4,486 research outputs found
The FermiFab Toolbox for Fermionic Many-Particle Quantum Systems
This paper introduces the FermiFab toolbox for many-particle quantum systems.
It is mainly concerned with the representation of (symbolic) fermionic
wavefunctions and the calculation of corresponding reduced density matrices
(RDMs). The toolbox transparently handles the inherent antisymmetrization of
wavefunctions and incorporates the creation/annihilation formalism. Thus, it
aims at providing a solid base for a broad audience to use fermionic
wavefunctions with the same ease as matrices in Matlab, say. Leveraging
symbolic computation, the toolbox can greatly simply tedious pen-and-paper
calculations for concrete quantum mechanical systems, and serves as "sandbox"
for theoretical hypothesis testing. FermiFab (including full source code) is
freely available as a plugin for both Matlab and Mathematica.Comment: 17 pages, 5 figure
The Significance Of The Erosion Of The Prohibition Against Metabasis To The Success And Legacy Of The Copernican Revolution
Although one would not wish to classify Copernicus’ own intentions as belonging to the late-medieval and Renaissance tradition of nominalist philosophy, if we are to turn our consideration to what was responsible for the eventual success of the Copernican Revolution, we must also attend to other features of the dialectical context in relation to which the views of Copernicus and his followers were articulated, interpreted, and evaluated. Accordingly, this paper discusses the significance of the erosion of the Aristotelian prohibition against metabasis to the eventual success of the Copernican Revolutio
Edgar Allan Poe Rare Books Library at Yale University: The Rematerialization of Language
Michel de Certeau states, ?The current industrial mass production of visual imagery tends to alienate vision from emotional involvement and identification and turns imagery into a mesmerizing flow without focus or participation? (Pallasmaa). Based upon a critique of the expedient exchange of information in our modern culture, this thesis examines how creative language and the act of reading itself might open an interpretive dimension for new pathways that are more and more lost in our current cultural milieu.
Inspired by Edgar Allan Poe?s story La Ligeia, which follows a grieving lover through the death and reemergence of his first true love, this rare books library examines how poetic images that emerge from Poe?s story might be transformed into the time and space of architecture. Fragments and spaces, both written and built, aim to conjure unique images within the visitor as an enduring testament to the importance of language itself
Being of Shape: Being -- the ground through which all things are
On these pages my intention is to address personal concerns about shape. \u27Being of Shape\u27 recognizes roots in form building of past centuries but concerns itself with shape development of this century. The intent here is not to define the words form and shape but to describe them in terms of painting. The paper will expand upon and support the paintings. Particularly, the paintings\u27 forward, backward, and sideward progression is marked by considerations other than the history of painting. Perceptions about my nature and mental outlook as they exist in this world excite questions. Words written by those who have realized the same, more, or not as much as I, have renewed, humbled, and tortured. Likewise, the effects of the words spoken to me and exchanged with me have been profound. Influences of the world bombard. So do the fantasies. This paper is like the painting. It all comes at once, over time as expanded space
Discrete Simulation of Distributed Systems - Performance Evaluation of a Notification Channel Federation
This paper presents how discrete simulation can be used for
performance evaluation of distributed systems. With this methodology
it is not needed to implement the system itself, only a model of proper
specification is required. Simulation models for distributed systems
can be easily adopted from other models which are already used in
network simulations with good results. The tool that supports our
measurements is a powerful telecom simulation platform, a
simulations development environment that supports object-oriented
programming. The model used for demonstration represents a notification
channel federation including an arbitrary number of event suppliers and
event consumers connected to a scalable network. Performance is
evaluated for various configurations, and results are presented
Inside: A Video Game about Depression
Video games are increasingly becoming a part of people’s daily lives. More importantly,
digital games have been increasingly built as products that challenge the player morally
and ethically. Video games do not only demonstrate their moral and ethical influence,
they also influence people's behavior by their own social, economic and historical
context. The choices people make in video games start from a moral, social, economic
and historical contextualization and it is important to understand the relationship that
is developed between players, their contextualization, and video games, in order to
understand how digital games can constitute themselves as moral and educational
challenges. Thus, it is intended to highlight the educational potential of digital games
through the influence they can have on shaking, challenging and consolidating people's
moral systems. The aim of this dissertation is to create a game about depression in order
to build not only an educational object, but also a product of self-expression that can help
depression-affected patients cope with their illness. The developed game aims to explore
the power that digital games can reveal in creating moments of reflection, contemplation
and moral challenges in the player. Basically, the aim is to find out if digital games have
the power to educate through the challenges they present to players. The video game
described in this dissertation was developed using the Unity game engine.Os videojogos fazem, cada vez mais, parte do quotidiano das pessoas. Mais importante,
os jogos digitais têm-se construído, progressivamente, como produtos que desafiam o
jogador moral e eticamente. Os videojogos não demonstram a sua influência apenas a
nível moral e ético, influenciam também o comportamento das pessoas pelo próprio
contexto social, económico e histórico em que se inserem. As escolhas que as pessoas
realizam nos videojogos partem de uma contextualização moral, social, económica e
histórica e importa compreender a relação que se desenvolve entre os jogadores, as suas
contextualizações, e os videojogos, de forma a compreender de que forma os videojogos
podem constituir-se como desafios morais e educacionais. Os objetivos desta dissertação
são, portanto, destacar o potencial educacional que os jogos digitais evidenciam através
da influência que podem ter no abalar, desafiar e consolidar dos sistemas morais das
pessoas, e entender, adicionalmente, se os jogos digitais podem servir como ferramentas
para a expressão daqueles que os desenvolvem. Isto é, procura-se descobrir o jogo digital
enquanto objeto artístico que possibilita a expressão por parte do criador da obra. Esta
dissertação tem como alvo criar um jogo sobre a depressão, de forma a construir não só
um objeto de expressão educativo, como também um produto que possa ajudar doentes
afetados pela depressão a lidar com a sua doença. Desta forma, o jogo procura informar
as pessoas que o jogarem sobre a vida de uma pessoa que sofre de uma doença mental,
neste caso, de depressão, elucidando-as sobre os riscos e sinais da depressão, permitindo
que elas os reconheçam através desta aprendizagem. O jogo retrata a história de uma
jovem que tenta cometer suicídio porque sofre de depressão e não consegue melhorar a
sua condição. A jovem já tinha tentado melhorar a sua condição de várias formas, mas
nunca conseguiu ver resultados. No fim, o suicídio pareceu-lhe a melhor opção. Depois
de tentar acabar com a sua vida, a personagem acorda num mundo fantástico,
desconhecido, que representa o coma em que se encontra submetida. Sirah, a
personagem principal, terá de desvendar o mundo onde se encontra e tentar combater a
sua depressão, numa batalha épica contra a doença. Para fazer isto, o jogador deverá
controlar a personagem e desvendar a aventura sobre a sua vida, levando-a até à
conclusão da sua história. Depois de conseguir derrotar a sua doença, Sirah acorda,
percebe que estava adormecida num coma e compreende o momento de catarse que
viveu. Assim sendo, o jogo desenvolvido pretende explorar o poder que os jogos digitais
podem revelar na criação de momentos de reflexão, contemplação e desafio moral no
jogador. No fundo, pretende-se averiguar se os jogos digitais têm o poder de educar através do desafio que apresentam perante os jogadores. O videojogo descrito nesta
dissertação foi desenvolvido utilizando o motor de jogo Unity
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