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  1. 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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  2. 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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  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.)
    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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  5. Fish maintain high swimming efficiencies over a wide range of speeds. A key to this achievement is their flexibility, yet even flexible robotic fish trail real fish in terms of performance. Here, we explore how fish leverage tunable flexibility by using their muscles to modulate the stiffness of their tails to achieve efficient swimming. We derived a model that explains how and why tuning stiffness affects performance. We show that to maximize efficiency, muscle tension should scale with swimming speed squared, offering a simple tuning strategy for fish-like robots. Tuning stiffness can double swimming efficiency at tuna-like frequencies and speeds (0 to 6 hertz; 0 to 2 body lengths per second). Energy savings increase with frequency, suggesting that high-frequency fish-like robots have the most to gain from tuning stiffness.

     
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  6. A<sc>bstract</sc>

    A search for pair production of squarks or gluinos decaying via sleptons or weak bosons is reported. The search targets a final state with exactly two leptons with same-sign electric charge or at least three leptons without any charge requirement. The analysed data set corresponds to an integrated luminosity of 139 fb1of proton-proton collisions collected at a centre-of-mass energy of 13 TeV with the ATLAS detector at the LHC. Multiple signal regions are defined, targeting several SUSY simplified models yielding the desired final states. A single control region is used to constrain the normalisation of theWZ+ jets background. No significant excess of events over the Standard Model expectation is observed. The results are interpreted in the context of several supersymmetric models featuring R-parity conservation or R-parity violation, yielding exclusion limits surpassing those from previous searches. In models considering gluino (squark) pair production, gluino (squark) masses up to 2.2 (1.7) TeV are excluded at 95% confidence level.

     
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    Free, publicly-accessible full text available February 1, 2025
  7. Abstract

    The Neptune Odyssey mission concept is a Flagship-class orbiter and atmospheric probe to the Neptune–Triton system. This bold mission of exploration would orbit an ice-giant planet to study the planet, its rings, small satellites, space environment, and the planet-sized moon Triton. Triton is a captured dwarf planet from the Kuiper Belt, twin of Pluto, and likely ocean world. Odyssey addresses Neptune system-level science, with equal priorities placed on Neptune, its rings, moons, space environment, and Triton. Between Uranus and Neptune, the latter is unique in providing simultaneous access to both an ice giant and a Kuiper Belt dwarf planet. The spacecraft—in a class equivalent to the NASA/ESA/ASI Cassini spacecraft—would launch by 2031 on a Space Launch System or equivalent launch vehicle and utilize a Jupiter gravity assist for a 12 yr cruise to Neptune and a 4 yr prime orbital mission; alternatively a launch after 2031 would have a 16 yr direct-to-Neptune cruise phase. Our solution provides annual launch opportunities and allows for an easy upgrade to the shorter (12 yr) cruise. Odyssey would orbit Neptune retrograde (prograde with respect to Triton), using the moon's gravity to shape the orbital tour and allow coverage of Triton, Neptune, and the space environment. The atmospheric entry probe would descend in ∼37 minutes to the 10 bar pressure level in Neptune's atmosphere just before Odyssey's orbit-insertion engine burn. Odyssey's mission would end by conducting a Cassini-like “Grand Finale,” passing inside the rings and ultimately taking a final great plunge into Neptune's atmosphere.

     
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