5 research outputs found
Nucleosynthesis Predictions for Intermediate-Mass AGB Stars: Comparison to Observations of Type I Planetary Nebulae
Type I planetary nebulae (PNe) have high He/H and N/O ratios and are thought
to be descendants of stars with initial masses of ~3-8Msun. These
characteristics indicate that the progenitor stars experienced proton-capture
nucleosynthesis at the base of the convective envelope, in addition to the slow
neutron capture process operating in the He-shell (the s-process). We compare
the predicted abundances of elements up to Sr from models of intermediate-mass
asymptotic giant branch (AGB) stars to measured abundances in Type I PNe. In
particular, we compare predictions and observations for the light trans-iron
elements Se and Kr, in order to constrain convective mixing and the s-process
in these stars. A partial mixing zone is included in selected models to explore
the effect of a 13C pocket on the s-process yields. The solar-metallicity
models produce enrichments of [(Se, Kr)/Fe] < 0.6, consistent with Galactic
Type I PNe where the observed enhancements are typically < 0.3 dex, while lower
metallicity models predict larger enrichments of C, N, Se, and Kr. O
destruction occurs in the most massive models but it is not efficient enough to
account for the > 0.3 dex O depletions observed in some Type I PNe. It is not
possible to reach firm conclusions regarding the neutron source operating in
massive AGB stars from Se and Kr abundances in Type I PNe; abundances for more
s-process elements may help to distinguish between the two neutron sources. We
predict that only the most massive models would evolve into Type I PNe,
indicating that extra-mixing processes are active in lower-mass stars
(3-4Msun), if these stars are to evolve into Type I PNe.Comment: 39 pages, accepted for publication in Ap
The systematic evaluation of an embodied control interface for virtual reality
Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads). We present a novel embodied interface called the Limbic Chair. The chair is composed of two separate shells that allow the user’s legs to move independently while sitting. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. In the flight simulation scenario, the chair was associated with less body sway (i.e., less simulator sickness) and fewer head movements but also slower performance and higher workload. In all other comparisons, the Limbic Chair and gamepad were similar, showing the promise of the Chair for replacing some control functions traditionally executed using handheld devices
Transfer of complex skill learning from virtual to real rowing
Simulators are commonly used to train complex tasks. In particular, simulators are applied to train dangerous tasks, to save costs, and to investigate the impact of different factors on task performance. However, in most cases, the transfer of simulator training to the real task has not been investigated. Without a proof for successful skill transfer, simulators might not be helpful at all or even counter-productive for learning the real task. In this paper, the skill transfer of complex technical aspects trained on a scull rowing simulator to sculling on water was investigated. We assume if a simulator provides high fidelity rendering of the interactions with the environment even without augmented feedback, training on such a realistic simulator would allow similar skill gains as training in the real environment. These learned skills were expected to transfer to the real environment. Two groups of four recreational rowers participated. One group trained on water, the other group trained on a simulator. Within two weeks, both groups performed four training sessions with the same licensed rowing trainer. The development in performance was assessed by quantitative biomechanical performance measures and by a qualitative video evaluation of an independent, blinded trainer. In general, both groups could improve their performance on water. The used biomechanical measures seem to allow only a limited insight into the rowers' development, while the independent trainer could also rate the rowers' overall impression. The simulator quality and naturalism was confirmed by the participants in a questionnaire. In conclusion, realistic simulator training fostered skill gains to a similar extent as training in the real environment and enabled skill transfer to the real environment. In combination with augmented feedback, simulator training can be further exploited to foster motor learning even to a higher extent, which is subject to future work