4,415 research outputs found
FIRE Spectroscopy of the ultra-cool brown dwarf, UGPS J072227.51-054031.2: Kinematics, Rotation and Atmospheric Parameters
We present {\lambda}/{\Delta}{\lambda} ~ 6000 near-infrared spectroscopy of
the nearby T9 dwarf, UGPS J072227.51-054031.2, obtained during the
commissioning of the Folded-Port Infrared Echellette Spectrograph on the Baade
Magellan telescope at Las Campanas Observatory. The spectrum is marked by
significant absorption from H2O, CH4 and H2. We also identify NH3 absorption
features by comparing the spectrum to recently published line lists. The
spectrum is fit with BT-Settl models, indicating Teff ~ 500-600 K and log g ~
4.3-5.0. This corresponds to a mass of ~ 10-30 MJup and an age of 1-5 Gyr,
however there are large discrepancies between the model and observed spectrum.
The radial and rotational velocities of the brown dwarf are measured as 46.9
\pm 2.5 and 40 \pm 10 km/s, respectively, reflecting a thin disk Galactic orbit
and fast rotation similar to other T dwarfs, suggesting a young, possibly
planetary-mass brown dwarf.Comment: 10 pages, 6 figures, emulateApJ format; accepted for publication in
A
The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity
MASE: A New Data--Reduction Pipeline for the Magellan Echellette Spectrograph
We introduce a data reduction package written in Interactive Data Language
(IDL) for the Magellan Echellete Spectrograph (MAGE). MAGE is a
medium-resolution (R ~4100), cross-dispersed, optical spectrograph, with
coverage from ~3000-10000 Angstroms. The MAGE Spectral Extractor (MASE)
incorporates the entire image reduction and calibration process, including bias
subtraction, flat fielding, wavelength calibration, sky subtraction, object
extraction and flux calibration of point sources. We include examples of the
user interface and reduced spectra. We show that the wavelength calibration is
sufficient to achieve ~5 km/s RMS accuracy and relative flux calibrations
better than 10%. A light-weight version of the full reduction pipeline has been
included for real-time source extraction and signal-to-noise estimation at the
telescope.Comment: 10 pages (ApJ format), accepted PAS
Playing 'Tetris' reduces the strength, frequency and vividness of naturally occurring cravings.
Elaborated Intrusion Theory (EI) postulates that imagery is central to craving, therefore a visually based task should decrease craving and craving imagery. This study provides the first laboratory test of this hypothesis in naturally occurring, rather than artificially induced, cravings. Participants reported if they were experiencing a craving and rated the strength, vividness and intrusiveness of their craving. They then either played 'Tetris' or they waited for a computer program to load (they were told it would load, but it was designed not to). Before task completion, craving scores between conditions did not differ; after, however, participants who had played 'Tetris' had significantly lower craving and less vivid craving imagery. The findings support EI theory, showing that a visuospatial working memory load reduces naturally occurring cravings, and that Tetris might be a useful task for tackling cravings outside the laboratory. Methodologically, the findings show that craving can be studied in the laboratory without using craving induction procedures
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