99 research outputs found

    Absorbing systematic effects to obtain a better background model in a search for new physics

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    This paper presents a novel approach to estimate the Standard Model backgrounds based on modifying Monte Carlo predictions within their systematic uncertainties. The improved background model is obtained by altering the original predictions with successively more complex correction functions in signal-free control selections. Statistical tests indicate when sufficient compatibility with data is reached. In this way, systematic effects are absorbed into the new background model. The same correction is then applied on the Monte Carlo prediction in the signal region. Comparing this method to other background estimation techniques shows improvements with respect to statistical and systematical uncertainties. The proposed method can also be applied in other fields beyond high energy physics

    150 kW Class Solar Electric Propulsion Spacecraft Power Architecture Model

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    The National Aeronautics and Space Administration (NASA) Solar Electric Propulsion Technology Demonstration Mission in conjunction with PC Krause and Associates has created a Simulink-based power architecture model for a 50 kilo-Watt (kW) solar electric propulsion system. NASA has extended this model to investigate 150 kW solar electric propulsion systems. Increasing the power system capability from 50 kW to 150 kW better aligns with the anticipated power requirements for Mars and other deep space explorations. The high-power solar electric propulsion capability has been identified as a critical part of NASAs future beyond-low-Earth-orbit for human-crewed exploration missions. This paper presents multiple 150 kW architectures, simulation results, and a discussion of their merits

    Enhancing Perception of Complex Sculptural Forms using Interactive Real-time Ray tracing

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    This paper looks at experiments into using real-time ray tracing to significantly enhance shape perception of complex three-dimensional digitally created structures. The author is a computational artist whose artistic practice explores the creation of intricate organic three-dimensional forms using simulation of morphogenesis. The generated forms are often extremely detailed, comprising tens of millions of cellular primitives. This often makes depth perception of the resulting structures difficult. His practice has explored various techniques to create presentable artefacts from the data, including high resolution prints, animated videos, stereoscopic installations, 3D printing and virtual reality. The author uses ray tracing techniques to turn the 3D data created from his morphogenetic simulations into visible artefacts. This is typically a time-consuming process, taking from seconds to minutes to create a single frame. The latest generation of graphics processing units offer dedicated hardware to accelerate ray tracing calculations. This potentially allows the generation of ray traced images, including self-shadowed complex structures and multiple levels of transparency, from new viewpoints at frame rates capable of real-time interaction. The author presents the results of his experiments using this technology with the aim of providing significantly enhanced perception of his generated three-dimensional structures by allowing user-initiated interaction to generate novel views, and utilizing depth cues such as stereopsis, depth from motion and defocus blurring. The intention is for these techniques to be usable to present new exhibitable works in a gallery context

    Designing location based learning experiences for people with intellectual disabilities and additional sensory impairments

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    The research reported here is part of a larger project which seeks to combine serious games (or games based learning) with location based services to help people with intellectual disability and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games based learning approaches with location based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience

    The Golden String, Zeckendorf Representations, and the Sum of a Series

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    From the Editor's Perspective…

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    Field Science—the Nature and Utility of Scientific Fields

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