10,771 research outputs found

    Handbook on Hypergolic Propellant Discharges and Disposal

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    The efficiency of all treatment methods formerly or currently used in treating chemical wastes is assessed with emphasis on the disposal of hypergolic propellants. Maximum focus is on the space shuttle propellants MMH and N2O4. Except for hydrogen peroxide oxidizers, all the propellants are nitrogen based and can be potentially reduced to valuable plant nutrients. In theory, all the propellants can be reduced to carbon, hydrogen, nitrogen, and oxygen, except of fuming nitric acid which contains a small amount of fluorine. Appendices cover: (1) a general design criteria for disposal ponds; (2) thermal aspects of reaction in dilute solution; (3) gas bubble growth, detachment, and rise (4) absorption scrubber fundamentals and descriptions; (5) separation of a propellant vapor from a helium stream by permeation; and (6) atmospheric emission limits

    Critical Points in the Linear Sigma Model with Quarks

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    We employ a simple effective model to study the chiral dynamics of two flavors of quarks at finite temperature and density. In particular, we determine the phase diagram in the plane of temperature and baryon chemical potential as a function of the pion mass. An interesting phase structure occurs which results in zero, one or two critical points depending on the value of the vacuum pion mass.Comment: 16 pages plus 5 figure

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Viewpoint consistency in Z and LOTOS: A case study

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    Specification by viewpoints is advocated as a suitable method of specifying complex systems. Each viewpoint describes the envisaged system from a particular perspective, using concepts and specification languages best suited for that perspective. Inherent in any viewpoint approach is the need to check or manage the consistency of viewpoints and to show that the different viewpoints do not impose contradictory requirements. In previous work we have described a range of techniques for consistency checking, refinement, and translation between viewpoint specifications, in particular for the languages LOTOS and Z. These two languages are advocated in a particular viewpoint model, viz. that of the Open Distributed Processing (ODP) reference model. In this paper we present a case study which demonstrates how all these techniques can be combined in order to show consistency between a viewpoint specified in LOTOS and one specified in Z. Keywords: Viewpoints; Consistency; Z; LOTOS; ODP

    3D Computational Ghost Imaging

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    Computational ghost imaging retrieves the spatial information of a scene using a single pixel detector. By projecting a series of known random patterns and measuring the back reflected intensity for each one, it is possible to reconstruct a 2D image of the scene. In this work we overcome previous limitations of computational ghost imaging and capture the 3D spatial form of an object by using several single pixel detectors in different locations. From each detector we derive a 2D image of the object that appears to be illuminated from a different direction, using only a single digital projector as illumination. Comparing the shading of the images allows the surface gradient and hence the 3D form of the object to be reconstructed. We compare our result to that obtained from a stereo- photogrammetric system utilizing multiple high resolution cameras. Our low cost approach is compatible with consumer applications and can readily be extended to non-visible wavebands.Comment: 13pages, 4figure
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