1,187 research outputs found

    Negative-index media for matter-wave optics

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    We consider the extension of optical meta-materials to matter waves. We show that the generic property of pulsed comoving magnetic fields allows us to fashion the wave-number dependence of the atomic phase shift. It can be used to produce a transient negative group velocity of an atomic wave packet, which results into a negative refraction of the matter wave. Application to slow metastable argon atoms Ar*(3P2) shows that the device is able to operate either as an efficient beam splitter or an atomic meta-lens. Implications of "meta-media" in atom optics are considered.Comment: 4 pages, 4 figures, submitted at PRL 4 November 200

    La enseñanza de las ciencias en algunas instituciones educativas del estado de jalisco

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    El objeto de investigación en este estudio es el diagnóstico de las prácticas y los saberes científicos de los agentes educativos, docentes y estudiantes, desde el nivel de educación preescolar hasta la educación superior tecnológica. La perspectiva es desde el marco de la cultura y el significado en uso. La investigación que se expone es descriptiva, de tipo diagnóstica, con un enfoque cualitativo. El método utilizado es la entrevista en grupos focales, con la intención de recuperar los significados referidos a la enseñanza, el aprendizaje y los saberes de las ciencias naturales y las matemáticas de los profesores del estado de Jalisco en México. Los reusltados dan pauta para conocer los significados cientìficos que cotidianamente utilizan los docentes y que se convierten en el referente desde donde enseñan las ciencias y las matemáticas

    Semicontinuity of capacity under pointed intrinsic flat convergence

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    The concept of the capacity of a compact set in Rn\mathbb R^n generalizes readily to noncompact Riemannian manifolds and, with more substantial work, to metric spaces (where multiple natural definitions of capacity are possible). Motivated by analytic and geometric considerations, and in particular Jauregui's definition of capacity-volume mass and Jauregui and Lee's results on the lower semicontinuity of the ADM mass and Huisken's isoperimetric mass, we investigate how the capacity functional behaves when the background spaces vary. Specifically, we allow the background spaces to consist of a sequence of local integral current spaces converging in the pointed Sormani--Wenger intrinsic flat sense. For the case of volume-preserving (VF\mathcal{VF}) convergence, we prove two theorems that demonstrate an upper semicontinuity phenomenon for the capacity: one version is for balls of a fixed radius centered about converging points; the other is for Lipschitz sublevel sets. Our approach is motivated by Portegies' investigation of the semicontinuity of eigenvalues under VF\mathcal{VF} convergence. We include examples to show the semicontinuity may be strict, and that the volume-preserving hypothesis is necessary. Finally, there is a discussion on how capacity and our results may be used towards understanding the general relativistic total mass in non-smooth settings

    Learning achievemen ts using a pbl - based methodology in an introductory electronic course

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    Teaching electronics in an introductory course is classically implemented by means of theoretical classes to settle the basics of analog and digital electronics. This approach has shown not to be much attractive, especially on a global course targeted for many different students, not specifically interested in electronics. A new course has been developed, based on a top-down learning strategy and the implementation of a pbl-based experience. This course has been held since 2011, with very good results, in terms of academic achievement and interest shown by the students. Results are presented,showing the success obtained with this methodology

    Diseño y utilización de teaching boosterpacks en sistemas electrónicos digitales

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    El uso combinado de herramientas docentes que combinen la enseñanza teórica y práctica se ha mostrado, en general, superior a otras metodologías docentes de tipo eminentemente teórico o práctico. Un ejemplo especialmente interesante de esta superioridad como metodología docente es la enseñanza de sistemas electrónicos digitales y, en concreto, el aprendizaje sobre el manejo y uso de los microprocesadores. En este trabajo se desarrolla una metodología docente para el aprendizaje de microcontroladores que combina y alterna clases teóricas y prácticas. Para ello, se han elaborado un conjunto de sistemas hardware, complementados con aplicaciones software que se presentan asimismo en el artículo y que permiten la implementación en el aula de la metodología docente diseñad

    "A Decentralized Operations Concept for the European Payloads on the International Space Station"

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    The European Module Columbus of the International Space Station (ISS) is planned to be launched 2004. For its exploitation phase as well as for the early utilisation of the Space Station starting from 2003 onwards the operations procedures are now being defined in detail and the implementation of specific infrastructure has started. A decentralised operations concept will allow the investigators to perform their experiments using the telescience technique of remote experiment operations whenever feasible. User Support and Operation Centres (USOCs) will act as Facility Responsible Centres (FRC) performing the operations for multi user experiment facilities. The Columbus Control Centre (COL-CC) will perform the Columbus system operations, co-ordinate the European payload operations and provide the European Communications network. This paper gives an overview on the operations concepts and the tasks and set up of the involved sites

    Taphonomy and palaeohistology of ornithischian dinosaur remains from the Lower Cretaceous bonebed of La Cantalera (Teruel, Spain)

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    The fossiliferous site of La Cantalera-1 (Teruel, Spain) has to date provided remains of more than 30 vertebrate taxa, including dinosaurs, crocodyliforms, pterosaurs, mammals, lizards, turtles, lissamphibians and teleosteans. Located in the lower part of the Blesa Formation (lower Barremian), it is one of the richest vertebrate-bearing deposits from the Lower Cretaceous of the Iberian Peninsula. In this work, taphonomic and palaeohistological studies are carried out on the basis of ornithischian (Ornithopoda and Ankylosauria) dinosaur samples in order to assess the diagenetic processes, to characterize the histological microstructures and, if possible, to make palaeobiological inferences about the state of maturation of the individuals. A variety of techniques are used in the taphonomic study, including scanning electron microscopy (SEM), cathodoluminescence (CL), X-ray diffraction (XRD) and ultraviolet fluorescence (UVF). The bone of the dinosaur samples has been converted into francolite (fluorapatite carbonate); the trabecular cavities are filled with semi-spherical forms of goethite and two different phases of calcite. In addition, the SEM and UVF techniques suggest the activity of coccoid-form bacteria and filaments of bacterial origin (biofilms?) in the bones, which possibly favoured fossilization. The dinosaur remains were subjected to fossil-diagenetic processes in a phreatic environment after a rapid burial, without appreciable seasonality effects. On the other hand, the palaeohistological study of both skeletal and dermal bones found in La Cantalera-1 shows a community of herbivorous dinosaurs composed mostly of immature ornithopods and at least one Polacanthus-like ankylosaur, as suggested by the organizational pattern of structural collagen fibres seen in some samples. The palaeobiological inferences drawn from this study support previous interpretations of a relative abundance of immature ornithischians in La Cantalera-1

    Toward emotional interactive videogames for children with autism spectrum disorder

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    Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure children’s attention, concentration and satisfaction, while the second uses tangible tabletops for fostering cognitive planning. The analysis of the results obtained allows to propose a new study integrating both, in which the tangible interactive game is complemented with the emotional trainer in a way that allows identifying and classifying children’s emotion with ASD when they collaborate to solve cognitively significant and contextualized challenges. The first application proposed is an emotional trainer application in which the child can work out the seven basic emotions (happiness, sadness, fear, disgust, anger, surprise and neutral). Further, a serious videogame is proposed: a 3D maze where the emotions can be captured. The second case study was carried out in a Special Education Center, where a set of activities for working cognitive planning was proposed. In this case, a tangible interactive tabletop was used to analyze, in students with ASD, how the communication processes with these interfaces affect to the attention, memory, successive and simultaneous processing that compose cognitive planning from the PASS model. The results of the first study, suggest that the autistic children did not act with previous planning, but they used their perception to adjust their actions a posteriori (that explains the higher number of collisions). On the second case study, the successive processing was not explored. The inclusion of the mazes of case study 1 to a semantic rich scenario could allow us to measure the prior planning and the emotions involved in the maze game. The new physiological sensors will also help to validate the emotions felt by the children. The first study has as objective the capability to imitate emotions and resolve a maze without semantic context. The second study organized all the actions from a semantic context close to users. The attention results presented by the second study are coherent with the first study and complement it showing that attention can be receptive or selective. In the first study case, the receptive attention was the focus of analysis. In the second case, both contributed to explain and understand how it can be developed from a videogame
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