5,398 research outputs found
Cosmic Constraint to DGP Brane Model: Geometrical and Dynamical Perspectives
In this paper, the Dvali-Gabadadze-Porrati (DGP) brane model is confronted by
current cosmic observational data sets from geometrical and dynamical
perspectives. On the geometrical side, the recent released Union2 of type
Ia supernovae (SN Ia), the baryon acoustic oscillation (BAO) from Sloan Digital
Sky Survey and the Two Degree Galaxy Redshift Survey (transverse and radial to
line-of-sight data points), the cosmic microwave background (CMB) measurement
given by the seven-year Wilkinson Microwave Anisotropy Probe observations
(shift parameters , and redshift at the last scatter surface
), ages of high redshifts galaxies, i.e. the lookback time (LT) and the
high redshift Gamma Ray Bursts (GRBs) are used. On the dynamical side, data
points about the growth function (GF) of matter linear perturbations are used.
Using the same data sets combination, we also constrain the flat CDM
model as a comparison. The results show that current geometrical and dynamical
observational data sets much favor flat CDM model and the departure
from it is above () for spatially flat DGP model
with(without) SN systematic errors. The consistence of growth function data
points is checked in terms of relative departure of redshift-distance relation.Comment: 14 pages, 5 figures, 2 tables, accepted for publication in Physical
Review
Phantom Friedmann Cosmologies and Higher-Order Characteristics of Expansion
We discuss a more general class of phantom () cosmologies with
various forms of both phantom () matter. We
show that many types of evolution which include both Big-Bang and Big-Rip
singularities are admitted and give explicit examples. Among some interesting
models, there exist non-singular oscillating (or "bounce") cosmologies, which
appear due to a competition between positive and negative pressure of variety
of matter content. From the point of view of the current observations the most
interesting cosmologies are the ones which start with a Big-Bang and terminate
at a Big-Rip. A related consequence of having a possibility of two types of
singularities is that there exists an unstable static universe approached by
the two asymptotic models - one of them reaches Big-Bang, and another reaches
Big-Rip. We also give explicit relations between density parameters
and the dynamical characteristics for these generalized phantom models,
including higher-order observational characteristics such as jerk and "kerk".
Finally, we discuss the observational quantities such as luminosity distance,
angular diameter, and source counts, both in series expansion and explicitly,
for phantom models. Our series expansion formulas for the luminosity distance
and the apparent magnitude go as far as to the fourth-order in redshift
term, which includes explicitly not only the jerk, but also the "kerk" (or
"snap") which may serve as an indicator of the curvature of the universe.Comment: REVTEX 4, 23 pages, references updated, to appear in Annals of
Physics (N.Y.
Hierarchical Spatial Organization of Geographical Networks
In this work we propose the use of a hirarchical extension of the
polygonality index as a means to characterize and model geographical networks:
each node is associated with the spatial position of the nodes, while the edges
of the network are defined by progressive connectivity adjacencies. Through the
analysis of such networks, while relating its topological and geometrical
properties, it is possible to obtain important indications about the
development dynamics of the networks under analysis. The potential of the
methodology is illustrated with respect to synthetic geographical networks.Comment: 3 page, 3 figures. A wokring manuscript: suggestions welcome
Fludarabine as a cost-effective adjuvant to enhance engraftment of human normal and malignant hematopoiesis in immunodeficient mice
There is still an unmet need for xenotransplantation models that efficiently recapitulate normal and malignant human hematopoiesis. Indeed, there are a number of strategies to generate humanized mice and specific protocols, including techniques to optimize the cytokine environment of recipient mice and drug alternatives or complementary to the standard conditioning regimens, that can be significantly modulated. Unfortunately, the high costs related to the use of sophisticated mouse models may limit the application of these models to studies that require an extensive experimental design. Here, using an affordable and convenient method, we demonstrate that the administration of fludarabine (FludaraTM) promotes the extensive and rapid engraftment of human normal hematopoiesis in immunodeficient mice. Quantification of human CD45+ cells in bone marrow revealed approximately a 102-fold increase in mice conditioned with irradiation plus fludarabine. Engrafted cells in the bone marrow included hematopoietic stem cells, as well as myeloid and lymphoid cells. Moreover, this model proved to be sufficient for robust reconstitution of malignant myeloid hematopoiesis, permitting primary acute myeloid leukemia cells to engraft as early as 8 weeks after the transplant. Overall, these results present a novel and affordable model for engraftment of human normal and malignant hematopoiesis in immunodeficient mice
A utilitarian antagonist: the zombie in popular video games
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
Do Staphylococcus epidermidis genetic clusters predict isolation sources?
Staphylococcus epidermidis is a ubiquitous colonizer of human skin and a common cause of medical device-associated infections. The extent to which the population genetic structure of S. epidermidis distinguishes commensal from pathogenic isolates is unclear. Previously, Bayesian clustering of 437 multilocus sequence types (STs) in the international database revealed a population structure of six genetic clusters (GCs) that may reflect the species' ecology. Here, we first verified the presence of six GCs, including two (GC3 and GC5) with significant admixture, in an updated database of 578 STs. Next, a single nucleotide polymorphism (SNP) assay was developed that accurately assigned 545 (94%) of 578 STs to GCs. Finally, the hypothesis that GCs could distinguish isolation sources was tested by SNP typing and GC assignment of 154 isolates from hospital patients with bacteremia and those with blood culture contaminants and from nonhospital carriage. GC5 was isolated almost exclusively from hospital sources. GC1 and GC6 were isolated from all sources but were overrepresented in isolates from nonhospital and infection sources, respectively. GC2, GC3, and GC4 were relatively rare in this collection. No association was detected between fdh-positive isolates (GC2 and GC4) and nonhospital sources. Using a machine learning algorithm, GCs predicted hospital and nonhospital sources with 80% accuracy and predicted infection and contaminant sources with 45% accuracy, which was comparable to the results seen with a combination of five genetic markers (icaA, IS256, sesD [bhp], mecA, and arginine catabolic mobile element [ACME]). Thus, analysis of population structure with subgenomic data shows the distinction of hospital and nonhospital sources and the near-inseparability of sources within a hospital
Dark spinor models in gravitation and cosmology
We introduce and carefully define an entire class of field theories based on
non-standard spinors. Their dominant interaction is via the gravitational field
which makes them naturally dark; we refer to them as Dark Spinors. We provide a
critical analysis of previous proposals for dark spinors noting that they
violate Lorentz invariance. As a working assumption we restrict our analysis to
non-standard spinors which preserve Lorentz invariance, whilst being non-local
and explicitly construct such a theory. We construct the complete
energy-momentum tensor and derive its components explicitly by assuming a
specific projection operator. It is natural to next consider dark spinors in a
cosmological setting. We find various interesting solutions where the spinor
field leads to slow roll and fast roll de Sitter solutions. We also analyse
models where the spinor is coupled conformally to gravity, and consider the
perturbations and stability of the spinor.Comment: 43 pages. Several new sections and details added. JHEP in prin
Lorentz violation and the proper-time method
In this paper, we apply the proper-time method to generate the
Lorentz-violating Chern-Simons terms in the four-dimensional Yang-Mills and
non-linearized gravity theories. It is shown that the coefficient of the
induced Chern-Simons term is finite but regularization dependent.Comment: 11 pages, Revtex
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