40,384 research outputs found
A renormalisation group method. II. Approximation by local polynomials
This paper is the second in a series devoted to the development of a rigorous
renormalisation group method for lattice field theories involving boson fields,
fermion fields, or both. The method is set within a normed algebra
of functionals of the fields. In this paper, we develop a general
method---localisation---to approximate an element of by a local
polynomial in the fields. From the point of view of the renormalisation group,
the construction of the local polynomial corresponding to in
amounts to the extraction of the relevant and marginal parts of . We prove
estimates relating and its corresponding local polynomial, in terms of the
semi-norm introduced in part I of the series.Comment: 30 page
Facilitating open plot structures in story driven video games using situation generation
Story driven video games are rising in popularity, along with the players desire to make meaningful choice within the plot and therefore become more involved and immersed within the experience. This paper investigates the problems which arise from implementing interactive narrative within video games and potential techniques to solve those problems. The main focus of the study was the situation generation technique, used to maintain the continuity within open, emergent plot structures, using behaviour trees as a means to implement and traverse plot sequences. The ISGEngine was developed during the course of this study in order to implement and evaluate the situation generation technique
An fMRI Compatible Touchscreen to Measure Hand Kinematics During a Complex Drawing Task
ACKNOWLEDGMENTS This study was funded by the Northwood Trust and the Aberdeen Biomedical Imaging Centre, University of Aberdeen. GDW is part of the SINASPE collaboration (Scottish Imaging Network - A Platform for Scientific Excellence www.SINAPSE.ac.uk). The authors thank Baljit Jagpal, Nichola Crouch, Beverly Maclennan and Katrina Klaasen for their help with running the experiment and Dawn Younie and Teresa Morris for their help with recruitment and scheduling. We also thank the participants for their generous participation.Peer reviewedPublisher PD
The strong interaction limit of continuous-time weakly self-avoiding walk
The strong interaction limit of the discrete-time weakly self-avoiding walk
(or Domb--Joyce model) is trivially seen to be the usual strictly self-avoiding
walk. For the continuous-time weakly self-avoiding walk, the situation is more
delicate, and is clarified in this paper. The strong interaction limit in the
continuous-time setting depends on how the fugacity is scaled, and in one
extreme leads to the strictly self-avoiding walk, in another to simple random
walk. These two extremes are interpolated by a new model of a self-repelling
walk that we call the "quick step" model. We study the limit both for walks
taking a fixed number of steps, and for the two-point function
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