20,966 research outputs found
Study and production of polybenzimidazole billets, laminates, and cylinders
Mechanical properties and physical, chemical, and thermal tests of polybenzimidazole and carbon fabric laminates for spacecraft thermal insulatio
An observational test of common-envelope evolution
By analysing and modelling the change in the abundance ratio of
C/C and O/O on the surface of the lower mass star
of a binary during the common-envelope (CE) phase of evolution, we propose a
simple observational test of the CE scenario. The test is based on the infrared
measurement of either the C/C or O/O ratio of red
dwarfs in post-common envelope binaries (PCEB's). In certain cases
(main-sequence red dwarf secondaries in PCEB's without planetary nebulae), as
well as determining whether or not accretion has occurred during the CE phase,
we can determine the amount of mass accreted during the CE phase and hence the
initial mass of the red dwarf component prior to the CE phase. In the other
cases considered (low-mass red dwarfs in PCEB's and red dwarf's in PCEB's with
planetary nebulae) we can only say whether or not accretion has occurred during
the CE phase.Comment: uuencoded compressed postscript. The preprint are also available at
URL http://www.ast.cam.ac.uk/preprint/PrePrint.htm
Collaborative soft object manipulation for game engine-based virtual reality surgery simulators
In this paper we analyse and evaluate the capabilities of popular game engines to simulate and interact with soft objects. We discuss how these engines can be used for simulated surgical training applications, determine their shortcomings and make suggestions how game engines can be extended to make them more suitable for such applications
'Spheres of Influence' : An Interactive Musical Work
In this paper we describe the development of an interactive artwork which incorporates both a musical composition and software which provides a visual and aural accompaniment. The system uses physical modeling to implement a type of virtual 'sonic sculpture' which responds to musical input in a way which appears naturalistic. This work forms part of a larger project to use art to explore the potential of computers to develop interactive tools which support the development of creative musical skills
Seeing with sound? Exploring different characteristics of a visual-to-auditory sensory substitution device
Sensory substitution devices convert live visual images into auditory signals, for example with a web camera (to record the images), a computer (to perform the conversion) and headphones (to listen to the sounds). In a series of three experiments, the performance of one such device (‘The vOICe’) was assessed under various conditions on blindfolded sighted participants. The main task that we used involved identifying and locating objects placed on a table by holding a webcam (like a flashlight) or wearing it on the head (like a miner’s light). Identifying objects on a table was easier with a hand-held device, but locating the objects was easier with a head-mounted device. Brightness converted into loudness was less effective than the reverse contrast (dark being loud), suggesting that performance under these conditions (natural indoor lighting, novice users) is related more to the properties of the auditory signal (ie the amount of noise in it) than the cross-modal association between loudness and brightness. Individual differences in musical memory (detecting pitch changes in two sequences of notes) was related to the time taken to identify or recognise objects, but individual differences in self-reported vividness of visual imagery did not reliably predict performance across the experiments. In general, the results suggest that the auditory characteristics of the device may be more important for initial learning than visual associations
Visual SLAM Using Variance Grid Maps
An algorithm denoted Gamma-SLAM performs further processing, in real time, of preprocessed digitized images acquired by a stereoscopic pair of electronic cameras aboard an off-road robotic ground vehicle to build accurate maps of the terrain and determine the location of the vehicle with respect to the maps. Part of the name of the algorithm reflects the fact that the process of building the maps and determining the location with respect to them is denoted simultaneous localization and mapping (SLAM). Most prior real-time SLAM algorithms have been limited in applicability to (1) systems equipped with scanning laser range finders as the primary sensors in (2) indoor environments (or relatively simply structured outdoor environments). The few prior vision-based SLAM algorithms have been feature-based and not suitable for real-time applications and, hence, not suitable for autonomous navigation on irregularly structured terrain. The Gamma-SLAM algorithm incorporates two key innovations: Visual odometry (in contradistinction to wheel odometry) is used to estimate the motion of the vehicle. An elevation variance map (in contradistinction to an occupancy or an elevation map) is used to represent the terrain. The Gamma-SLAM algorithm makes use of a Rao-Blackwellized particle filter (RBPF) from Bayesian estimation theory for maintaining a distribution over poses and maps. The core idea of the RBPF approach is that the SLAM problem can be factored into two parts: (1) finding the distribution over robot trajectories, and (2) finding the map conditioned on any given trajectory. The factorization involves the use of a particle filter in which each particle encodes both a possible trajectory and a map conditioned on that trajectory. The base estimate of the trajectory is derived from visual odometry, and the map conditioned on that trajectory is a Cartesian grid of elevation variances. In comparison with traditional occupancy or elevation grid maps, the grid elevation variance maps are much better for representing the structure of vegetated or rocky terrain
The influence of gas expulsion and initial mass-segregation on the stellar mass-function of globular star clusters
Recently de Marchi, Paresce & Pulone (2007) studied a sample of twenty
globular clusters and found that all clusters with high concentrations have
steep stellar mass-functions while clusters with low concentration have
comparatively shallow mass-functions. No globular clusters were found with a
flat mass-function and high concentration. This seems curious since more
concentrated star clusters are believed to be dynamically more evolved and
should have lost more low-mass stars via evaporation, which would result in a
shallower mass-function in the low-mass part.
We show that this effect can be explained by residual-gas expulsion from
initially mass-segregated star clusters, and is enhanced further through
unresolved binaries. If gas expulsion is the correct mechanism to produce the
observed trend, then observation of these parameters would allow to constrain
cluster starting conditions such as star formation efficiency and the
time-scale of gas expulsion.Comment: accepted for publication in MNRAS, 10 pages, 6 figure
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