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Creators/Authors contains: "Rodriguez, Samuel"

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  1. In virtual environments, many social cues (e.g. gestures, eye contact, and proximity) are currently conveyed visually or auditorily. Indicating social cues in other modalities, such as haptic cues to complement visual or audio signals, will help to increase VR’s accessibility and take advantage of the platform’s inherent flexibility. However, accessibility implementations in social VR are often siloed by single sensory modalities. To broaden the accessibility of social virtual reality beyond replacing one sensory modality with another, we identified a subset of social cues and built tools to enhance them allowing users to switch between modalities to choose how these cues are represented. Because consumer VR uses primarily visual and auditory stimuli, we started with social cues that were not accessible for blind and low vision (BLV) and d/Deaf and hard of hearing (DHH) people, and expanded how they could be represented to accommodate a number of needs. We describe how these tools were designed around the principle of social cue switching, and a standard distribution method to amplify reach. 
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  2. Abstract We present a major update to the Simulating eXtreme Spacetimes (SXS) Collaboration’s catalog of binary black hole simulations. Using highly efficient spectral methods implemented in the Spectral Einstein Code (SpEC), we have nearly doubled the total number of binary configurations from 2,018 to 3,756. The catalog now more densely covers the parameter space with precessing simulations up to mass ratio q = 8 and dimensionless spins up to |χ⃗| ≤ 0.8 with near-zero eccentricity. The catalog also includes some simulations at higher mass ratios with moderate spin and more than 250 eccentric simulations. We have also deprecated and rerun some simulations from our previous catalog (e.g., simulations run with a much older version of SpEC or that had anomalously high errors in the waveform). The median waveform difference (which is similar to the mismatch) between resolutions over the simulations in the catalog is 4 × 10−4. The simulations have a median of 22 orbits, while the longest simulation has 148 orbits. We have corrected each waveform in the catalog to be in the binary’s center-of-mass frame and exhibit gravitational-wave memory. We estimate the total CPU cost of all simulations in the catalog to be 480,000,000 core-hours. We find that using spectral methods for binary black hole simulations is over 1,000 times more efficient than previously published finite-difference simulations. The full catalog is publicly available through the sxs Python package and at https://data.black-holes.org . 
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  3. Abstract Brownian coating thermal noise in detector test masses is limiting the sensitivity of current gravitational-wave detectors on Earth. Therefore, accurate numerical models can inform the ongoing effort to minimize Brownian coating thermal noise in current and future gravitational-wave detectors. Such numerical models typically require significant computational resources and time, and often involve closed-source commercial codes. In contrast, open-source codes give complete visibility and control of the simulated physics, enable direct assessment of the numerical accuracy, and support the reproducibility of results. In this article, we use the open-sourceSpECTREnumerical relativity code and adopt a novel discontinuous Galerkin numerical method to model Brownian coating thermal noise. We demonstrate thatSpECTREachieves significantly higher accuracy than a previous approach at a fraction of the computational cost. Furthermore, we numerically model Brownian coating thermal noise in multiple sub-wavelength crystalline coating layers for the first time. Our new numerical method has the potential to enable fast exploration of realistic mirror configurations, and hence to guide the search for optimal mirror geometries, beam shapes and coating materials for gravitational-wave detectors. 
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