971 research outputs found

    Production rates of neon xenon isotopes by energetic neutrons

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    As a first step in an experimental program to study the behavior of noble gases produced in situ in minerals, a suite of minerals and pure chemicals were irradiated with 14.5 MeV neutrons at LLNL's Rotating Target Neutron Source (RTNS-II) and production rates for noble gases were determined. While neutron effects in meteorites and lunar samples are dominated by low-energy neutron capture, more energetic cosmic-ray secondary neutrons can provide significant depth-dependent contributions to production of cosmogenic nuclides through endothermic reactions such as (n,2n), (n,np), (n,d) and (n,alpha). Production rates for nuclides produced by cosmic-ray secondary neutrons are therefore useful in interpreting shielding histories from the relative abundances of cosmogenic nuclides. Absolute production cross sections were calculated from isotope dilution analyses of NaCl, Mg, CsCl, and Ba(NO3)2 samples, assuming purity, stoichiometry, and quantitative noble gas retention and extraction. Relative production cross sections determined from neon isotopic ratios in the mineral samples were also considered in evaluating the neon production cross sections. Results are presented

    Aquaculture Thesaurus: Descriptors Used in the National Aquaculture Information System

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    The Aquaculture Thesaurus consists of the descriptors used in entering material into the National Aquaculture Information System {NAIS). Terms have been arranged in a format similar to that used in the Thesaurus of Water Resources Terms published by the U. S. Department of the Interior. The National Aquaculture Information System is a NOAA project which provides computer assisted access to a broad range of information on growing marine, brackish and freshwater organisms. It was developed to answer the need for a centralized source of information in the U.S., and anyone with a need for information on aquaculture can use it

    Evaluation of quasi-square wave inverter as a power source for induction motors

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    The relative merits of quasi-square wave inverter-motor technology versus a sine wave inverter-motor system were investigated. The empirical results of several tests on various sizes of wye-wound induction motors are presented with mathematical analysis to support the conclusions of the study. It was concluded that, within the limitations presented, the quasi-square wave inverter-motor system is superior to the more complex sine wave system for most induction motor applications in space

    A Surface Reconstruction with a Fractional Hole: (5×5)R26.6∘(\sqrt{5}\times\sqrt{5}) R26.6^\circ LaAlO3_3 (001)

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    The structure of the (5×5)R26.6∘(\sqrt{5}\times\sqrt{5})R26.6^\circ reconstruction of LaAlO3_3 (001) has been determined using transmission electron diffraction combined with direct methods. The structure is relatively simple, consisting of a lanthanum oxide termination with one lanthanum cation vacancy per surface unit cell. The electronic structure is unusual since a fractional number of holes or atomic occupancies per surface unit cell are required to achieve charge neutrality. Density functional calculations indicate that the charge compensation mechanism occurs by means of highly delocalized holes. The surface contains no oxygen vacancies and with a better than 99% confidence level, the holes are not filled with hydrogen. The reconstruction can be understood in terms of expulsion of the more electropositive cation from the surface followed by an increased covalency between the remaining surface lanthanum atoms and adjacent oxygen atoms.Comment: 4 Pages, 3 Figure

    The Rocketbox Library and the Utility of Freely Available Rigged Avatars

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    As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. Avatars, virtual representations of humans, are widely used in VR applications. Furthermore many research areas ranging from crowd simulation to neuroscience, psychology, or sociology have used avatars to investigate new theories or to demonstrate how they influence human performance and interactions. We divide this paper in two main parts: the first one gives an overview of the different methods available to create and animate avatars. We cover the current main alternatives for face and body animation as well introduce upcoming capture methods. The second part presents the scientific evidence of the utility of using rigged avatars for embodiment but also for applications such as crowd simulation and entertainment. All in all this paper attempts to convey why rigged avatars will be key to the future of VR and its wide adoption
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