14,580 research outputs found

    Dark-Energy Dynamics Required to Solve the Cosmic Coincidence

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    Dynamic dark energy (DDE) models are often designed to solve the cosmic coincidence (why, just now, is the dark energy density ρde\rho_{de}, the same order of magnitude as the matter density ρm\rho_m?) by guaranteeing ρdeρm\rho_{de} \sim \rho_m for significant fractions of the age of the universe. This typically entails ad-hoc tracking or oscillatory behaviour in the model. However, such behaviour is neither sufficient nor necessary to solve the coincidence problem. What must be shown is that a significant fraction of observers see ρdeρm\rho_{de} \sim \rho_m. Precisely when, and for how long, must a DDE model have ρdeρm\rho_{de} \sim \rho_{m} in order to solve the coincidence? We explore the coincidence problem in dynamic dark energy models using the temporal distribution of terrestrial-planet-bound observers. We find that any dark energy model fitting current observational constraints on ρde\rho_{de} and the equation of state parameters w0w_0 and waw_a, does have ρdeρm\rho_{de} \sim \rho_m for a large fraction of observers in the universe. This demotivates DDE models specifically designed to solve the coincidence using long or repeated periods of ρdeρm\rho_{de} \sim \rho_m.Comment: 16 pages, 8 figures, Submitted to Phys. Rev.

    Surveying the solar system by measuring angles and times: from the solar density to the gravitational constant

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    A surprisingly large amount of information on our solar system can be gained from simple measurements of the apparent angular diameters of the sun and the moon. This information includes the average density of the sun, the distance between earth and moon, the radius of the moon, and the gravitational constant. In this note it is described how these and other quantities can be obtained by simple earthbound measurements of angles and times only, without using any explicit information on distances between celestial bodies. The pedagogical and historical aspects of these results are also discussed briefly.Comment: 12 pges, one figur

    Post-Newtonian expansion for Gauss-Bonnet Gravity

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    The Parametrized Post-Newtonian expansion of gravitational theories with a scalar field coupled to the Gauss-Bonnet invariant is performed and confrontation of such theories with Solar system experiments is discussed.Comment: 4 pages; typos corrected, published versio

    A utilitarian antagonist: the zombie in popular video games

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    This article takes as its starting point the prevalence of the zombie in video games. I argue that, although the zombie games often superficially resemble filmic texts in their use of aesthetic and narrative, they must be understood, less as a set of conventions and thematic metaphors in the way that the zombie text has been read in film and television scholarship, and more as a utilisation of the zombie as a utilitarian antagonist that facilitates and permits the pleasures of violence and fantasy in video game play. Beginning with the Resident Evil and Left 4 Dead series of games I examine the way that games necessarily update the notion zombie as mass antagonist via the need to vary gameplay activity through different styles of adversary for players. At the same time I will demonstrate that, far from simply being the province of the survival horror genre, the zombie appears across an array of game forms, game cultures and game productions. The zombie highlights the participatory nature of game culture in the array of zombie 'mods' that users create to transform existing games into zombie based games, in particular in relation to titles such as the Call of Duty series. At the other end of the production spectrum the zombie features heavily in the little studied area of online flash games where the zombie can be found in a variety of game genres and forms. The zombie here often operates as a pastiche of popular zombie narratives in survival games (The Last Stand), parodic engagements with zombie conventions (Jetpacks and Zombies) or play with the notion of zombie pandemics (the Infectionator games). Here I situate the zombie game as a aesthetic genre that works to provide an easily understandable context for such interactive genres as survival horror, text adventures, shooting games, physics games and driving games, with the popularity of these enough to drive numerous dedicated hosting and link sites such as zombiegames.net. The pastiche element of these games extends into gamers social engagement with games. Online debates over the the appropriate actions or preparation for a zombie holocaust are commonplace on the internet in such spaces as Zombieresearch.net. Whilst many of these sites feature decidedly tongue in cheek engagement with the notion of the zombie apocalypse, the users of fora for games like Left 4 Dead and Dead Island tend to debate this directly in the terms of the games themselves, discussing their relative merits or realism. Some of these games also highlight the specific pleasures of identifying the zombie as protagonist of sorts. In discussing this I will return to online gaming and the Left 4 Dead games in which players may compete online as part of the zombie horde. Such games raise major questions for the issues of identification and immersion that are said to be at the centre of the game experience. I will also explore the parodic pleasures of many flash games that situate the player in the role of spreading zombie infections. Throughout this article I aim to demonstrate that the zombie in game culture is less a cultural metaphor than a combination of utilitarian antagonist and a persistent aesthetic; a means of providing style or pleasure to many games that relies on the intertextual and flexible nature of the zombie as popular cultural phenomenon

    Chiral Symmetry Breaking on the Lattice: a Study of the Strongly Coupled Lattice Schwinger Model

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    We revisit the strong coupling limit of the Schwinger model on the lattice using staggered fermions and the hamiltonian approach to lattice gauge theories. Although staggered fermions have no continuous chiral symmetry, they posses a discrete axial invari ance which forbids fermion mass and which must be broken in order for the lattice Schwinger model to exhibit the features of the spectrum of the continuum theory. We show that this discrete symmetry is indeed broken spontaneously in the strong coupling li mit. Expanding around a gauge invariant ground state and carefully considering the normal ordering of the charge operator, we derive an improved strong coupling expansion and compute the masses of the low lying bosonic excitations as well as the chiral co ndensate of the model. We find very good agreement between our lattice calculations and known continuum values for these quantities already in the fourth order of strong coupling perturbation theory. We also find the exact ground state of the antiferromag netic Ising spin chain with long range Coulomb interaction, which determines the nature of the ground state in the strong coupling limit.Comment: 24 pages, Latex, no figure

    Color-tailored polymer light emitting diodes including emissive colloidal particles and method of forming same

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    Color-tailored and white-light emitting polymer colloid-based OLEDs are disclosed. Devices include electroluminescent (EL) colloidal conductive polymer systems that can include EL dyes or other EL materials. Systems can sequester multiple EL components in different colloids in a single emissive layer of an EL device with little or no appreciable energy transfer between colloids. Devices can exhibit tailored emissions over a broad range of wavelengths through mixing of, e.g., red, green and blue PLED colloids. Disclosed methods including incorporation of one or more electroluminescent dyes into a semiconductive EL polymer colloid that can isolate the dyes and prevent energy transfer while retaining individual color emission

    Control Loop for a Pulse Generator of a Fast Septum Magnet using DSP and Fuzzy Logic

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    A prototype of a fast pulsed eddy current septum magnet for one of thebeam extraction's from the SPS towards LHC is under development. The precision of the magnetic field must be better than ±1.0 10-4 during a flat top of 30 µs. The current pulse is generated by discharging the capacitors of a LC circuit that resonates on the 1st and on the 3rd harmonic of a sine wave with a repetition rate of 15 s. The parameters of the circuit and the voltage on the capacitors must be carefully adjusted to meet the specifications. Drifts during operation must be corrected between two pulses by mechanically adjusting the inductance of the coil in the generator as well as the primary capacitor voltage. This adjustment process is automated by acquiring the current pulse waveform with sufficient time and amplitude resolution, calculating the corrections needed and applying these corrections to the hardware for the next pulse. A very cost-effective and practical solution for this adjustment process is the integration of off-the-shelf commercially available boards into an active digital control loop. A 16-bit fixed point, 33 MIPS, DSP together with a 12-bit, 500 kSPS, ADC (total cost of under 250 $) has been used for this control process. The correction algorithm developed for the DSP uses Fuzzy Logic reasoning

    A modular, deep learning-based holistic intent sensing system tested with Parkinson’s disease patients and controls

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    People living with mobility-limiting conditions such as Parkinson’s disease can struggle to physically complete intended tasks. Intent-sensing technology can measure and even predict these intended tasks, such that assistive technology could help a user to safely complete them. In prior research, algorithmic systems have been proposed, developed and tested for measuring user intent through a Probabilistic Sensor Network, allowing multiple sensors to be dynamically combined in a modular fashion. A time-segmented deep-learning system has also been presented to predict intent continuously. This study combines these principles, and so proposes, develops and tests a novel algorithm for multi-modal intent sensing, combining measurements from IMU sensors with those from a microphone and interpreting the outputs using time-segmented deep learning. It is tested on a new data set consisting of a mix of non-disabled control volunteers and participants with Parkinson’s disease, and used to classify three activities of daily living as quickly and accurately as possible. Results showed intent could be determined with an accuracy of 97.4% within 0.5 s of inception of the idea to act, which subsequently improved monotonically to a maximum of 99.9918% over the course of the activity. This evidence supports the conclusion that intent sensing is viable as a potential input for assistive medical devices
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