11,915 research outputs found

    Rubidium and zirconium abundances in massive Galactic asymptotic giant branch stars revisited

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    Luminous Galactic OH/IR stars have been identified as massive (>4-5 M_s) AGB stars experiencing HBB and Li production. Their Rb abundances and [Rb/Zr] ratios derived from hydrostatic model atmospheres, are significantly higher than predictions from AGB nucleosynthesis models, posing a problem to our understanding of AGB evolution and nucleosynthesis. We report new Rb and Zr abundances in the full sample of massive Galactic AGB stars, previously studied with hydrostatic models, by using more realistic extended model atmospheres. We use a modified version of the spectral synthesis code Turbospectrum and consider the presence of a circumstellar envelope and radial wind. The Rb and Zr abundances are determined from the 7800 A Rb I resonant line and the 6474 A ZrO bandhead, respectively, and we explore the sensitivity of the derived abundances to variations of the stellar (Teff) and wind (M_loss, beta and vexp) parameters in the extended models. The Rb and Zr abundances derived from the best spectral fits are compared with the most recent AGB nucleosynthesis theoretical models. The new Rb abundances are much lower (even 1-2 dex) than those derived with the hydrostatic models, while the Zr abundances are similar. The Rb I line profile and Rb abundance are very sensitive to the M_loss rate but much less sensitive to variations of the wind velocity-law and the vexp(OH). We confirm the earlier preliminary results based on a smaller sample of massive O-rich AGB stars, that the use of extended atmosphere models can solve the discrepancy between the AGB nucleosynthesis theoretical models and the observations of Galactic massive AGB stars. The Rb abundances, however, are still strongly dependent of the M_loss, which is unknown in these AGB stars. Accurate M_loss rates in these massive Galactic AGB stars are needed in order to break the models degeneracy and get reliable Rb abundances in these stars.Comment: Accepted for publication in A&A, 14 pages, 12 figures, 4 table

    Spatially resolved integral field spectroscopy of the ionized gas in IZw18

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    We present a detailed 2D study of the ionized ISM of IZw18 using new PMAS-IFU optical observations. IZw18 is a high-ionization galaxy which is among the most metal-poor starbursts in the local Universe. This makes IZw18 a local benchmark for understanding the properties most closely resembling those prevailing at distant starbursts. Our IFU-aperture (~ 1.4 kpc x 1.4 kpc) samples the entire IZw18 main body and an extended region of its ionized gas. Maps of relevant emission lines and emission line ratios show that higher-excitation gas is preferentially located close to the NW knot and thereabouts. We detect a Wolf-Rayet feature near the NW knot. We derive spatially resolved and integrated physical-chemical properties for the ionized gas in IZw18. We find no dependence between the metallicity-indicator R23 and the ionization parameter (as traced by [OIII]/[OII]) across IZw18. Over ~ 0.30 kpc^2, using the [OIII]4363 line, we compute Te[OIII] values (~ 15000 - 25000 K), and oxygen abundances are derived from the direct determinations of Te[OIII]. More than 70% of the higher-Te[OIII] (> 22000 K) spaxels are HeII4686-emitting spaxels too. From a statistical analysis, we study the presence of variations in the ISM physical-chemical properties. A galaxy-wide homogeneity, across hundreds of parsecs, is seen in O/H. Based on spaxel-by-spaxel measurements, the error-weighted mean of 12 + log(O/H) = 7.11 +/- 0.01 is taken as the representative O/H for IZw18. Aperture effects on the derivation of O/H are discussed. Using our IFU data we obtain, for the first time, the IZw18 integrated spectrum.Comment: Accepted for publication in MNRAS, 13 pages, 10 figures, 4 table

    Cerebellum Transcriptome of Mice Bred for High Voluntary Activity Offers Insights into Locomotor Control and Reward-Dependent Behaviors.

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    The role of the cerebellum in motivation and addictive behaviors is less understood than that in control and coordination of movements. High running can be a self-rewarding behavior exhibiting addictive properties. Changes in the cerebellum transcriptional networks of mice from a line selectively bred for High voluntary running (H) were profiled relative to an unselected Control (C) line. The environmental modulation of these changes was assessed both in activity environments corresponding to 7 days of Free (F) access to running wheel and to Blocked (B) access on day 7. Overall, 457 genes exhibited a significant (FDR-adjusted P-value < 0.05) genotype-by-environment interaction effect, indicating that activity genotype differences in gene expression depend on environmental access to running. Among these genes, network analysis highlighted 6 genes (Nrgn, Drd2, Rxrg, Gda, Adora2a, and Rab40b) connected by their products that displayed opposite expression patterns in the activity genotype contrast within the B and F environments. The comparison of network expression topologies suggests that selection for high voluntary running is linked to a predominant dysregulation of hub genes in the F environment that enables running whereas a dysregulation of ancillary genes is favored in the B environment that blocks running. Genes associated with locomotor regulation, signaling pathways, reward-processing, goal-focused, and reward-dependent behaviors exhibited significant genotype-by-environment interaction (e.g. Pak6, Adora2a, Drd2, and Arhgap8). Neuropeptide genes including Adcyap1, Cck, Sst, Vgf, Npy, Nts, Penk, and Tac2 and related receptor genes also exhibited significant genotype-by-environment interaction. The majority of the 183 differentially expressed genes between activity genotypes (e.g. Drd1) were under-expressed in C relative to H genotypes and were also under-expressed in B relative to F environments. Our findings indicate that the high voluntary running mouse line studied is a helpful model for understanding the molecular mechanisms in the cerebellum that influence locomotor control and reward-dependent behaviors

    Self-Development of Competences for Social Inclusion Using the TENCompetence Infrastructure

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    This paper describes a pilot study centred on the technology-enhanced self-development of competences in lifelong learning education carried out in the challenging context of the Association of Participants Àgora. The pilot study shows that the use of the TENCompetence infrastructure, i.e. in this case the Personal Development Planner tool, provides various kinds of benefits for adult participants with low educational profiles and who are traditionally excluded from the use of innovative learning technologies and the knowledge society. The selforganized training supported by the PDP tool aims at allowing the learners to create and control their own learning plans based on their interests and educational background including informal and non-formal experiences. In this sense, the pilot participants had the opportunity to develop and improve their competences in English language (basic and advanced levels) and ICT competence profiles which are mostly related to functional and communicative skills. Besides, the use of the PDP functionalities, such as the self-assessment, the planning and the self-regulating elements allowed the participants to develop reflective skills. Pilot results also provide indications for future developments in the field of technology support for self-organized learners. The paper introduces the context and the pilot scenario, indicates the evaluation methodology applied and discusses the most significant findings derived from the pilot study

    Anti-Collision Adaptations of BLE Active Scanning for Dense IoT Tracking Applications

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    Bluetooth low energy (BLE) is one of most promising technologies to enable the Internet-of-Things (IoT) paradigm. The BLE neighbor discovery process (NDP) based on active scanning may be the core of multiple IoT applications in which a large and varying number of users/devices/tags must be detected in a short period of time. Minimizing the discovery latency and maximizing the number of devices that can be discovered in a limited time are challenging issues due to collisions between frames sent by advertisers and scanners. The mechanism for resolution of collisions between scanners has a great impact on the achieved performance, but backoff in NDP has been poorly studied so far. This paper includes a detailed analysis of backoff in NDP, identifies and studies the factors involved in the process, reveals the limitations and problems presented by the algorithm suggested by the specifications and proposes simple and practical adaptations on scanner functionality. They are easily compatible with the current definitions of the standard, which together with a new proposal for the backoff scheme, may significantly improve the discovery latencies and, thus, the probability of discovering a large number of devices in high density scenarios

    A virtual object-location task for children: Gender and videogame experience influence navigation; age impacts memory and completion time

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    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120" stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables
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