10,952 research outputs found

    Phase Transition and Monopoles Densities in a Nearest Neighbors Two-Dimensional Spin Ice Model

    Full text link
    In this work, we show that, due to the alternating orientation of the spins in the ground state of the artificial square spin ice, the influence of a set of spins at a certain distance of a reference spin decreases faster than the expected result for the long range dipolar interaction, justifying the use of the nearest neighbor two dimensional square spin ice model as an effective model. Using an extension of the model presented in ref. [Scientific Reports 5, 15875 (2015)], considering the influence of the eight nearest neighbors of each spin on the lattice, we analyze the thermodynamics of the model and study the monopoles and string densities dependence as a function of the temperature.Comment: 11 pages, 8 figure

    Report of Macraspis pseudochrysis Landin, 1956 (Coleoptera: Scarabaeidae: Rutelinae) on açai palms (Euterpe oleracea Mart.) in floodplains in the state of Amapá, Brazil.

    Get PDF
    O açaizeiro [Euterpe oleracea] é uma palmeira da Amazônia Oriental encontrada com mais freqüência no estuário do Rio Amazonas. Recentemente, ribeirinhos em diferentes regiões do estado do Amapá observaram uma espécie de coleóptero que ataca as inflorescências de açaízeiros. Com o objetivo de identificar exemplares de Coleoptera em inflorescências de E. oleracea no estado do Amapá, Brasil, foram coletados 13 indivíduos nas localidades de Abacate da Pedreira (dois exemplares), Ariri (seis)(ambas em Macapá) e no município de Mazagão (cinco), entre outubro de 2010 e fevereiro de 2011. Os coleópteros foram coletados diretamente nas inflorescências de açaizeiros com auxílio de rede entomológica, conservados e enviados para identificação. Todos os indivíduos pertencem à espécie Macraspis pseudochrysis Landin, 1956 (Coleoptera: Scarabaeidae: Rutelinae). Este é o primeiro registro de ocorrência de M. pseudochrysis em E. oleracea na região neotropical

    Serious Games in Cultural Heritage

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
    corecore