3,366 research outputs found

    Using airborne LiDAR Survey to explore historic-era archaeological landscapes of Montserrat in the eastern Caribbean

    Get PDF
    This article describes what appears to be the first archaeological application of airborne LiDAR survey to historic-era landscapes in the Caribbean archipelago, on the island of Montserrat. LiDAR is proving invaluable in extending the reach of traditional pedestrian survey into less favorable areas, such as those covered by dense neotropical forest and by ashfall from the past two decades of active eruptions by the Soufrière Hills volcano, and to sites in localities that are inaccessible on account of volcanic dangers. Emphasis is placed on two aspects of the research: first, the importance of ongoing, real-time interaction between the LiDAR analyst and the archaeological team in the field; and second, the advantages of exploiting the full potential of the three-dimensional LiDAR point cloud data for purposes of the visualization of archaeological sites and features

    PERSEPSI MASYARAKAT TERHADAP PENGGUNAAN LAHAN SAWAH DI DESA TOUNELET SATU KECAMATAN SONDER

    Get PDF
    This study aims to determine the Perceptions of the Community Against Rice Land Use In Tounelet Village One, Sub-district Sonder. This research was conducted from November 2017 until January 2018, starting from preparation until preparation of research report. The research site is Tounelet Village One, Sub-district Sonder. This research uses primary data and secondary data. Primary data was obtained from 30 respondents by using questionnaire, while secondary data was obtained from print media and online media and from journals in the literature related to this research. Sampling method in this research using purposive sampling method. Result of research indicate that public perception toward Wetland Field Estate is good with perception index 77.27%. The community agrees with the use of existing paddy fields in Tounelet One village, Pigs help both as rice fields and as pig farms

    Radiation-Resistant Solar Cells - A Panel Discussion

    Get PDF
    Radiation resistant silicon cells for solar energy conversio

    A utilitarian antagonist: the zombie in popular video games

    Get PDF
    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

    Measurement Of Quasiparticle Transport In Aluminum Films Using Tungsten Transition-Edge Sensors

    Get PDF
    We report new experimental studies to understand the physics of phonon sensors which utilize quasiparticle diffusion in thin aluminum films into tungsten transition-edge-sensors (TESs) operated at 35 mK. We show that basic TES physics and a simple physical model of the overlap region between the W and Al films in our devices enables us to accurately reproduce the experimentally observed pulse shapes from x-rays absorbed in the Al films. We further estimate quasiparticle loss in Al films using a simple diffusion equation approach.Comment: 5 pages, 6 figures, PRA

    Thermal detection of single e-h pairs in a biased silicon crystal detector

    Get PDF
    We demonstrate that individual electron-hole pairs are resolved in a 1 cm2^2 by 4 mm thick silicon crystal (0.93 g) operated at ∼\sim35 mK. One side of the detector is patterned with two quasiparticle-trap-assisted electro-thermal-feedback transition edge sensor (QET) arrays held near ground potential. The other side contains a bias grid with 20\% coverage. Bias potentials up to ±\pm 160 V were used in the work reported here. A fiber optic provides 650~nm (1.9 eV) photons that each produce an electron-hole (e−h+e^{-} h^{+}) pair in the crystal near the grid. The energy of the drifting charges is measured with a phonon sensor noise σ\sigma ∼\sim0.09 e−h+e^{-} h^{+} pair. The observed charge quantization is nearly identical for h+h^+'s or e−e^-'s transported across the crystal.Comment: 4 journal pages, 5 figure

    Understanding K/Ï€K/\pi ratio distribution in the mixed events

    Get PDF
    The event mixing method is analyzed for the study of the event-by-event K/Ï€K/\pi ratio distribution. It is shown that there exists some correlation between the kaon and pion multiplicities in the mixed events. The K/Ï€K/\pi ratio distributions in the mixed events for different sets of real events are shown. The dependence of the distributions on the mean K/Ï€K/\pi ratio, mean and variance of multiplicity distribution in the real events is investigated systematically. The effect of imperfect particle identification on the K/Ï€K/\pi ratio distribution in the mixed event is also considered.Comment: 11 pages in revtex, 8 eps figures include
    • …
    corecore