Idea Colliders


Book Description

A provocative call for the transformation of science museums into “idea colliders” that spark creative collaborations and connections. Today's science museums descend from the Kunst-und Wunderkammern of the Renaissance—collectors' private cabinets of curiosities—through the Crystal Palace exhibition of 1851 to today's “interactive” exhibits promising educational fun. In this book, Michael John Gorman issues a provocative call for the transformation of science museums and science centers from institutions dedicated to the transmission of cultural capital to dynamic “idea colliders” that spark creative collaborations and connections. This new kind of science museum would not stage structured tableaux of science facts but would draw scientists into conversation with artists, designers, policymakers, and the public. Rather than insulating visitors from each other with apps and audio guides, the science museum would consider each visitor a resource, bringing questions, ideas, and experiences from a unique perspective. Gorman, founder of the trailblazing Science Gallery, describes three scenarios for science museums of the future—the Megamuseum Mall, “the Cirque de Soleil of the science museum world”; the Cloud Chamber, a local space for conversations and co-creation; and the invisible museum, digital device-driven informal science learning. He discusses hybrids that experiment with science and art and science galleries that engage with current research, encouraging connection, participation and surprise. Finally, he identifies ten key shifts in the evolution of science museums, including those from large to small, from interactive to participatory, from enclosed to porous, and from subject-specific to cross-disciplinary.




Idea Colliders


Book Description

A provocative call for the transformation of science museums into "idea colliders" that spark creative collaborations and connections. Today's science museums descend from the Kunst-und Wunderkammern of the Renaissance--collectors' private cabinets of curiosities--through the Crystal Palace exhibition of 1851 to today's "interactive" exhibits promising educational fun. In this book, Michael John Gorman issues a provocative call for the transformation of science museums and science centers from institutions dedicated to the transmission of cultural capital to dynamic "idea colliders" that spark creative collaborations and connections. This new kind of science museum would not stage structured tableaux of science facts but would draw scientists into conversation with artists, designers, policymakers, and the public. Rather than insulating visitors from each other with apps and audio guides, the science museum would consider each visitor a resource, bringing questions, ideas, and experiences from a unique perspective.







The Development of Colliders


Book Description

Market: Physicists, especially beam physicists and elementary particle physicists, as well as science historians and students. In the 1950s and 60s a revolution took place in our ability to handle and manipulate particle beams. This revolution cleared a path for major advances and changed forever the way matter is explored at the subnuclear level. This volume gathers together for the first time the seminal papers on the development and expansion of collider physics. Included are groundbreaking writings from Gersh Budker, Donald Kerst, Bruno Touschek, Nobel laureate Simon van der Meer, Gerry O'Neill, Ernest Courant, Keith Symon, and others. The editors, Claudio Pellegrini and Andrew Sessler, were colleagues of many of these notable contributors and witnesses to the development of virtually every machine mentioned in the book.




Particle Physics Experiments at High Energy Colliders


Book Description

Written by one of the detector developers for the International Linear Collider, this is the first textbook for graduate students dedicated to the complexities and the simplicities of high energy collider detectors. It is intended as a specialized reference for a standard course in particle physics, and as a principal text for a special topics course focused on large collider experiments. Equally useful as a general guide for physicists designing big detectors.




Reviews Of Accelerator Science And Technology - Volume 10: The Future Of Accelerators


Book Description

Volume 10 in the series of the annual journal Reviews of Accelerator Science and Technology (RAST), will be its final volume. Its theme is 'The Future of Accelerators'. This volume, together with previous 9 volumes, gives readers a complete picture as well as detailed technical information about the accelerator field, and its many driving and fascinating aspects.This volume has 17 articles. The first 15 articles have a different approach from the previous volumes. They emphasize the more personal views, perspectives and advice from the frontier researchers rather than provide a review or survey of a specific subfield. This emphasis is more aligned with the theme of the current volume. The other two articles are dedicated respectively to Leon Lederman and Burton Richter, two prominent leaders of our community who left us last year.




LBL Research Review


Book Description




Reviews Of Accelerator Science And Technology - Volume 7: Colliders


Book Description

The idea of colliding two particle beams to fully exploit the energy of accelerated particles was first proposed by Rolf Wideröe, who in 1943 applied for a patent on the collider concept and was awarded the patent in 1953. The first three colliders — AdA in Italy, CBX in the US, and VEP-1 in the then Soviet Union — came to operation about 50 years ago in the mid-1960s. A number of other colliders followed.Over the past decades, colliders defined the energy frontier in particle physics. Different types of colliers — proton-proton, proton-antiproton, electron-positron, electron-proton, electron-ion and ion-ion colliders — have played complementary roles in fully mapping out the constituents and forces in the Standard Model (SM). We are now at a point where all predicted SM constituents of matter and forces have been found, and all the latest ones were found at colliders. Colliders also play a critical role in advancing beam physics, accelerator research and technology development. It is timely that RAST Volume 7 is dedicated to Colliders.




Mastering Game Design with Unity 2021


Book Description

Learn and Leverage the Power of Unity to Create Amazing Video Games! KEY FEATURES ● Discover everything to learn about Game Design, processes, and Unity's 2D and 3D engines. ● Less complicated step-by-step tutorials on building gameplay systems and improving their performance. ● Dedicated help and support for developing prototypes, releasing games, and sharpening the user experience. DESCRIPTION The Unity Engine has been steadily evolving over the past few years into one of the most powerful resources for the game development community. Its feature-rich toolkit and user-friendliness make it an ideal foundation for budding game developers. The book ‘Mastering Game Design with Unity 2021’ will walk you through creating a multimedia game from scratch, covering everything from the basics of game development to advanced design concepts. The book will help you to learn the ins and outs of scenes, game objects, input systems, physics, particles, and post-processing effects, and even get access to instructions to put your newfound skills to use. In addition, this book will help you to learn the fundamentals of game logic design, interactive narratives, game mechanics, storyboarding, and design structure in an easy-to-understand format from a coaching game expert. Whether you're brand new to the gaming industry or a seasoned developer looking to strengthen your Unity skills, this book will provide everything you need to know to design stunning 3D games, animations, 3D content, and virtual reality/augmented reality experiences in Unity 3D. WHAT YOU WILL LEARN ● Use the Unity Game Editor and Assets to design and build 3D animations and games. ● Understand important game design concepts across a variety of genres. ● Take advantage of Unity's pre-built UI, rendering, physics, and graphics systems. ● Create custom gameplay systems and elements using C# scripting. ● Figure out how to make an already existing prototype appear even better. WHO THIS BOOK IS FOR This book is for aspiring game designers, animators, and professional graphic creators who wish to create games with spectacular 3D visuals and high-quality animation effects. Readers can go through the fundamentals of game design and then learn how to use them in Unity to make their own custom video game from scratch. TABLE OF CONTENTS 1. The Unity Engine 2. Components and Prefabs 3. The Basics of Combat 4. Getting to Know UI 5. Mastering the Fundamentals 6. The Physics of Fun 7. The Joy of Animation 8. The Mind of the Enemy 9. Forging Your Weapon System 10. All About Audio 11. A Graphical Upgrade 12. So Many Particles 13. Mastering Player Progression 14. UX 15. 2D vs. 3D 16. Mastering the Genres 17. Platforms and Publishing 18. From Concept to Completion




Handbook Of Accelerator Physics And Engineering (3rd Printing)


Book Description

Edited by internationally recognized authorities in the field, this expanded edition of the bestselling Handbook first published in 1999 is aimed at the design and operation of modern accelerators including Linacs, Synchrotrons and Storage Rings. It is intended as a vade mecum for professional engineers and physicists engaged in these subjects. With a collection of 2200 equations, 345 illustrations and 185 tables, here one will find, in addition to the common formulae of previous compilations, hard to find, specialized formulae, recipes and material data pooled from the lifetime experience of many of the world's most able practitioners of the art and science of accelerators.The eight chapters include both theoretical and practical matters as well as an extensive glossary of accelerator types. Chapters on beam dynamics and electromagnetic and nuclear interactions deals with linear and nonlinear single particle and collective effects including spin motion, beam-environment, beam-beam and intrabeam interactions. The impedance concept and calculations are dealt with at length as are the instabilities associated with the various interactions mentioned. A chapter on operational considerations deals with orbit error assessment and correction. Chapters on mechanical and electrical considerations present material data and important aspects of component design including heat transfer and refrigeration. Hardware systems for particle sources, feedback systems, confinement and acceleration (both normal conducting and superconducting) receive detailed treatment in a subsystems chapter, beam measurement techniques and apparatus being treated therein as well. The closing chapter gives data and methods for radiation protection computations as well as much data on radiation damage to various materials and devices.A detailed index is provided together with reliable references to the literature where the most detailed information available on all subjects treated can be found.