302 research outputs found

    Technology requirements of exploration beyond Neptune by solar sail propulsion

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    This paper provides a set of requirements for the technology development of a solar sail propelled Interstellar Heliopause Probe mission. The mission is placed in the context of other outer solar systems missions, ranging from a Kuiper Belt mission through to an Oort cloud mission. Mission requirements are defined and a detailed parametric trajectory analysis and launch date scan performed. Through analysis of the complete mission trade space a set of critical technology development requirements are identified which include an advanced lightweight composite High-Gain Antenna, a high-efficiency Ka-band travelling-wave tube amplifier and a radioisotope thermoelectric generator with power density of approximately 12 W/kg. It is also shown that the Interstellar Heliopause Probe mission necessitates the use of a spinning sail, limiting the direct application of current hardware development activities. A Kuiper Belt mission is then considered as a pre-curser to the Interstellar Heliopause Probe, while it is also shown through study of an Oort cloud mission that the Interstellar Heliopause Probe mission is the likely end-goal of any future solar sail technology development program. As such, the technology requirements identified to enable the Interstellar Heliopause Probe must be enabled through all prior missions, with each mission acting as an enabling facilitator towards the next

    Coherent interaction of laser pulses in a resonant optically dense extended medium under the regime of strong field-matter coupling

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    Nonstationary pump-probe interaction between short laser pulses propagating in a resonant optically dense coherent medium is considered. A special attention is paid to the case, where the density of two-level particles is high enough that a considerable part of the energy of relatively weak external laser-fields can be coherently absorbed and reemitted by the medium. Thus, the field of medium reaction plays a key role in the interaction processes, which leads to the collective behavior of an atomic ensemble in the strongly coupled light-matter system. Such behavior results in the fast excitation interchanges between the field and a medium in the form of the optical ringing, which is analogous to polariton beating in the solid-state optics. This collective oscillating response, which can be treated as successive beats between light wave-packets of different group velocities, is shown to significantly affect propagation and amplification of the probe field under its nonlinear interaction with a nearly copropagating pump pulse. Depending on the probe-pump time delay, the probe transmission spectra show the appearance of either specific doublet or coherent dip. The widths of these features are determined by the density-dependent field-matter coupling coefficient and increase during the propagation. Besides that, the widths of the coherent features, which appear close to the resonance in the broadband probe-spectrum, exceed the absorption-line width, since, under the strong-coupling regime, the frequency of the optical ringing exceeds the rate of incoherent relaxation. Contrary to the stationary strong-field effects, the density- and coordinate-dependent transmission spectra of the probe manifest the importance of the collective oscillations and cannot be obtained in the framework of the single-atom model.Comment: 10 pages, 8 figures, to be published in Phys. Rev.

    Creating wheelchair-controlled video games: challenges and opportunities when involving young people with mobility impairments and game design experts

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    Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers

    Using Games to Create Language Resources: Successes and Limitations of the Approach

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    Abstract One of the more novel approaches to collaboratively creating language resources in recent years is to use online games to collect and validate data. The most significant challenges collaborative systems face are how to train users with the necessary expertise and how to encourage participation on a scale required to produce high quality data comparable with data produced by “traditional ” experts. In this chapter we provide a brief overview of collaborative creation and the different approaches that have been used to create language resources, before analysing games used for this purpose. We discuss some key issues in using a gaming approach, including task design, player motivation and data quality, and compare the costs of each approach in terms of development, distribution and ongoing administration. In conclusion, we summarise the benefits and limitations of using a gaming approach to resource creation and suggest key considerations for evaluating its utility in different research scenarios

    A genome-wide DNA methylation signature for SETD1B-related syndrome

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    SETD1B is a component of a histone methyltransferase complex that specifically methylates Lys-4 of histone H3 (H3K4) and is responsible for the epigenetic control of chromatin structure and gene expression. De novo microdeletions encompassing this gene as well as de novo missense mutations were previously linked to syndromic intellectual disability (ID). Here, we identify a specific hypermethylation signature associated with loss of function mutations in the SETD1B gene which may be used as an epigenetic marker supporting the diagnosis of syndromic SETD1B-related diseases. We demonstrate the clinical utility of this unique epi-signature by reclassifying previously identified SETD1B VUS (variant of uncertain significance) in two patients

    A genome-wide DNA methylation signature for SETD1B-related syndrome

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    SETD1B is a component of a histone methyltransferase complex that specifically methylates Lys-4 of histone H3 (H3K4) and is responsible for the epigenetic control of chromatin structure and gene expression. De novo microdeletions encompassing this gene as well as de novo missense mutations were previously linked to syndromic intellectual disability (ID). Here, we identify a specific hypermethylation signature associated with loss of function mutations in the SETD1B gene which may be used as an epigenetic marker supporting the diagnosis of syndromic SETD1B-related diseases. We demonstrate the clinical utility of this unique epi-signature by reclassifying previously identified SETD1B VUS (variant of uncertain significance) in two patients
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