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Träfflista för sökning "WFRF:(Bowers N.) srt2:(2000-2004)"

Sökning: WFRF:(Bowers N.) > (2000-2004)

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1.
  • Adcox, K, et al. (författare)
  • PHENIX detector overview
  • 2003
  • Ingår i: Nuclear Instruments & Methods in Physics Research. Section A: Accelerators, Spectrometers, Detectors, and Associated Equipment. - 0167-5087. ; 499:2-3, s. 469-479
  • Tidskriftsartikel (refereegranskat)abstract
    • The PHENIX detector is designed to perform a broad study of A-A, p-A, and p-p collisions to investigate nuclear matter under extreme conditions. A wide variety of probes, sensitive to all timescales, are used to study systematic variations with species and energy as well as to measure the spin structure of the nucleon. Designing for the needs of the heavy-ion and polarized-proton programs has produced a detector with unparalleled capabilities. PHENIX measures electron and muon pairs, photons, and hadrons with excellent energy and momentum resolution. The detector consists of a large number of subsystems that are discussed in other papers in this volume. The overall design parameters of the detector are presented. (C) 2002 Elsevier Science B.V. All rights reserved.
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3.
  • Gaver, W. W., et al. (författare)
  • The Drift Table : Designing for ludic engagement
  • 2004
  • Ingår i: Conf Hum Fact Comput Syst Proc. - New York, NY, USA : ACM. - 1581137036 - 9781581137033 ; , s. 885-900
  • Konferensbidrag (refereegranskat)abstract
    • The Drift Table is an electronic coffee table that displays slowly moving aerial photography controlled by the distribution of weight on its surface. It was designed to investigate our ideas about how technologies for the home could support ludic activities-that is, activities motivated by curiosity, exploration, and reflection rather than externally-defined tasks. The many design choices we made, for example to block or disguise utilitarian functionality, helped to articulate our emerging understanding of ludic design. Observations of the Drift Table being used in volunteers' homes over several weeks gave greater insight into how playful exploration is practically achieved and the issues involved in designing for ludic engagement.
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