42 research outputs found
The use of GPS-arrays in detecting shock-acoustic waves generated during rocket launchings
This paper is concerned with the form and dynamics of shock-acoustic waves
(SAW) generated during rocket launchings. We have developed a method for
determining SAW parameters (including angular characteristics of the wave
vector, and the SAW phase velocity, as well as the direction towards the
source) using GPS-arrays whose elements can be chosen out of a large set of
GPS-stations of the global GPS network. The application of the method is
illustrated by a case study of ionospheric effects from launchings of launch
vehicles (LV) Proton and Space Shuttle from space-launch complexes Baikonur and
Kennedy Space Center (KSC) in 1998 and 1999 (a total of five launchings). The
study revealed that, in spite of a difference of LV characteristics, the
ionospheric response for all launchings had the character of an N - wave
corresponding to the form of a shock wave, regardless of the disturbance source
(rocket launchings, industrial explosions). The SAW period T is 270--360 s, and
the amplitude exceeds the standard deviation of TEC background fluctuations in
this range of periods under quiet and moderate geomagnetic conditions by
factors of 2 to 5 as a minimum. The angle of elevation of the SAW wave vector
varies from 30 degree to 60 degree, and the SAW phase velocity (900-1200 m/s)
approaches the sound velocity at heights of the ionospheric F-region maximum.Comment: EmTeX-386, 23 pages, 6 figure
The Influence of Meteorological Parameters and Other Factors on Soil Radon Dynamics
The paper presents the results of the research in the degree of the effect of space weather meteorological parameters and factors on the dynamics of soil radon levels and [alpha]- and [beta]-radiation flux densities in a seismically passive region. The cross-correlation analysis showed a significant correlation of [beta]-radiation flux density with temperature in summer, and no correlation in winter. A significant relation between [alpha]- and [beta]-radiation flux densities and pressure within the intra-annual range was not observed. The investigation of the high-intensity precipitation effect on radon volumetric activity and [alpha]- and [beta]-radiation flux densities showed their abnormal increase. The dependence of the anomaly duration on the depth was revealed. The abnormal jumps in [alpha]- and [beta]-radiation flux densities data series occur in the snow-melting periods as well. Low-intensity precipitations significantly violate the standard "diurnal variations" of [alpha]- and [beta]-radiation soil fluxes and radon volumetric activity. Fourier analysis showed the diurnal (24 hours) and semidiurnal (12 hours) harmonics for the observed radiation values at a depth of 0.5 m. The obtained results can be used for interpretation of the data on the soil radon monitoring in order to predict earthquakes, etc
Начальный этап развития гелиобиологии в России (штрихи к портрету Петра Михайловича Нагорского)
The paper describes the biography of Petr Mikhailovich Nagorskii, one of the founders of Russian heliobiology. The most important stages in his life: childhood, learning in seminary and medical university, work at a chair of pathological anatomy, field duty, and then return to the university and beginning of scientific research, are described. Scientific results of heliobiological research with the use of a lead chamber are described.Статья посвящена описанию жизни одного из родоначальников отечественной гелиобиологии — Петра Михайловича Нагорского. Поэтапно рассмотрены все жизненно важные моменты в судьбе Нагорского: детство, учеба в духовной семинарии и медицинском университете, работа на кафедре патологической анатомии, служба в армии, а затем возвращение на работу в университет и начало научных изысканий. Описаны научные результаты гелиобиологических исследований с использованием свинцовой камеры
Urban Services on Regional Rail: Local and Network-Based Methodologies for Evaluating New Stations in Toronto
The Greater Toronto and Hamilton Area’s regional GO Rail network is undergoing a substantive upgrade to provide a two-way, all-day, electrified, 15-min service. These investments have led to discussions about the nature of the service and calls to add new stations, particularly within the City of Toronto. This paper explores the methodology used to evaluate specific new station locations in the City of Toronto and beyond, along with a concurrent analysis of the impacts of a package of new stations on the network performance and hierarchy. Both assessments used a multi-faceted business case framework. Travel-time impacts, land use, costs, feasibility, and other factors influenced the recommendation of sites intended to optimize the substantial investment in network infrastructure, and address city-building objectives like encouraging development and providing access to underserved communities. Network analysis points to new stations within the city shifting the traditional three-tier network hierarchy comprised of regional rail, urban rapid transit, and local transit to a hybrid network in which regional rail serves some intermediate functions
The structure of performance and training in esports.
Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game
The structure of performance and training in esports
Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the results reveal game-specific competence and training structures in the five esports selected for the study (Starcraft II, League of Legends, Rocket League, FIFA, and Counter Strike). On the other hand, the factor structure of competencies closely resembles the esports performance model. As a conclusion, esports training methods should always consider the specific competence profile of the respective esports game