249 research outputs found

    Magnetic Trapping of Cold Bromine Atoms

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    Magnetic trapping of bromine atoms at temperatures in the milliKelvin regime is demonstrated for the first time. The atoms are produced by photodissociation of Br2_2 molecules in a molecular beam. The lab-frame velocity of Br atoms is controlled by the wavelength and polarization of the photodissociation laser. Careful selection of the wavelength results in one of the pair of atoms having sufficient velocity to exactly cancel that of the parent molecule, and it remains stationary in the lab frame. A trap is formed at the null point between two opposing neodymium permanent magnets. Dissociation of molecules at the field minimum results in the slowest fraction of photofragments remaining trapped. After the ballistic escape of the fastest atoms, the trapped slow atoms are only lost by elastic collisions with the chamber background gas. The measured loss rate is consistent with estimates of the total cross section for only those collisions transferring sufficient kinetic energy to overcome the trapping potential

    On the formation and decay of a molecular ultracold plasma

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    Double-resonant photoexcitation of nitric oxide in a molecular beam creates a dense ensemble of 50f(2)50f(2) Rydberg states, which evolves to form a plasma of free electrons trapped in the potential well of an NO+^+ spacecharge. The plasma travels at the velocity of the molecular beam, and, on passing through a grounded grid, yields an electron time-of-flight signal that gauges the plasma size and quantity of trapped electrons. This plasma expands at a rate that fits with an electron temperature as low as 5 K, colder that typically observed for atomic ultracold plasmas. The recombination of molecular NO+^+ cations with electrons forms neutral molecules excited by more than twice the energy of the NO chemical bond, and the question arises whether neutral fragmentation plays a role in shaping the redistribution of energy and particle density that directs the short-time evolution from Rydberg gas to plasma. To explore this question, we adapt a coupled rate-equations model established for atomic ultracold plasmas to describe the energy-grained avalanche of electron-Rydberg and electron-ion collisions in our system. Adding channels of Rydberg predissociation and two-body, electron- cation dissociative recombination to the atomic formalism, we investigate the kinetics by which this relaxation distributes particle density and energy over Rydberg states, free electrons and neutral fragments. The results of this investigation suggest some mechanisms by which molecular fragmentation channels can affect the state of the plasma

    Improving video game conversations with trope-informed design

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    This paper examines tropes in video games pertaining to conversations between player characters and Non-Player Characters (NPCs). Drawing from the fields of pragmatics and Conversation Analysis we show how these tropes differ from real, face-to-face conversations. We demonstrate how politeness theory (how to avoid unsociable, face-threatening behaviour) can help us understand when and why conversations with NPCs disrupt player immersion. Based on these insights we propose alternative designs to improve immersion. We call this approach Trope-Informed Design: tropes are tools that can make or break a player’s experience. Considering how and when to perpetuate, subvert, or transcend tropes can help guide designers in improving their game mechanics

    Study protocol for a multicentre longitudinal mixed methods study to explore the Outcomes of ChildrEn and fAmilies in the first year after paediatric Intensive Care: the OCEANIC study.

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    INTRODUCTION: Annually in the UK, 20 000 children become very ill or injured and need specialist care within a paediatric intensive care unit (PICU). Most children survive. However, some children and their families may experience problems after they have left the PICU including physical, functional and/or emotional problems. It is unknown which children and families experience such problems, when these occur or what causes them. The aim of this mixed-method longitudinal cohort study is to understand the physical, functional, emotional and social impact of children surviving PICU (aged: 1 month-17 years), their parents and siblings, during the first year after a PICU admission. METHODS AND ANALYSIS: A quantitative study involving 300 child survivors of PICU; 300 parents; and 150-300 siblings will collect data (using self-completion questionnaires) at baseline, PICU discharge, 1, 3, 6 and 12 months post-PICU discharge. Questionnaires will comprise validated and reliable instruments. Demographic data, PICU admission and treatment data, health-related quality of life, functional status, strengths and difficulties behaviour and post-traumatic stress symptoms will be collected from the child. Parent and sibling data will be collected on the impact of paediatric health conditions on the family's functioning capabilities, levels of anxiety and social impact of the child's PICU admission. Data will be analysed using descriptive and inferential statistics. Concurrently, an embedded qualitative study involving semistructured interviews with 24 enrolled families at 3 months and 9 months post-PICU discharge will be undertaken. Framework analysis will be used to analyse the qualitative data. ETHICS AND DISSEMINATION: The study has received ethical approval from the National Health Services Research Ethics Committee (Ref: 19/WM/0290) and full governance clearance. This will be the first UK study to comprehensively investigate physical, functional, emotional and social consequences of PICU survival in the first-year postdischarge.Clinical Trials Registration Number: ISRCTN28072812 [Pre-results]

    The Video Game Dialogue Corpus

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    This paper presents the Video Game Dialogue Corpus, the first large-scale, consistently coded, open source corpus of dialogue from video games. It contains over 6.2 million words of English dialogue from 50 games in the Role Playing Game (RPG) genre. This includes: games produced between 1985 and 2020; rated for children, teenagers, and adults; and in both “Western” and “Japanese” subgenres. The corpus design is described, including custom data formats for representing branching dialogue. We demonstrate the use of the corpus by comparing the dialogue of female and male characters, where we find reflections of gendered language in other media as well as patterns that seem specific to video games. We provide the source code for a “self-inflating corpus”: a pipeline that obtains the data then processes and parses it into a standard format. This makes the corpus available for teaching and research purposes, providing the first such resource for empirical analysis of video game dialogue

    Hey, You! The importance of pragmatics in localizations of 'Mass Effect' in French and Spanish

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    The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization

    Hey, You! The importance of pragmatics in localisations of Mass Effect in French and Spanish

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    The localisation of video game dialogue for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localisers must decide how to translate the English second person singular pronoun 'you' into languages that have a pragmatic distinction between formal and informal pronouns (e.g. "vous" and "tu" in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyse the dialogue from French and Spanish localisations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localisation requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localisation.Output Status: Forthcoming/Available Onlin

    The mechanisms and processes of connection: developing a causal chain model capturing impacts of receiving recorded mental health recovery narratives.

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    BACKGROUND: Mental health recovery narratives are a core component of recovery-oriented interventions such as peer support and anti-stigma campaigns. A substantial number of recorded recovery narratives are now publicly available online in different modalities and in published books. Whilst the benefits of telling one's story have been investigated, much less is known about how recorded narratives of differing modalities impact on recipients. A previous qualitative study identified connection to the narrator and/or to events in the narrative to be a core mechanism of change. The factors that influence how individuals connect with a recorded narrative are unknown. The aim of the current study was to characterise the immediate effects of receiving recovery narratives presented in a range of modalities (text, video and audio), by establishing the mechanisms of connection and the processes by which connection leads to outcomes. METHOD: A study involving 40 mental health service users in England was conducted. Participants were presented with up to 10 randomly-selected recovery narratives and were interviewed on the immediate impact of each narrative. Thematic analysis was used to identify the mechanisms of connection and how connection leads to outcome. RESULTS: Receiving a recovery narrative led participants to reflect upon their own experiences or those of others, which then led to connection through three mechanisms: comparing oneself with the narrative and narrator; learning about other's experiences; and experiencing empathy. These mechanisms led to outcomes through three processes: the identification of change (through attending to narrative structure); the interpretation of change (through attending to narrative content); and the internalisation of interpretations. CONCLUSIONS: This is the first study to identify mechanisms and processes of connection with recorded recovery narratives. The empirically-based causal chain model developed in this study describes the immediate effects on recipients. This model can inform selection of narratives for use in interventions, and be used to support peer support workers in recounting their own recovery narratives in ways which are maximally beneficial to others

    Do children with neurological disabilities use more inpatient resources: an observational study.

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    BACKGROUND: Advances in healthcare have improved the survival of children with neurological disabilities (ND). Studies in the US have shown that children with ND use a substantial proportion of resources in children's hospitals, however, little research has been conducted in the UK. We aimed to test the hypothesis that children with neurological disabilities use more inpatient resources than children without neurological disabilities, and to quantify any significant differences in resource use. METHODS: A retrospective observational study was conducted, looking at the number of hospital admissions, total inpatient days and the reason for admissions for paediatric inpatients from January 1st to March 31st 2015. Inpatients were assigned into one of three groups: children without ND, children with one ND, and children with more than one ND. RESULTS: The sample population included 942 inpatients (mean age 6y 6mo). Children with at least one ND accounted for 15.3% of the inpatients, 17.7% of total hospital inpatient admission episodes, and 27.8% of the total inpatients days. Neurological disability had a statistically significant effect on total hospital admissions (p < 0.001). Neurological disability also had a statistically significant effect on total inpatient days (p < 0.001). Neurological disability increased the length of inpatient stay across medicine, specialties, and surgery. CONCLUSIONS: Children with ND had more frequent hospital admission episode and longer inpatient stays. We identified a smaller group within this population, with arguably more complex neurological disabilities, children with more than one ND. This group had the highest number of admissions and longest inpatient stays. More frequent hospital admissions and longer inpatient stays may place children with ND at greater risk of the adverse effects of hospitalisations. We recommend further investigations looking at each the effects of the different categories of ND on inpatient resource use, and repeat of this study at a national level and over a longer period of time
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