299 research outputs found

    Irreversible Quantum Baker Map

    Get PDF
    We propose a generalization of the model of classical baker map on the torus, in which the images of two parts of the phase space do overlap. This transformation is irreversible and cannot be quantized by means of a unitary Floquet operator. A corresponding quantum system is constructed as a completely positive map acting in the space of density matrices. We investigate spectral properties of this super-operator and their link with the increase of the entropy of initially pure states.Comment: 4 pages, 3 figures include

    Experimental simulation of quantum graphs by microwave networks

    Full text link
    We present the results of experimental and theoretical study of irregular, tetrahedral microwave networks consisting of coaxial cables (annular waveguides) connected by T-joints. The spectra of the networks were measured in the frequency range 0.0001-16 GHz in order to obtain their statistical properties such as the integrated nearest neighbor spacing distribution and the spectral rigidity. The comparison of our experimental and theoretical results shows that microwave networks can simulate quantum graphs with time reversal symmetry. In particular, we use the spectra of the microwave networks to study the periodic orbits of the simulated quantum graphs. We also present experimental study of directional microwave networks consisting of coaxial cables and Faraday isolators for which the time reversal symmetry is broken. In this case our experimental results indicate that spectral statistics of directional microwave networks deviate from predictions of Gaussian orthogonal ensembles (GOE) in random matrix theory approaching, especially for small eigenfrequency spacing s, results for Gaussian unitary ensembles (GUE). Experimental results are supported by the theoretical analysis of directional graphs.Comment: 16 pages, 7 figures, to be published in Phys. Rev.

    Optic neuropathy and congenital glaucoma associated with probable Zika virus infection in Venezuelan patients

    Get PDF
    Introduction: Although the current Zika virus (ZIKV) epidemic is a major public health concern, most reports have focused on congenital ZIKV syndrome, its most devastating manifestation. Severe ocular complications associated with ZIKV infections and possible pathogenetic factors are rarely described. Here, we describe three Venezuelan patients who developed severe ocular manifestations following ZIKV infections. We also analyse their serological response to ZIKV and dengue virus (DENV). Case presentation: One adult with bilateral optic neuritis, a child of 4 years of age with retrobulbar neuritis [corrected]. and a newborn with bilateral congenital glaucoma had a recent history of an acute exanthematous infection consistent with ZIKV infection. The results of ELISA tests indicated that all patients were seropositive for ZIKV and four DENV serotypes. Conclusion: Patients with ZIKV infection can develop severe ocular complications. Anti-DENV antibodies from previous infections could play a role in the pathogenesis of these complications. Well-designed epidemiological studies are urgently needed to measure the risk of ZIKV ocular complications and confirm whether they are associated with the presence of anti-flaviviral antibodies

    Non-congenital severe ocular complications of Zika virus infection

    Get PDF
    In 2016, during a major Zika virus (ZIKV) outbreak in Maracaibo, Venezuela, a 49-year-old woman and an unrelated 4-year-old boy developed bilateral optic neuritis 2–3 weeks after presenting an acute febrile illness characterized by low-grade fever, rash and myalgia [1]. Both patients presented sudden, painless bilateral loss of vision with no corneal or uveal abnormalities. Fundoscopic examination revealed oedema of the optic nerve and optic disc pallor. Optical coherence tomography confirmed bilateral optic nerve head swelling in the case of the adult, but it was not carried out in the child. Automated perimetry performed in the adult revealed bilateral diffuse visual field loss. Magnetic resonance imaging of the brain in both cases was unremarkable. Both patients were diagnosed with bilateral optic neuritis of possible infectious or parainfectious origin. Differential diagnoses that were considered and subsequently discarded included arteritic and non-arteritic ischaemic optic neuropathy, and brain disorders such as multiple sclerosis and brain tumours. Both patients were seropositive for anti-ZIKV IgG and seronegative for anti-ZIKV IgM. In addition, both patients were positive for anti-dengue virus (DENV) IgG for all four DENV serotypes. Management included intravenous methylprednisolone for 3 days, followed by oral prednisolone for 11 days. Although the patients presented a modest improvement in their vision, they continued to have visual impairment after several months of follow-up [1]

    Internet Gaming Disorder in children and adolescents

    Get PDF
    The American Psychiatric Association recently included Internet gaming disorder (IGD) as a potential diagnosis, recommending that further study be conducted to help illuminate it more clearly. This paper is a summary of the review undertaken by the IGD Working Group as part of the 2015 National Academy of Sciences Sackler Colloquium on Digital Media and Developing Minds. By using measures based on or similar to the IGD definition, we found that prevalence rates range between ∼1% and 9%, depending on age, country, and other sample characteristics. The etiology of IGD is not well-understood at this time, although it appears that impulsiveness and high amounts of time gaming may be risk factors. Estimates for the length of time the disorder can last vary widely, but it is unclear why. Although the authors of several studies have demonstrated that IGD can be treated, no randomized controlled trials have yet been published, making any definitive statements about treatment impossible. IGD does, therefore, appear to be an area in which additional research is clearly needed. We discuss several of the critical questions that future research should address and provide recommendations for clinicians, policy makers, and educators on the basis of what we know at this time

    Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior

    Get PDF
    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy

    None in Three: The Design and Development of a Low-cost Violence Prevention Game for the Caribbean Region

    Get PDF
    Domestic violence is a persistent and universal problem occurring in every culture and social group, with lack of empathy identified as a contributing factor. On average, one in three women and girls in the Caribbean experience domestic violence in their lifetime. In this paper we demonstrate the techniques used during the creation of a low-cost, violence prevention game titled None in Three, targeted at enhancing empathy and awareness among young people in Barbados and Grenada. A research trip was undertaken to gather photographic reference and to meet with young people. Methods to measure the emotional state of players and awareness of characters in-game were explored. Cost-saving measures such as asset store purchases were evaluated. Custom tools were created in order to speed up production, including a bespoke event editor for multiple-choice dialogue sequences, and the use of motion capture libraries and auto-rigging tools to speed up character animation workflows
    corecore