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  1. Pulsar timing arrays are sensitive to low-frequency gravitational waves (GWs), such as those produced by supermassive binary black holes at subparsec separations. The incoherent superposition of GWs emitted by a cosmological population of these sources produces a gravitational wave background (GWB), while some individual sources may be resolvable as deterministic signals with slowly varying GW frequencies, which are often referred to as “continuous waves” (CWs). The F p -statistic is a frequentist method of detecting these CWs. In this paper, we study how the presence of pulsar red noise and a GWB affect the F p -statistic. We compare results when marginalizing over the red noise and using the maximum-likelihood values of the red noise, and find little difference between the two. We also present results of using the F p -statistic to analyze the NANOGrav 12.5-year dataset, where we find no evidence for CWs in agreement with the previously published Bayesian results. 
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    Free, publicly-accessible full text available April 1, 2027
  2. Reversible radical deactivation during gelation narrows the chain length distribution of polymer networks, compromising stress delocalization, energy dissipation, and fracture toughness. 
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  3. Virtual economies with 3D assets have been studied for decades, often in the context of entertainment, but the concept of the metaverse as a workplace platform has only recently begun to take hold. This research addresses a gap in our understanding of how the enhanced ability for impression management in the metaverse workplace may relate to worker well-being and equity. We explore how demographics and previous virtual meeting (VM) experiences relate to people's valuation of self-presentation in the metaverse, reflected by willingness to pay for avatar customizations in a work context. Survey responses from a general population of adults (n = 553) suggest that the valuation of avatar customization in the metaverse workplace was predicted by VM fatigue, gamers' propensity to purchase virtual items, and demographics. People of color and women exhibited higher intentions to purchase avatar customization in the metaverse workplace. These results support the reasoning that the demand for impression management in the metaverse workplace will likely motivate avatar customization, and that gamers are likely to be the early adopters of paid avatar customization options in the non-game metaverse. This study contributes to an understanding of the role avatar customization has for a self-presentation strategy to meet norms in the future metaverse workplace. We discuss implications of VM fatigue and self-presentation concerns from the perspective of an equitable avatar-mediated workplace. 
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