1,947 research outputs found

    Damped and sub-damped Lyman-α absorbers in z > 4 QSOs

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    We present the results of a survey of damped (DLA, log N(H I) > 20.3) and sub-damped Lyman-α systems (19.5 2.55 along the lines-of-sight to 77 quasars with emission redshifts in the range 4 19.5 were detected of which 40 systems are damped Lyman-α systems for an absorption length of ΔX = 378. About half of the lines of sight of this homogeneous survey have never been investigated for DLAs. We study the evolution with redshift of the cosmological density of the neutral gas and find, consistent with previous studies at similar resolution, that Ω_(DLA,HI) decreases at z > 3.5. The overall cosmological evolution of Ω_(HI) shows a peak around this redshift. The H I column density distribution for log N(H I) ≥ 20.3 is fitted, consistent with previous surveys, with a single power-law of index α ~ −1.8 ± 0.25. This power-law overpredicts data at the high-end and a second, much steeper, power-law (or a gamma function) is needed. There is a flattening of the function at lower H I column densities with an index of α ~ −1.4 for the column density range log N(H I) = 19.5−21. The fraction of H I mass in sub-DLAs is of the order of 30%. The H I column density distribution does not evolve strongly from z ~ 2.5 to z ~ 4.5

    A Novel Protocol-Authentication Algorithm Ruling Out a Man-in-the-Middle Attack in Quantum Cryptography

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    In this work we review the security vulnerability of Quantum Cryptography with respect to "man-in-the-middle attacks" and the standard authentication methods applied to counteract these attacks. We further propose a modified authentication algorithm which features higher efficiency with respect to consumption of mutual secret bits.Comment: 4 pages, submitted to the International Journal of Quantum Information, Proceedings of the meeting "Foundations of Quantum Information", Camerino, April 200

    Automated and unobtrusive measurement of physical activity in an interactive playground

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    © 2019 Promoting physical activity is one of the main goals of interactive playgrounds. To validate whether this goal is met, we need to measure the amount of physical player activity. Traditional methods of measuring activity, such as observations or annotations of game sessions, require time and personnel. Others, such as heart rate monitors and accelerometers, need to be worn by the player. In this paper, we investigate whether physical activity can be measured unobtrusively by tracking players using depth cameras and applying computer vision algorithms. In a user study with 32 players, we measure the players’ speed while playing a game of tag, and demonstrate that our measures correlate well with exertion measured using heart rate sensors. This makes the method an attractive alternative to either manual coding or the use of worn devices. We also compare our approach to other exertion measurement methods. Finally, we demonstrate and discuss its potential for automated, unobtrusive measurements and real-time game adaptation

    Photon bunching in parametric down-conversion with continuous wave excitation

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    The first direct measurement of photon bunching (g2 correlation function) in one output arm of a spontaneous-parametric-down-conversion source operated with a continuous pump laser in the single-photon regime is demonstrated. The result is in agreement with the statistics of a thermal field of the same coherence length, and shows the feasibility of investigating photon statistics with compact cw-pumped sources. Implications for entanglement-based quantum cryptography are discussed.Comment: 7 pages, 4 figures, expanded introduction and experimental details added. Accepted for publication in Phys.Rev.

    Virtual Meeting Rooms: From Observation to Simulation

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    Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting
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