B-factoryIn particle physics, a B-factory, or sometimes a beauty factory, is a particle collider experiment designed to produce and detect a large number of B mesons so that their properties and behavior can be measured with small statistical uncertainty. Tau leptons and D mesons are also copiously produced at B-factories. A sort of "prototype" or "precursor" B-factory was the HERA-B experiment at DESY that was planned to study B-meson physics in the 1990–2000s, before the actual B-factories were constructed/operational.
Precision tests of QEDQuantum electrodynamics (QED), a relativistic quantum field theory of electrodynamics, is among the most stringently tested theories in physics. The most precise and specific tests of QED consist of measurements of the electromagnetic fine-structure constant, α, in various physical systems. Checking the consistency of such measurements tests the theory. Tests of a theory are normally carried out by comparing experimental results to theoretical predictions.
Vehicle tracking systemA vehicle tracking system combines the use of automatic vehicle location in individual vehicles with software that collects these fleet data for a comprehensive picture of vehicle locations. Modern vehicle tracking systems commonly use GPS or GLONASS technology for locating the vehicle, but other types of automatic vehicle location technology can also be used. Vehicle information can be viewed on electronic maps via the Internet or specialized software.
Game physicsComputer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.
Strangeness and quark–gluon plasmaIn high-energy nuclear physics, strangeness production in relativistic heavy-ion collisions is a signature and diagnostic tool of quark–gluon plasma (QGP) formation and properties. Unlike up and down quarks, from which everyday matter is made, heavier quark flavors such as strange and charm typically approach chemical equilibrium in a dynamic evolution process. QGP (also known as quark matter) is an interacting localized assembly of quarks and gluons at thermal (kinetic) and not necessarily chemical (abundance) equilibrium.
Physics engineA physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Philosophy of physicsIn philosophy, philosophy of physics deals with conceptual and interpretational issues in modern physics, many of which overlap with research done by certain kinds of theoretical physicists. Philosophy of physics can be broadly divided into three areas: interpretations of quantum mechanics: mainly concerning issues with how to formulate an adequate response to the measurement problem and understand what the theory says about reality.
Physics processing unitA physics processing unit (PPU) is a dedicated microprocessor designed to handle the calculations of physics, especially in the physics engine of video games. It is an example of hardware acceleration. Examples of calculations involving a PPU might include rigid body dynamics, soft body dynamics, collision detection, fluid dynamics, hair and clothing simulation, finite element analysis, and fracturing of objects. The idea is having specialized processors offload time-consuming tasks from a computer's CPU, much like how a GPU performs graphics operations in the main CPU's place.
Interaction techniqueAn interaction technique, user interface technique or input technique is a combination of hardware and software elements that provides a way for computer users to accomplish a single task. For example, one can go back to the previously visited page on a Web browser by either clicking a button, pressing a key, performing a mouse gesture or uttering a speech command. It is a widely used term in human-computer interaction. In particular, the term "new interaction technique" is frequently used to introduce a novel user interface design idea.
Interaction designInteraction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
International Olympic CommitteeThe International Olympic Committee (IOC; Comité international olympique, CIO) is a non-governmental sports organisation based in Lausanne, Switzerland. It is constituted in the form of an association under the Swiss Civil Code (articles 60–79). Founded in 1894 by Pierre de Coubertin and Demetrios Vikelas, it is the authority responsible for organising the modern (Summer, Winter, and Youth) Olympic Games. The IOC is the governing body of the National Olympic Committees (NOCs) and of the worldwide "Olympic Movement", the IOC's term for all entities and individuals involved in the Olympic Games.
Linear particle acceleratorA linear particle accelerator (often shortened to linac) is a type of particle accelerator that accelerates charged subatomic particles or ions to a high speed by subjecting them to a series of oscillating electric potentials along a linear beamline. The principles for such machines were proposed by Gustav Ising in 1924, while the first machine that worked was constructed by Rolf Widerøe in 1928 at the RWTH Aachen University.