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Astronomie in Theorie Und Praxis 8. Auflage in Zwei Bänden Erik Wischnewski
Astronomie in Theorie und Praxis 8. Auflage in zwei Bänden Erik Wischnewski Inhaltsverzeichnis 1 Beobachtungen mit bloßem Auge 37 Motivation 37 Hilfsmittel 38 Drehbare Sternkarte Bücher und Atlanten Kataloge Planetariumssoftware Elektronischer Almanach Sternkarten 39 2 Atmosphäre der Erde 49 Aufbau 49 Atmosphärische Fenster 51 Warum der Himmel blau ist? 52 Extinktion 52 Extinktionsgleichung Photometrie Refraktion 55 Szintillationsrauschen 56 Angaben zur Beobachtung 57 Durchsicht Himmelshelligkeit Luftunruhe Beispiel einer Notiz Taupunkt 59 Solar-terrestrische Beziehungen 60 Klassifizierung der Flares Korrelation zur Fleckenrelativzahl Luftleuchten 62 Polarlichter 63 Nachtleuchtende Wolken 64 Haloerscheinungen 67 Formen Häufigkeit Beobachtung Photographie Grüner Strahl 69 Zodiakallicht 71 Dämmerung 72 Definition Purpurlicht Gegendämmerung Venusgürtel Erdschattenbogen 3 Optische Teleskope 75 Fernrohrtypen 76 Refraktoren Reflektoren Fokus Optische Fehler 82 Farbfehler Kugelgestaltsfehler Bildfeldwölbung Koma Astigmatismus Verzeichnung Bildverzerrungen Helligkeitsinhomogenität Objektive 86 Linsenobjektive Spiegelobjektive Vergütung Optische Qualitätsprüfung RC-Wert RGB-Chromasietest Okulare 97 Zusatzoptiken 100 Barlow-Linse Shapley-Linse Flattener Spezialokulare Spektroskopie Herschel-Prisma Fabry-Pérot-Interferometer Vergrößerung 103 Welche Vergrößerung ist die Beste? Blickfeld 105 Lichtstärke 106 Kontrast Dämmerungszahl Auflösungsvermögen 108 Strehl-Zahl Luftunruhe (Seeing) 112 Tubusseeing Kuppelseeing Gebäudeseeing Montierungen 113 Nachführfehler -
Durham E-Theses
Durham E-Theses First visibility of the lunar crescent and other problems in historical astronomy. Fatoohi, Louay J. How to cite: Fatoohi, Louay J. (1998) First visibility of the lunar crescent and other problems in historical astronomy., Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/996/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk me91 In the name of Allah, the Gracious, the Merciful >° 9 43'' 0' eji e' e e> igo4 U61 J CO J: lic 6..ý v Lo ý , ý.,, "ý J ýs ýºý. ur ý,r11 Lýi is' ý9r ZU LZJE rju No disaster can befall on the earth or in your souls but it is in a book before We bring it into being; that is easy for Allah. In order that you may not grieve for what has escaped you, nor be exultant at what He has given you; and Allah does not love any prideful boaster. -
Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character. -
Naming the Extrasolar Planets
Naming the extrasolar planets W. Lyra Max Planck Institute for Astronomy, K¨onigstuhl 17, 69177, Heidelberg, Germany [email protected] Abstract and OGLE-TR-182 b, which does not help educators convey the message that these planets are quite similar to Jupiter. Extrasolar planets are not named and are referred to only In stark contrast, the sentence“planet Apollo is a gas giant by their assigned scientific designation. The reason given like Jupiter” is heavily - yet invisibly - coated with Coper- by the IAU to not name the planets is that it is consid- nicanism. ered impractical as planets are expected to be common. I One reason given by the IAU for not considering naming advance some reasons as to why this logic is flawed, and sug- the extrasolar planets is that it is a task deemed impractical. gest names for the 403 extrasolar planet candidates known One source is quoted as having said “if planets are found to as of Oct 2009. The names follow a scheme of association occur very frequently in the Universe, a system of individual with the constellation that the host star pertains to, and names for planets might well rapidly be found equally im- therefore are mostly drawn from Roman-Greek mythology. practicable as it is for stars, as planet discoveries progress.” Other mythologies may also be used given that a suitable 1. This leads to a second argument. It is indeed impractical association is established. to name all stars. But some stars are named nonetheless. In fact, all other classes of astronomical bodies are named. -
Game Enforcer Is Just a Group of People Providing You with Information and Telling You About the Latest Games
magazine you will see the coolest ads and Letter from The the most legit info articles you can ever find. Some of the ads include Xbox 360 skins Editor allowing you to customize your precious baby. Another ad is that there is an amazing Ever since I decided to do a magazine I ad on Assassins Creed Brotherhood and an already had an idea in my head and that idea amazing ad on Clash Of Clans. There is is video games. I always loved video games articles on a strategy game called Sid Meiers it gives me something to do it entertains me Civilization 5. My reason for this magazine and it allows me to think and focus on that is to give you fans of this magazine a chance only. Nowadays the best games are the ones to learn more about video games than any online ad can tell you and also its to give you a chance to see the new games coming out or what is starting to be making. Game Enforcer is just a group of people providing you with information and telling you about the latest games. We have great ads that we think you will enjoy and we hope you enjoy them so much you buy them and have fun like so many before. A lot of the games we with the best graphics and action. Everyone likes video games so I thought it would be good to make a magazine on video games. Every person who enjoys video games I expect to buy it and that is my goal get the most sales and the best ratings than any other video game magazine. -
Livre-Ovni.Pdf
UN MONDE BIZARRE Le livre des étranges Objets Volants Non Identifiés Chapitre 1 Paranormal Le paranormal est un terme utilisé pour qualifier un en- mé n'est pas considéré comme paranormal par les semble de phénomènes dont les causes ou mécanismes neuroscientifiques) ; ne sont apparemment pas explicables par des lois scien- tifiques établies. Le préfixe « para » désignant quelque • Les différents moyens de communication avec les chose qui est à côté de la norme, la norme étant ici le morts : naturels (médiumnité, nécromancie) ou ar- consensus scientifique d'une époque. Un phénomène est tificiels (la transcommunication instrumentale telle qualifié de paranormal lorsqu'il ne semble pas pouvoir que les voix électroniques); être expliqué par les lois naturelles connues, laissant ain- si le champ libre à de nouvelles recherches empiriques, à • Les apparitions de l'au-delà (fantômes, revenants, des interprétations, à des suppositions et à l'imaginaire. ectoplasmes, poltergeists, etc.) ; Les initiateurs de la parapsychologie se sont donné comme objectif d'étudier d'une manière scientifique • la cryptozoologie (qui étudie l'existence d'espèce in- ce qu'ils considèrent comme des perceptions extra- connues) : classification assez injuste, car l'objet de sensorielles et de la psychokinèse. Malgré l'existence de la cryptozoologie est moins de cultiver les mythes laboratoires de parapsychologie dans certaines universi- que de chercher s’il y a ou non une espèce animale tés, notamment en Grande-Bretagne, le paranormal est inconnue réelle derrière une légende ; généralement considéré comme un sujet d'étude peu sé- rieux. Il est en revanche parfois associé a des activités • Le phénomène ovni et ses dérivés (cercle de culture). -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
La Photosynthèse Serait Apparue Chez Certains Organismes Primitifs Entre 2.800 Et -2.400 Millions D’Années Si L’On En Croit Certaines Archives Géologiques Terrestres
La photosynthèse serait apparue chez certains organismes primitifs entre 2.800 et -2.400 millions d’années si l’on en croit certaines archives géologiques terrestres. Mais certains la font remonter bien plus tôt en faisant l’hypothèse que les stromatolites que l’on retrouve dans des couches plus anciennes encore sont bien le produit d’une activité biologique. Actuellement, nous n’en sommes sûrs que pour ceux datant de -2.724 millions d’années mais des stromatolites existaient déjà sur Terre il y a 3,5 milliards d’années environ. Quoiqu'il en soit, une certitude demeure, concernant les immenses dépôts de fer du bassin de Hamersley en Australie. Ils datent de l’époque du Sidérien alors que la surface des continents était devenue suffisamment importante pour que se forment des mers peu profondes entourées de grande plates-formes continentales. Les conditions étaient remplies pour que de grands tapis de bactéries construisent des stromatolites en quantités importantes et dégagent massivement de l’oxygène par photosynthèse. Ce gaz corrosif a alors pu oxyder le fer en solution dans les océans et entraîner sa précipitation sous forme d’hydroxyde de fer, de carbonate de fer, de silicate ou de sulfures, selon des variations de l’acidité et du degré d’oxydoréduction de l’eau de mer. C’est ce qu’on appelle la Grande oxydation ou la Catastrophe de l’oxygène. Vers -1.900 millions d’années, la presque totalité du fer présent dans les océans avait précipité et il se retrouve aujourd’hui dans les grands gisements de minerai mondiaux tels que ceux de Hamersley. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Kai McDonald Your school: DigiPen Institute of Technology Your email: [email protected] Month/Year you submitted this review: December 2019 ==================== Game Title: Halo Reach Platform: Xbox 360 Genre: First-person shooter Release Date: September 14th, 2010 Developer: Bungie Publisher: Microsoft Game Studios Game Writer/Creative Director/Narrative Designer: Marcus Lehto Overview Halo: Reach takes place in the distant future of the year 2552. Technology has progressed far beyond the imaginations of the modern day, and humanity finds itself at war. United under a single banner known as the United Nations Space Command (UNSC), Humans find themselves at odds with a cult of alien races known as the Covenant. Most of humanities’ interstellar colonies have fallen by the opening of the game. Players take on the burden of Noble Six, an elite UNSC super soldier joining the special operations unit known as Noble Team. The team has been tasked with investigating a communication station that has recently gone silent on the part UNSC hub, part human colony planet known as Reach. Thrown into a surprise invasion by the Covenant, the player faces tragedy after tragedy as team members make sacrifices, lose battles, and are subjected to the bleak realities of war. Halo: Reach is not a story of heroism and triumph. 1 It is one of failure, defeat, and most importantly, death. From the beginning, you know the end. Characters ● Noble Team – Composed of genetically enhanced UNSC super-soldiers known as “SPARTANS”, Noble Team served as the answer to UNSC’s hard questions regarding important missions. -
A Fresh Insight Into the Evolutionary Status and Third Body Hypothesis of the Eclipsing Binaries AD Andromedae, AL Camelopardalis, and V338 Herculis
A&A 539, A129 (2012) Astronomy DOI: 10.1051/0004-6361/201117386 & c ESO 2012 Astrophysics A fresh insight into the evolutionary status and third body hypothesis of the eclipsing binaries AD Andromedae, AL Camelopardalis, and V338 Herculis A. Liakos1,P.Niarchos1, and E. Budding2,3 1 University of Athens, Department of Astrophysics, Astronomy and Mechanics, 157 84 Zografos, Athens, Greece e-mail: [alliakos;pniarcho]@phys.uoa.gr 2 Carter Observatory & School of Chemical and Physical Sciences, Victoria University, Wellington, New Zealand 3 Department of Physics and Astronomy, University of Canterbury, Christchurch, New Zealand e-mail: [email protected] Received 1 June 2011 / Accepted 11 January 2012 ABSTRACT Aims. We aim to derive the absolute parameters of the components of AD And, AL Cam, and V338 Her, interpret their orbital period changes and discuss their evolutionary status. Methods. New and complete multi-filter light curves of the eclipsing binaries AD And, AL Cam, and V338 Her were obtained and analysed with modern methods. Using all reliably observed times of minimum light, we examined orbital period irregularities using the least squares method. In addition, we acquired new spectroscopic observations during the secondary eclipses for AL Cam and V338 Her. Results. For AL Cam and V338 Her, we derive reliable spectral types for their primary stars. Statistical checks of orbital period analysis for all systems are very reassuring in the cases of V338 Her and AD And, although less so for AL Cam. The LIght-Time Effect (LITE) results are checked by inclusion of a third light option in the photometric analyses. -
Binocular Double Star Logbook
Astronomical League Binocular Double Star Club Logbook 1 Table of Contents Alpha Cassiopeiae 3 14 Canis Minoris Sh 251 (Oph) Psi 1 Piscium* F Hydrae Psi 1 & 2 Draconis* 37 Ceti Iota Cancri* 10 Σ2273 (Dra) Phi Cassiopeiae 27 Hydrae 40 & 41 Draconis* 93 (Rho) & 94 Piscium Tau 1 Hydrae 67 Ophiuchi 17 Chi Ceti 35 & 36 (Zeta) Leonis 39 Draconis 56 Andromedae 4 42 Leonis Minoris Epsilon 1 & 2 Lyrae* (U) 14 Arietis Σ1474 (Hya) Zeta 1 & 2 Lyrae* 59 Andromedae Alpha Ursae Majoris 11 Beta Lyrae* 15 Trianguli Delta Leonis Delta 1 & 2 Lyrae 33 Arietis 83 Leonis Theta Serpentis* 18 19 Tauri Tau Leonis 15 Aquilae 21 & 22 Tauri 5 93 Leonis OΣΣ178 (Aql) Eta Tauri 65 Ursae Majoris 28 Aquilae Phi Tauri 67 Ursae Majoris 12 6 (Alpha) & 8 Vul 62 Tauri 12 Comae Berenices Beta Cygni* Kappa 1 & 2 Tauri 17 Comae Berenices Epsilon Sagittae 19 Theta 1 & 2 Tauri 5 (Kappa) & 6 Draconis 54 Sagittarii 57 Persei 6 32 Camelopardalis* 16 Cygni 88 Tauri Σ1740 (Vir) 57 Aquilae Sigma 1 & 2 Tauri 79 (Zeta) & 80 Ursae Maj* 13 15 Sagittae Tau Tauri 70 Virginis Theta Sagittae 62 Eridani Iota Bootis* O1 (30 & 31) Cyg* 20 Beta Camelopardalis Σ1850 (Boo) 29 Cygni 11 & 12 Camelopardalis 7 Alpha Librae* Alpha 1 & 2 Capricorni* Delta Orionis* Delta Bootis* Beta 1 & 2 Capricorni* 42 & 45 Orionis Mu 1 & 2 Bootis* 14 75 Draconis Theta 2 Orionis* Omega 1 & 2 Scorpii Rho Capricorni Gamma Leporis* Kappa Herculis Omicron Capricorni 21 35 Camelopardalis ?? Nu Scorpii S 752 (Delphinus) 5 Lyncis 8 Nu 1 & 2 Coronae Borealis 48 Cygni Nu Geminorum Rho Ophiuchi 61 Cygni* 20 Geminorum 16 & 17 Draconis* 15 5 (Gamma) & 6 Equulei Zeta Geminorum 36 & 37 Herculis 79 Cygni h 3945 (CMa) Mu 1 & 2 Scorpii Mu Cygni 22 19 Lyncis* Zeta 1 & 2 Scorpii Epsilon Pegasi* Eta Canis Majoris 9 Σ133 (Her) Pi 1 & 2 Pegasi Δ 47 (CMa) 36 Ophiuchi* 33 Pegasi 64 & 65 Geminorum Nu 1 & 2 Draconis* 16 35 Pegasi Knt 4 (Pup) 53 Ophiuchi Delta Cephei* (U) The 28 stars with asterisks are also required for the regular AL Double Star Club. -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail.