2,914 research outputs found

    Search for direct stau production in events with two hadronic tau-leptons in root s=13 TeV pp collisions with the ATLAS detector

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    A search for the direct production of the supersymmetric partners ofτ-leptons (staus) in final stateswith two hadronically decayingτ-leptons is presented. The analysis uses a dataset of pp collisions corresponding to an integrated luminosity of139fb−1, recorded with the ATLAS detector at the LargeHadron Collider at a center-of-mass energy of 13 TeV. No significant deviation from the expected StandardModel background is observed. Limits are derived in scenarios of direct production of stau pairs with eachstau decaying into the stable lightest neutralino and oneτ-lepton in simplified models where the two staumass eigenstates are degenerate. Stau masses from 120 GeV to 390 GeV are excluded at 95% confidencelevel for a massless lightest neutralino

    Ribbonness of a stable-ribbon surface-link, I. A stably trivial surface-link

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    There is a question asking whether a handle-irreducible summand of every stable-ribbon surface-link is a unique ribbon surface-link. This question for the case of a trivial surface-link is affirmatively answered. That is, a handle-irreducible summand of every stably trivial surface-link is only a trivial 2-link. By combining this result with an old result of F. Hosowaka and the author that every surface-knot with infinite cyclic fundamental group is a stably trivial surface-knot, it is concluded that every surface-knot with infinite cyclic fundamental group is a trivial (i.e., an unknotted) surface-knot.Comment: This is the part I on "Ribbonness of a stable-ribbon surface-link

    Transmission Coefficient as a Three-Point Retarded Function

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    We show that the transmission probability through a small interacting region connected to noninteracting leads, can be written in terms of a retarded product of a three-point correlation function defined in the real time. Our proof is based on the Kubo formalism, and uses an Eliashberg theory for analytic properties of vertex functions. The aim of this short report is to add a new viewpoint to the transport theory described in the previous paper: A.O., J. Phys. Soc. Jpn. 70 (2001) 2666.Comment: 2 pages, 2 figures, submitted to J. Phys. Soc. Jp

    InteractML: Making machine learning accessible for creative practitioners working with movement interaction in immersive media

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    Interactive Machine Learning offers a method for designing movement interaction that supports creators in implementing even complex movement designs in their immersive applications by simply performing them with their bodies. We introduce a new tool, InteractML, and an accompanying ideation method, which makes movement interaction design faster, adaptable and accessible to creators of varying experience and backgrounds, such as artists, dancers and independent game developers. The tool is specifically tailored to non-experts as creators configure and train machine learning models via a node-based graph and VR interface, requiring minimal programming. We aim to democratise machine learning for movement interaction to be used in the development of a range of creative and immersive applications

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

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    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

    Get PDF
    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot
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