2,783 research outputs found

    Interim report on the hydrologic features of the Green Swamp area in Central Florida

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    The Green Swamp area in central Florida is another area where man is developing agricultural land from marginal land. Though the area is by no means as extensive as that of the Everglades, the present efforts for its development are similar to the early efforts for developing the Everglades in that many miles of canals and ditches have been constructed to improve the drainage. Lest the early mistakes of the Everglades be repeated, the Florida Department of Water Resources considered that an appraisal of the physical and hydrologic features of the area was needed to determine the broad effects of draining and developing the swamp. This reconnaissance provides information required by the State of Florida for determining its responsibility and policy in regard to the Green Swamp area and for formulating future plans for water management of the area. Some of the features that have been determined are: the amount of rainfall on the area; the pattern of surfacewater drainage; the amount and direction of surface-water runoff; the direction of ground-water movement; the interrelationship of rainfall, surface water, and ground water; the effects of improved drainage facilities'; and the effects of the hydrologic environment on the chemical quality of water of the area.(PDF contains 106 pages.

    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

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

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    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

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

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    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 (eh+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 eh+e^{-} h^{+} pair. The observed charge quantization is nearly identical for h+h^+'s or ee^-'s transported across the crystal.Comment: 4 journal pages, 5 figure

    Cardiac cell modelling: Observations from the heart of the cardiac physiome project

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    In this manuscript we review the state of cardiac cell modelling in the context of international initiatives such as the IUPS Physiome and Virtual Physiological Human Projects, which aim to integrate computational models across scales and physics. In particular we focus on the relationship between experimental data and model parameterisation across a range of model types and cellular physiological systems. Finally, in the context of parameter identification and model reuse within the Cardiac Physiome, we suggest some future priority areas for this field

    Balloon-borne coded aperture telescope for arc-minute angular resolution at hard x-ray energies

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    We are working on the development of a new balloon-borne telescope, MARGIE (minute-of-arc resolution gamma ray imaging experiment). It will be a coded aperture telescope designed to image hard x-rays (in various configurations) over the 20 - 600 keV range with an angular resolution approaching one arc minute. MARGIE will use one (or both) of two different detection plane technologies, each of which is capable of providing event locations with sub-mm accuracies. One such technology involves the use of cadmium zinc telluride (CZT) strip detectors. We have successfully completed a series of laboratory measurements using a prototype CZT detector with 375 micron pitch. Spatial location accuracies of better than 375 microns have been demonstrated. A second type of detection plane would be based on CsI microfiber arrays coupled to a large area silicon CCD readout array. This approach would provide spatial resolutions comparable to that of the CZT prototype. In one possible configuration, the coded mask would be 0.5 mm thick tungsten, with 0.5 mm pixels at a distance of 1.5 m from the central detector giving an angular resolution of 1 arc-minute and a fully coded field of view of 12 degrees. We review the capabilities of the MARGIE telescope and report on the status of our development efforts and our plans for a first balloon flight
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