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Creators/Authors contains: "Smith, H"

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  1. Free, publicly-accessible full text available May 8, 2026
  2. The Milky Way’s Central Molecular Zone (CMZ) differs dramatically from our local solar neighbourhood, both in the extreme interstellar medium conditions it exhibits (e.g. high gas, stellar, and feedback density) and in the strong dynamics at play (e.g. due to shear and gas influx along the bar). Consequently, it is likely that there are large-scale physical structures within the CMZ that cannot form elsewhere in the Milky Way. In this paper, we present new results from the Atacama Large Millimeter/submillimeter Array (ALMA) large programme ACES (ALMA CMZ Exploration Survey) and conduct a multi-wavelength and kinematic analysis to determine the origin of the M0.8–0.2 ring, a molecular cloud with a distinct ring-like morphology. We estimate the projected inner and outer radii of the M0.8–0.2 ring to be 79″ and 154″, respectively (3.1 pc and 6.1 pc at an assumed Galactic Centre distance of 8.2 kpc) and calculate a mean gas density >104cm−3, a mass of ~106M, and an expansion speed of ~20 km s−1, resulting in a high estimated kinetic energy (>1051erg) and momentum (>107Mkm s−1). We discuss several possible causes for the existence and expansion of the structure, including stellar feedback and large-scale dynamics. We propose that the most likely cause of the M0.8–0.2 ring is a single high-energy hypernova explosion. To viably explain the observed morphology and kinematics, such an explosion would need to have taken place inside a dense, very massive molecular cloud, the remnants of which we now see as the M0.8–0.2 ring. In this case, the structure provides an extreme example of how supernovae can affect molecular clouds. 
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    Free, publicly-accessible full text available November 1, 2025
  3. null (Ed.)
    The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors’ prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables teachers and students to play, create, and experience technology-augmented learning activities. This paper describes a 14-week Game Play and Design professional development program in which middle school teachers played, designed, tested, and implemented mathematics games in the classroom with their own students. Examples are included of teacher-created games, feedback from the students’ experience designing games, and evidence of student learning gains from playing teacher-created games. This work provides a pedagogical approach for educators and students that utilizes the benefits of mobile technologies and collaborative learning through games to develop students’ higher-level thinking in STEM classrooms. 
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  4. null (Ed.)
    The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors’ prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables teachers and students to play, create, and experience technology-augmented learning activities. This paper describes a 14-week Game Play and Design professional development program in which middle school teachers played, designed, tested, and implemented mathematics games in the classroom with their own students. Examples are included of teacher-created games, feedback from the students’ experience designing games, and evidence of student learning gains from playing teacher-created games. This work provides a pedagogical approach for educators and students that utilizes the benefits of mobile technologies and collaborative learning through games to develop students’ higher-level thinking in STEM classrooms. 
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  5. Abstract We report a timing analysis of near-infrared (NIR), X-ray, and submillimeter data during a 3 day coordinated campaign observing Sagittarius A*. Data were collected at 4.5 μ m with the Spitzer Space Telescope, 2–8 keV with the Chandra X-ray Observatory, 3–70 keV with NuSTAR, 340 GHz with ALMA, and 2.2 μ m with the GRAVITY instrument on the Very Large Telescope Interferometer. Two dates show moderate variability with no significant lags between the submillimeter and the infrared at 99% confidence. A moderately bright NIR flare ( F K ∼ 15 mJy) was captured on July 18 simultaneous with an X-ray flare ( F 2−10 keV ∼ 0.1 counts s −1 ) that most likely preceded bright submillimeter flux ( F 340 GHz ∼ 5.5 Jy) by about + 34 − 33 + 14 minutes at 99% confidence. The uncertainty in this lag is dominated by the fact that we did not observe the peak of the submillimeter emission. A synchrotron source cooled through adiabatic expansion can describe a rise in the submillimeter once the synchrotron self-Compton NIR and X-ray peaks have faded. This model predicts high GHz and THz fluxes at the time of the NIR/X-ray peak and electron densities well above those implied from average accretion rates for Sgr A*. However, the higher electron density postulated in this scenario would be in agreement with the idea that 2019 was an extraordinary epoch with a heightened accretion rate. Since the NIR and X-ray peaks can also be fit by a nonthermal synchrotron source with lower electron densities, we cannot rule out an unrelated chance coincidence of this bright submillimeter flare with the NIR/X-ray emission. 
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  6. null (Ed.)
    Effective storytelling relies on engagement and interaction. This work develops an automated software platform for telling stories to children and investigates the impact of two design choices on children’s engagement and willingness to interact with the system: story distribution and the use of complex gesture. A storyteller condition compares stories told in a third person, narrator voice with those distributed between a narrator and first-person story characters. Basic gestures are used in all our storytellings, but, in a second factor, some are augmented with gestures that indicate conversational turn changes, references to other characters and prompt children to ask questions. An analysis of eye gaze indicates that children attend more to the story when a distributed storytelling model is used. Gesture prompts appear to encourage children to ask questions, something that children did, but at a relatively low rate. Interestingly, the children most frequently asked “why” questions. Gaze switching happened more quickly when the story characters began to speak than for narrator turns. These results have implications for future agent-based storytelling system research. 
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  7. Free, publicly-accessible full text available March 1, 2026