183 research outputs found
Orbital Characteristics of the Subdwarf-B and F V Star Binary EC~20117-4014(=V4640 Sgr)
Among the competing evolution theories for subdwarf-B (sdB) stars is the
binary evolution scenario. EC~20117-4014 (=V4640~Sgr) is a spectroscopic binary
system consisting of a pulsating sdB star and a late F main-sequence companion
(O'Donoghue et al. 1997), however the period and the orbit semi-major axes have
not been precisely determined. This paper presents orbital characteristics of
the EC 20117-4014 binary system using 20 years of photometric data. Periodic
Observed minus Calculated (O-C) variations were detected in the two highest
amplitude pulsations identified in the EC 20117-4014 power spectrum, indicating
the binary system's precise orbital period (P = 792.3 days) and the
light-travel time amplitude (A = 468.9 s). This binary shows no significant
orbital eccentricity and the upper limit of the eccentricity is 0.025 (using 3
as an upper limit). This upper limit of the eccentricity is the lowest
among all wide sdB binaries with known orbital parameters. This analysis
indicated that the sdB is likely to have lost its hydrogen envelope through
stable Roche lobe overflow, thus supporting hypotheses for the origin of sdB
stars. In addition to those results, the underlying pulsation period change
obtained from the photometric data was = 5.4 (0.7)
d d, which shows that the sdB is just before the end of the
core helium-burning phase
Gamification in M.Pharm. teaching
Gamification is the use of game mechanics to promote engagement and enjoyment in a variety of tasks for the purposes of learning. This interactive and collaborative approach when applied to healthcare education improves student knowledge and understanding, and further develops communication and interpersonal skills in a range of settings. The benefits of these activities rely on well-designed games, based on the "laws of learning" and the "laws of good game design" Aims: The aim of this project was to enlist final year MPharm students to develop a pharmacy-based game that provide an interactive, peer led learning activity, to increase student engagement and attainment within key areas of the MPharm curriculum. Method: Final year students surveyed their peers (107 participants). This identified pharmaceutical/medicinal chemistry and pharmacokinetics as areas of difficulty, which guided the content, and design of the games. Game prototypes were developed and tested within the development group. Beta testing with small groups of students from final year was conducted (3 groups, 8 students per group). Feedback was collected from each test in the form of a group interview and individual questionnaire post-test to assess engagement and effectiveness. The final product of this process is the game Pharmopoly. Results: This project produced a versatile new game - "Pharmopoly" which fits in our integrated spiral curriculum. The game mechanics place particular emphasis on the chemistry and pharmacokinetic, providing a fun and novel way for students to engage with course content. Pharmopoly represents a versatile teaching tool, which can be used to target specific year groups and subjects through development of appropriate question banks while maintaining the game mechanics. Testing in larger teaching settings is planned for the coming academic year to allow a fuller assessment of the impact and effectiveness of game as a teaching tool. Conclusion: This game provides a fun and engaging teaching tool while supporting the achievement of key learning outcomes, as demonstrated through the positive student responses in our post-test evaluations. These results add further support to the growing body of literature that gamification can an effective tool in healthcare education
Pharmopoly : gamification in MPharm teaching
Gamification is the use of game mechanics to promote engagement and enjoyment in a variety of tasks for the purposes of learning. This interactive and collaborative approach when applied to healthcare education improves student knowledge and understanding, and further develops communication and interpersonal skills in a range of settings. The benefits of these activities rely on well-designed games, based on the "laws of learning" and the "laws of good game design" Aims: The aim of this project was to enlist final year MPharm students to develop a pharmacy-based game that provide an interactive, peer led learning activity, to increase student engagement and attainment within key areas of the MPharm curriculum. Method: Final year students surveyed their peers (107 participants). This identified pharmaceutical/medicinal chemistry and pharmacokinetics as areas of difficulty, which guided the content, and design of the games. Game prototypes were developed and tested within the development group. Beta testing with small groups of students from final year was conducted (3 groups, 8 students per group). Feedback was collected from each test in the form of a group interview and individual questionnaire post-test to assess engagement and effectiveness. The final product of this process is the game Pharmopoly. Results: This project produced a versatile new game - "Pharmopoly" which fits in our integrated spiral curriculum. The game mechanics place particular emphasis on the chemistry and pharmacokinetic, providing a fun and novel way for students to engage with course content. Pharmopoly represents a versatile teaching tool, which can be used to target specific year groups and subjects through development of appropriate question banks while maintaining the game mechanics. Testing in larger teaching settings is planned for the coming academic year to allow a fuller assessment of the impact and effectiveness of game as a teaching tool. Conclusion: This game provides a fun and engaging teaching tool while supporting the achievement of key learning outcomes, as demonstrated through the positive student responses in our post-test evaluations. These results add further support to the growing body of literature that gamification can an effective tool in healthcare education
Investigating the properties of granulation in the red giants observed by Kepler
More than 1000 red giants have been observed by NASA/Kepler mission during a
nearly continuous period of ~ 13 months. The resulting high-frequency
resolution (< 0.03 muHz) allows us to study the granulation parameters of these
stars. The granulation pattern results from the convection motions leading to
upward flows of hot plasma and downward flows of cooler plasma. We fitted
Harvey-like functions to the power spectra, to retrieve the timescale and
amplitude of granulation. We show that there is an anti-correlation between
both of these parameters and the position of maximum power of acoustic modes,
while we also find a correlation with the radius, which agrees with the theory.
We finally compare our results with 3D models of the convection.Comment: 4 pages, 1 figure. To appear in the ASP proceedings of "The 61st
Fujihara seminar: Progress in solar/stellar physics with helio- and
asteroseismology", 13th-17th March 2011, Hakone, Japa
Subaru and Swift observations of V652 Herculis: resolving the photospheric pulsation
High-resolution spectroscopy with the Subaru High Dispersion Spectrograph, and Swift ultraviolet photometry are presented for the pulsating extreme helium star V652 Her. Swift provides the best relative ultraviolet photometry obtained to date, but shows no direct evidence for a shock at ultraviolet or X-ray wavelengths. Subaru has provided high spectral and high temporal resolution spectroscopy over six pulsation cycles (and eight radius minima).
These data have enabled a line-by-line analysis of the entire pulsation cycle and provided a description of the pulsating photosphere as a function of optical depth. They show that the photosphere is compressed radially by a factor of at least 2 at minimum radius, that the phase of radius minimum is a function of optical depth and the pulse speed through the photosphere is between 141 and 239 km s−1 (depending how measured) and at least 10 times the local sound speed. The strong acceleration at minimum radius is demonstrated in individual line profiles; those formed deepest in the photosphere show a jump discontinuity of over 70 kms−1 on a time-scale of 150 s. The pulse speed and line profile jumps imply a shock is present at minimum radius. These empirical results provide input for hydrodynamical modelling of the pulsation and hydrodynamical plus radiative transfer modelling of the dynamical spectra
The rapidly pulsating sdO star, SDSS J160043.6+074802.9
A spectroscopic analysis of SDSS J160043.6+074802.9, a binary system
containing a pulsating subdwarf-O (sdO) star with a late-type companion, yields
Teff = 70 000 +/- 5000 K and log g = 5.25 +/- 0.30, together with a most likely
type of K3V for the secondary star. We compare our results with atmospheric
parameters derived by Fontaine et al. (2008) and in the context of existing
evolution models for sdO stars. New and more extensive photometry is also
presented which recovers most, but not all, frequencies found in an earlier
paper. It therefore seems probable that some pulsation modes have variable
amplitudes. A non-adiabatic pulsation analysis of uniform metallicity sdO
models show those having log g > 5.3 to be more likely to be unstable and
capable of driving pulsation in the observed frequency range.Comment: 14 pages, 12 figures, accepted for publication in MNRAS, 2009
September
Prospects for radical emissions reduction through behaviour and lifestyle change
Over the past two decades, scholars and practitioners across the social sciences, in policy and beyond have proposed, trialled and developed a wide range of theoretical and practical approaches designed to bring about changes in behaviours and lifestyles that contribute to climate change. With the exception of the establishment of a small number of iconic behaviours such as recycling, it has however proved extremely difficult to bring about meaningful transformations in personal greenhouse gas emissions at either the individual or societal level, with multiple reviews now pointing to the limited efficacy of current approaches. We argue that the majority of approaches designed to achieve mitigation have been constrained by the need to operate within prevailing social scientific, economic and political orthodoxies which have precluded the possibility of non-marginal change. In this paper we ask what a truly radical approach to reducing personal emissions would look like from social science perspectives which challenge the unstated assumptions severely limiting action to date, and which explore new alternatives for change. We emphasise the difficulties likely to impede the instituting of genuinely radical societal change regarding climate change mitigation, whilst proposing ways that the ground could be prepared for such a transformation to take place
Marginalization of end-use technologies in energy innovation for climate protection
Mitigating climate change requires directed innovation efforts to develop and deploy energy technologies. Innovation activities are directed towards the outcome of climate protection by public institutions, policies and resources that in turn shape market behaviour. We analyse diverse indicators of activity throughout the innovation system to assess these efforts. We find efficient end-use technologies contribute large potential emission reductions and provide higher social returns on investment than energy-supply technologies. Yet public institutions, policies and financial resources pervasively privilege energy-supply technologies. Directed innovation efforts are strikingly misaligned with the needs of an emissions-constrained world. Significantly greater effort is needed to develop the full potential of efficient end-use technologies
Spheres of Practice for the Co-design of Wearables
As expectations within the area of smart textiles increasingly become informed and driven by technological developments, the disciplinary boundaries and relationship between user and technological innovation will unavoidably transform. The authors venture that new paradigms of collaborative practice will inevitably develop between design and science, to more fully realize both the opportunities and contexts that wearable textiles offer. Drawing on previous work by the authors namely Molecular Imprinted Textiles (MIT - 2009/10), Future Textile Visions (FTV - 2010/11), Design Specks: Connecting People with Speckled Computing (2012/13), Second Skin (2013/14), and The S*** Word: Designing the Empathic Underwardrobe (2014), a model is proposed to more clearly understand and navigate between design, technology and application, and more importantly, between our cultural understanding of the user and the wearer. This paper reflects on a series of projects that inform a methodological approach: a process of asking questions; developing scenarios; exploring materials and making; generating concepts and building prototypes. Each project involved collaborations between design, academics, users and industry, and a form of co-design, where knowledge exchange was central, design was the intermediary, and the goal was to understand the drivers and the stakeholders. Simultaneously, this research sought to better understand and communicate the development of more empathic textile and fashion artifacts, and solutions. Co-design in this context is seen as a core approach to shifting the balance from technology as merely adjunct, or as a hook for marketers and users, to a more informed and harmonised position, where technology sits proximally and comfortably. The notion of interdisciplinary understanding, which tracks across domains of product, fashion and textiles, presents an approach where the application is still emerging. Through analysis of this progressive series of projects, the authors suggest that there is an opportunity to explore the inherent connectedness that textiles might offer for the integration and embedding of technology within material as a means to embrace these affordance opportunities. Central to this notion is the realisation of opportunities arising from dialogue and collaborative making (i.e. co-design), and for exploring the transformative notions of the user and the wearer. This paper led the authors to pose a set of questions that align to a four stage design process: Research, Define, Develop, Reflect, to frame findings and insights, and to outline the potential for future opportunities of working with technology to achieve the making and wearing of desirable materializations on the body
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