45 research outputs found

    Inflation and Dark Energy from spectroscopy at z > 2

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    CMB-S4: Forecasting Constraints on Primordial Gravitational Waves

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    CMB-S4---the next-generation ground-based cosmic microwave background (CMB) experiment---is set to significantly advance the sensitivity of CMB measurements and enhance our understanding of the origin and evolution of the Universe, from the highest energies at the dawn of time through the growth of structure to the present day. Among the science cases pursued with CMB-S4, the quest for detecting primordial gravitational waves is a central driver of the experimental design. This work details the development of a forecasting framework that includes a power-spectrum-based semi-analytic projection tool, targeted explicitly towards optimizing constraints on the tensor-to-scalar ratio, rr, in the presence of Galactic foregrounds and gravitational lensing of the CMB. This framework is unique in its direct use of information from the achieved performance of current Stage 2--3 CMB experiments to robustly forecast the science reach of upcoming CMB-polarization endeavors. The methodology allows for rapid iteration over experimental configurations and offers a flexible way to optimize the design of future experiments given a desired scientific goal. To form a closed-loop process, we couple this semi-analytic tool with map-based validation studies, which allow for the injection of additional complexity and verification of our forecasts with several independent analysis methods. We document multiple rounds of forecasts for CMB-S4 using this process and the resulting establishment of the current reference design of the primordial gravitational-wave component of the Stage-4 experiment, optimized to achieve our science goals of detecting primordial gravitational waves for r>0.003r > 0.003 at greater than 5σ5\sigma, or, in the absence of a detection, of reaching an upper limit of r<0.001r < 0.001 at 95%95\% CL.Comment: 24 pages, 8 figures, 9 tables, submitted to ApJ. arXiv admin note: text overlap with arXiv:1907.0447

    CMB-S4: Forecasting Constraints on Primordial Gravitational Waves

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    Abstract: CMB-S4—the next-generation ground-based cosmic microwave background (CMB) experiment—is set to significantly advance the sensitivity of CMB measurements and enhance our understanding of the origin and evolution of the universe. Among the science cases pursued with CMB-S4, the quest for detecting primordial gravitational waves is a central driver of the experimental design. This work details the development of a forecasting framework that includes a power-spectrum-based semianalytic projection tool, targeted explicitly toward optimizing constraints on the tensor-to-scalar ratio, r, in the presence of Galactic foregrounds and gravitational lensing of the CMB. This framework is unique in its direct use of information from the achieved performance of current Stage 2–3 CMB experiments to robustly forecast the science reach of upcoming CMB-polarization endeavors. The methodology allows for rapid iteration over experimental configurations and offers a flexible way to optimize the design of future experiments, given a desired scientific goal. To form a closed-loop process, we couple this semianalytic tool with map-based validation studies, which allow for the injection of additional complexity and verification of our forecasts with several independent analysis methods. We document multiple rounds of forecasts for CMB-S4 using this process and the resulting establishment of the current reference design of the primordial gravitational-wave component of the Stage-4 experiment, optimized to achieve our science goals of detecting primordial gravitational waves for r > 0.003 at greater than 5σ, or in the absence of a detection, of reaching an upper limit of r < 0.001 at 95% CL

    Using a Mobile Phone as a “Wii-like” Controller for Playing Games on a Large Public Display.

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    Undoubtedly the biggest success amongst the recent games console releases has been the launch of the Nintendo Wii. This is arguably due to its most innovative attribute—the wireless controller or “Wiimote.” The Wiimote can be used as a versatile game controller, able to detect motion and rotation in three dimensions which allows for very innovative game play. Prior to the Wii, and with much less furor, Nokia launched its 5500 model phone which contains 3D motion sensors. Using the Sensor API library available for the Symbian OS, this sensor data can be used by developers to create interesting new control schemes for mobile games. Whilst 3D motion can be utilized for ondevice games, in this paper we present a novel system that connects these phones to large public game screens via Bluetooth where it becomes a game controller for a multiplayer game. We illustrate the potential of this system through a multiplayer driving game using the Microsoft XNA framework and present preliminary feedback on the user experience from a public trial which highlights that these controls can be both intuitive and fun

    A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?

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    With mobile phone ownership now saturated in many countries, mobile operators are looking to data services to increase their average revenue per user and one service seen as a key to their success is that of mobile games. Single player games, which currently dominate the market, do little to increase data traffic once downloaded. Therefore, focus is increasingly turning to multiplayer games that use the network. However, to date, game designers have struggled to create successful mobile multiplayer games because their current designs are based on the experiences gained from the PC and console world and often fail to accommodate both the difficulties of the mobile environment and the differing demographic of the mobile gamer. In this paper we explore game design that will address both of these criteria and take our inspiration from a technique used by Surrealists to create accidental poetry in the 1920s

    PAC-LAN: Mixed-Reality Gaming with RFID- Enabled Mobile Phones

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    RFID (Radio frequency identification) is often seen as an enabling technology for mixed-reality experiences where all kinds of objects, even the most mundane and inanimate, can be equipped to provide interaction between the real and virtual worlds. These mixed-reality experiences could occur in all aspects of our lives, but one of the most easily envisaged is that of computer games. As the mobile phone has become the computer carried in the pockets of a third of the population of the planet, it would seem a natural platform for these mixed-reality games. Further, the emergence of mobile phones that incorporate RFID readers gives the opportunity for creating games in which players interact with real physical objects, in real locations, and provides enhanced gameplay and experience. In this article we present details of a novel location- and objectenhanced mixed-reality version of the Namco arcade classic, Pacman. In particular, the article presents a comparison of the game to other mixed-reality versions of Pacman; the rationale behind specific design choices made during game design and its subsequent implementation; and an analysis of the experiences of people who have played the game. Our system highlights the possibilities via use of physical objects and the combination of mobile phones and RFID of yielding new mixed-reality entertainment experiences

    Using mobile phones to reveal the complexities of the school journey.

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    In this paper, we present findings of a research project in which mobile phones were used as part of a multi-methods approach to analyze the effects of air pollution on children’s journeys to and from school. In particular, we will present the results from the space-time blogs generated by 30 Year 8 pupils (aged 12-13) on their school journeys during four periods of study across the seasons of a year. The blogs were generated by the teenagers using a specially created application running on a mobile phone linked to a Bluetooth GPS unit and consist of spatially and temporally-referenced texts and images together with a record of their route using GPS coordinates stored at one second intervals. Whilst the blogs generated considerable amounts of quantitative information, particularly when coupled with the pollution profiles of the routes the teenagers travelled, it is the range of qualitative information revealed in the interviews with the teenagers after each study period, using the routes and blogs as a trigger that demonstrates the benefits of the multi-methods approach. In particular, we highlight some of the depth of contextual information revealed not only in regard to the use of the phone application and GPS unit but also the complex social factors which contribute to formation of the school journey
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