts of the thesis are Space, Place, and Stage. The central idea is that the stage is a strong conceptual metaphor that has the capacity to work as a unifying concept relating physical and virtual spaces and forming a place for attention, agreements, and experience – A Seeing Place. The concept of seeing place comes from the Greek word theatre, meaning a “place for seeing”, both in the sense of looking at and understanding.\ua0In certain situations, the relations between physical and virtual spaces become important for users’ experience and understanding of these situations. This thesis presents seven cases of physical-virtual spaces, in the field of architectural and exhibition design. The method of these studies is research by design. The discussion then focuses on how each setting works as a stage, and how conceptual metaphors can contribute to the connection between physical and virtual spaces.\ua0Building upon the explorations and experiments in different domains, the thesis contains a collection of seven papers concerning the relations between physical and virtual space in different contexts outside the world of theatre. These papers range from more technical about Virtual Reality (design of networked collaborative spaces) to more conceptual about staging (methods in interaction design) and virtual space (using a transdisciplinary approach).\ua0The results of those studies suggest that the Stage metaphor of a physical-virtual space can contribute to the elucidating of relations between physical and virtual spaces in number of ways. Conceptually, the stage metaphor links together the semiotic and the hermeneutic views of space and place. And, from a practice-based perspective, A Seeing Place view opens up the way to creating contemporary spaces and resolving the physical-virtual divide

    The Parthenon, March 24, 1971

    Get PDF

    The BG News October 9, 1981

    Get PDF
    The BGSU campus student newspaper October 9, 1981.https://scholarworks.bgsu.edu/bg-news/4904/thumbnail.jp

    Kenyon Collegian - December 8, 1967

    Get PDF
    https://digital.kenyon.edu/collegian/3263/thumbnail.jp

    Adolf Bäuerle : Autor und Chronist des Wiener Volkstheaters

    Get PDF

    PERANCANGAN GAME HORROR SIDE SCROLLING BERTEMAKAN BONEKA ARWAH DENGAN JUDUL “PEDIOPHOBIA”

    Get PDF
      Maraknya boneka arwah yaitu boneka berisikan arwah yang dirawat layaknya bayi manusia di dunia selebriti membuat orang ingin mencoba untuk ikut mengadopsi dan merawatnya. Selain dengan maraknya boneka arwah, perkembangan industri game Indonesia kalah bersaing dengan industri game asing sehingga dibutuhkan sebuah cara agar dapat menaikkan popularitas game Indonesia khususnya game side scrolling Indonesia. Dalam penelitian ini penulis akan menggunakan metode penelitian kualitatif dengan pengumpulan data dan menggunakan metode perancangan desain thinking oleh Christian Mueller-Roterberg pada bukunya mengenai “Handbook of Design Thinking”. Pengumpulan data yang dimaksud adalah dengan melakukan kuesioner, observasi dan studi ke perpustakaan. Penulis akan menyebarkan kuesioner kepada target yang dituju, melakukan observasi kepada orang – orang yang pernah mengadopsi boneka arwah dan studi ke perpustakaan sebagai teori yang digunakan dalam perancangan. Hasil dari penelitian ini berupa sebuah perancangan game horror side scrolling dengan judul “Pediophobia” yang dibuat dalam bentuk demo. Game ini nantinya akan disebarkan melalui sebuah platform game Steam dan demo game dapat dicoba melalui event Comic Frontier 15 (comifuro15). Dalam membantu mengiklankan game ini, dibuatlah media pendukung seperti gimmick, poster (pra – event, event, pasca – event), web banner, x – banner, feeds dan story Instagram. Akhir dari perancangan ini, dapat disimpulkan bahwa diharapkan dengan adanya perancangan ini dapat membantu dalam mengupayakan perkembangan industri game Indonesia ke rana internasional.
    corecore