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Ultra intense lasers are a promising source of energetic ions for various applications. An interesting approach described in Ferri et al. 2019 argues from Particle-in-Cell simulations that using two laser pulses of half energy (half intensity) arrivi ng with close to 45 degrees angle of incidence is more effective at accelerating ions than one pulse at full energy (full intensity). The authors describe this result as enhanced Target Normal Sheath Acceleration. For a variety of reasons, at the time of this writing there has not yet been a true experimental demonstration of this enhancement. In this paper we perform 2D Particle-in-Cell simulations to examine if a milliJoule class, 5 x 10^18 W cm^-2 peak intensity laser system could be used for such a demonstration experiment. Laser systems in this class can operate at a kHz rate which should be helpful for addressing some of the challenges of performing this experiment. Despite investigating a 3.5 times lower intensity than Ferri et al. 2019 did, we find that the double pulse approach enhances the peak proton energy and the energy conversion to protons by a factor of about three compared to a single laser pulse with the same total laser energy. We also comment on the nature of the enhancement and why the double pulse scheme is so efficient.
Stereoscopic virtual reality (VR) has experienced a resurgence due to flagship products such as the Oculus Rift, HTC Vive and smartphone-based VR solutions like Google Cardboard. This is causing the question to resurface: how can stereoscopic VR be u seful in instruction, if at all, and what are the pedagogical best practices for its use? To address this, and to continue our work in this sphere, we performed a study of 289 introductory physics students who were sorted into three different treatment types: stereoscopic virtual reality, WebGL simulation, and static 2D images, each designed to provide information about magnetic fields and forces. Students were assessed using preliminary items designed to focus on heavily-3D systems. We report on assessment reliability, and on student performance. Overall, we find that students who used VR did not significantly outperform students using other treatment types. There were significant differences between sexes, as other studies have noted. Dependence on students self-reported 3D videogame play was observed, in keeping with previous studies, but this dependence was not restricted to the VR treatment.
Virtual reality (VR) has long promised to revolutionize education, but with little follow-through. Part of the reason for this is the prohibitive cost of immersive VR headsets or caves. This has changed with the advent of smartphone-based VR (along t he lines of Google cardboard) which allows students to use smartphones and inexpensive plastic or cardboard viewers to enjoy stereoscopic VR simulations. We have completed the largest-ever such study on 627 students enrolled in calculus-based freshman physics at The Ohio State University. This initial study focused on student understanding of electric fields. Students were split into three treatments groups: VR, video, and static 2D images. Students were asked questions before, during, and after treatment. Here we present a preliminary analysis including overall post-pre improvement among the treatment groups, dependence of improvement on gender, and previous video game experience. Results on select questions are discussed. Several electric field visualizations similar to those used in this study are freely available on Google Play http://go.osu.edu/BuckeyeVR
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