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Volatility clustering and fat tails are prominently observed in financial markets. Here, we analyze the underlying mechanisms of three agent-based models explaining these stylized facts in terms of market instabilities and compare them on empirical grounds. To this end, we first develop a general framework for detecting tail events in stock markets. In particular, we introduce Hawkes processes to automatically identify and date onsets of market turmoils which result in increased volatility. Second, we introduce three different indicators to predict those onsets. Each of the three indicators is derived from and tailored to one of the models, namely quantifying information content, critical slowing down or market risk perception. Finally, we apply our indicators to simulated and real market data. We find that all indicators reliably predict market events on simulated data and clearly distinguish the different models. In contrast, a systematic comparison on the stocks of the Forbes 500 companies shows a markedly lower performance. Overall, predicting the onset of market turmoils appears difficult, yet, over very short time horizons high or rising volatility exhibits some predictive power.
With increasing heterogeneity of modern hardware, different requirements for 3d applications arise. Despite the fact that real-time rendering of photo-realistic images is possible using today’s graphics cards, still large computational effort is required. Furthermore, smart-phones or computers with older, less powerful graphics cards may not be able to reproduce these results. To retain interactive rendering, usually the detail of a scene is reduced, and so less data needs to be processed. This removal of data, however, may introduce errors, so called artifacts. These artifacts may be distracting for a human spectator when gazing at the display. Thus, the visual quality of the presented scene is reduced. This is counteracted by identifying features of an object that can be removed without introducing artifacts. Most methods utilize geometrical properties, such as distance or shape, to rate the quality of the performed reduction. This information used to generate so called Levels Of Detail (LODs), which are made available to the rendering system. This reduces the detail of an object using the precalculated LODs, e.g. when it is moved into the back of the scene. The appropriate LOD is selected using a metric, and it is replaced with the current displayed version. This exchange must be made smoothly, requiring both LOD-versions to be drawn simultaneously during a transition. Otherwise, this exchange will introduce discontinuities, which are easily discovered by a human spectator. After completion of the transition, only the newly introduced LOD-version is drawn and the previous overhead removed. These LOD-methods usually operate with discrete levels and exploit limitations of both the display and the spectator: the human.
Humans are limited in their vision. This ranges from being unable to distinct colors at varying illumination scenarios to the limitation to focus only at one location at a time. Researchers have developed many applications to exploit these limitations to increase the quality of an applied compression. Some popular methods of vision-based compression are MPEG or JPEG. For example, a JPEG compression exploits the reduced sensitivity of humans regarding color and so encodes colors with a lower resolution. Also, other fields, such as auditive perception, allow the exploitation of human limitations. The MP3 compression, for example, reduces the quality of stored frequencies if other frequencies are masking it. For representation of perception various computer models exist. In our rendering scenario, a model is advantageous that cannot be influenced by a human spectator, such as the visual salience or saliency.
Saliency is a notion from psycho-physics that determines how an object “pops out” of its surrounding. These outstanding objects (or features) are important for the human vision and are directly evaluated by our Human Visual System (HVS). Saliency combines multiple parts of the HVS and allows an identification of regions where humans are likely to look at. In applications, saliency-based methods have been used to control recursive or progressive rendering methods. Especially expensive display methods, such as pathtracing or global illumination calculations, benefit from a perceptual representation as recursions or calculations can be aborted if only small or unperceivable errors are expected to occur. Yet, saliency is commonly applied to 2d images, and an extension towards 3d objects has only partially been presented. Some issues need to be addressed to accomplish a complete transfer.
In this work, we present a smart rendering system that not only utilizes a 3d visual salience model but also applies the reduction in detail directly during rendering. As opposed to normal LOD-methods, this detail reduction is not limited to a predefined set of levels, but rather a dynamic and continuous LOD is created. Furthermore, to apply this reduction in a human-oriented way, a universal function to compute saliency of a 3d object is presented. The definition of this function allows to precalculate and store object-related visual salience information. This stored data is then applicable in any illumination scenario and allows to identify regions of interest on the surface of a 3d object. Unlike preprocessed methods, which generate a view-independent LOD, this identification includes information of the scene as well. Thus, we are able to define a perception-based, view-specific LOD. Performance measures of a prototypical implementation on computers with modern graphic cards achieved interactive frame rates, and several tests have proven the validity of the reduction.
The adaptation of an object is performed with a dynamic data structure, the TreeCut. It is designed to operate on hierarchical representations, which define a multi-resolution object. In such a hierarchy, the leaf nodes contain the highest detail while inner nodes are approximations of their respective subtree. As opposed to classical hierarchical rendering methods, a cut is stored and re-traversal of a tree during rendering is avoided. Due to the explicit cut representation, the TreeCut can be altered using only two core operations: refine and coarse. The refine-operation increases detail by replacing a node of the tree with its children while the coarse-operation removes the node along with its siblings and replaces them with their parent node. These operations do not rely on external information and can be performed in a local manner. These only require direct successor or predecessor information. Different strategies to evolve the TreeCut are presented, which adapt the representation using only information given by the current cut. These evaluate the cut by assigning either a priority or a target-level (or bucket) to each cut-node. The former is modelled as an optimization problem that increases the average priority of a cut while being restricted in some way, e.g. in size. The latter evolves the cut to match a certain distribution. This is applied in cases where a prioritization of nodes is not applicable. Both evaluation strategies operate with linear time complexity with respect to the size of the current TreeCut.
The data layout is chosen to separate rendering data and hierarchy to enable multi-threaded evaluation and display. The object is adapted over multiple frames while the rendering is not interrupted by the used evaluation strategy. Therefore, we separate the representation of the hierarchy from the rendering data. Due to its design, this overhead imposed to the TreeCut data structure does not influence rendering performance, and a linear time complexity for rendering is retained. The TreeCut is not only limited to alter geometrical detail of an object. The TreeCut has successfully been applied to create a non-photo-realistic stippling display, which draws the object with equal sized points in varying density. In this case the bucket-based evaluation strategy is utilized, which determines the distribution of the cut based on local illumination information. As an alternative, an attention drawing mechanism is proposed, which applies the TreeCut evaluation strategies to define the display style of a notification icon. A combination of external priorities is used to derive the appropriate icon version. An application for this mechanism is a messaging system that accounts for the current user situation.
When optimizing an object or scene, perceptual methods allow to account for or exploit human limitations. Therefore, visual salience approaches derive a saliency map, which encodes regions of interest in a 2d map. Rendering algorithms extract importance from such a map and adapt the rendering accordingly, e.g. abort a recursion when the current location is unsalient. The visual salience depends on multiple factors including the view and the illumination of the scene. We extend the existing definition of the 2d saliency and propose a universal function for 3d visual salience: the Bidirectional Saliency Weight Distribution Function (BSWDF). Instead of extracting the saliency from 2d image and approximate 3d information, we directly compute this information using the 3d data. We derive a list of equivalent features for the 3d scenario and add them to the BSWDF. As the BSWDF is universal, also 2d images are covered with the BSWDF, and the calculation of the important regions within images is possible.
To extract the individual features that contribute to visual salience, capabilities of modern graphics card in combination with an accumulation method for rendering is utilized. Inspired from point-based rendering methods local features are summed up in a single surface element (surfel) and are compared with their surround to determine whether they “pop out”. These operations are performed with a shader-program that is executed on the Graphics Processing Unit (GPU) and has direct access to the 3d data. This increases processing speed because no transfer of the data is required. After computation, each of these object-specific features can be combined to derive a saliency map for this object. Surface specific information, e.g. color or curvature, can be preprocessed and stored onto disk. We define a sampling scheme to determine the views that need to be evaluated for each object. With these schemes, the features can be interpolated for any view that occurs during rendering, and the according surface data is reconstructed. These sampling schemes compose a set of images in form of a lookup table. This is similar to existing rendering techniques, which extract illumination information from a lookup. The size of the lookup table increases only with the number of samples or the image size used for creation as the images are of equal size. Thus, the quality of the saliency data is independent of the object’s geometrical complexity. The computation of a BSWDF can be performed either on a Central Processing Unit (CPU) or a GPU, and an implementation requires only a few instructions when using a shader program. If the surface features have been stored during a preprocess, a reprojection of the data is performed and combined with the current information of the object. Once the data is available, the computation of the saliency values is done using a specialized illumination model, and a priority for each primitive is extracted. If the GPU is used, the calculated data has to be transferred from the graphics card. We therefore use the “transform feedback” capabilities, which allow high transfer rates and preserve the order of processed primitives. So, an identification of regions of interest based on the currently used primitives is achieved. The TreeCut evaluation strategies are then able to optimize the representation in an perception-based manner.
As the adaptation utilizes information of the current scene, each change to an object can result in new visual salience information. So, a self-optimizing system is defined: the Feedback System. The output generated by this system converges towards a perception-optimized solution. To proof the saliency information to be useful, user tests have been performed with the results generated by the proposed Feedback System. We compared a saliency-enhanced object compression to a pure geometrical approach, common for LOD-generation. One result of the tests is that saliency information allows to increase compression even further as possible with the pure geometrical methods. The participants were not able to distinguish between objects even if the saliency-based compression had only 60% of the size of the geometrical reduced object. If the size ratio is greater, saliency-based compression is rated, on average, with higher score and these results have a high significance using statistical tests. The Feedback System extends an 3d object with the capability of self-optimization. Not only geometrical detail but also other properties can be limited and optimized using the TreeCut in combination with a BSWDF. We present a dynamic animation, which utilizes a Software Development Kit (SDK) for physical simulations. This was chosen, on the one hand, to show the universal applicability of the proposed system, and on the other hand, to focus on the connection between the TreeCut and the SDK. We adapt the existing framework, and include the SDK within our design. In this case, the TreeCut-operations not only alter geometrical but also simulation detail. This increases calculation performance because both the rendering and the SDK operate on less data after the reduction has been completed.
The selected simulation type is a soft-body simulation. Soft-bodies are deformable in a certain degree but retain their internal connection. An example is a piece of cloth that smoothly fits the underlying surface without tearing apart. Other types are rigid bodies, i.e. idealistic objects that cannot be deformed, and fluids or gaseous materials, which are well suited for point-based simulations. Any of these simulations scales with the number of simulation nodes used, and a reduction of detail increases performance significantly. We define a specialized BSWDF to evaluate simulation specific features, such as motion. The Feedback System then increases detail in highly salient regions, e.g. those with large motion, and saves computation time by reducing detail in static parts of the simulation. So, detail of the simulation is preserved while less nodes are simulated.
The incorporation of perception in real-time rendering is an important part of recent research. Today, the HVS is well understood, and valid computer models have been derived. These models are frequently used in commercial and free software, e.g. JPEG compression. Within this thesis, the Tree-Cut is presented to change the LOD of an object in a dynamic and continuous manner. No definition of the individual levels in advance is required, and the transitions are performed locally. Furthermore, in combination with an identification of important regions by the BSWDF, a perceptual evaluation of a 3d object is achieved. As opposed to existing methods, which approximate data from 2d images, the perceptual information is directly acquired from 3d data. Some of this data can be preprocessed if necessary, to defer additional computations during rendering. The Feedback System, created by the TreeCut and the BSWDF, optimizes the representation and is not limited to visual data alone. We have shown with our prototype that interactive frame rates can be achieved with modern hardware, and we have proven the validity of the reductions by performing several user tests. However, the presented system only focuses on specific aspects, and more research is required to capture even more capabilities that a perception-based rendering system can provide.
In diesem Bericht wurde das in [Pae02] eingeführte Verfahren "GenDurchschnitt" auf die symbolischen Daten zweier Datenbanken septischer Schock-Patienten angewendet. Es wurden jeweils Generalisierungsregeln generiert, die neben einer robusten Klassifikation der Patienten in die Klassen "überlebt" und "verstorben" auch eine Interpretation der Daten ermöglichten. Ein Vergleich mit den aktuellen Verfahren A-priori und FP-Baum haben die gute Verwendbarkeit des Algorithmus belegt. Die Heuristiken führten zu Laufzeitverbesserungen. Insbesondere die Möglichkeit, die Wichtigkeit von Variablen pro Klasse zu berechnen, führte zu einer Variablenreduktion im Eingaberaum und zu der Identifikation wichtiger Items. Einige Regelbeispiele wurden für jeden Datensatz genannt. Die Frühzeitigkeit von Regeln lieferte für die beiden Datenbanken ein unterschiedliches Ergebnis: Bei den ASK-Daten treten die Regeln für die Klasse "verstorben" früher als die der Klasse "überlebt" auf; bei den MEDAN-Klinikdaten ist es umgekehrt. Eine Erklärung hierfür könnte sein, dass es sich im Vergleich zu den MEDAN-Klinikdaten bei den ASK-Daten um ein Patientenkollektiv mit einer anderen, speziellen Patientencharakteristik handelt. Anhand der Ähnlichkeit der Regeln konnten für den Anwender eine überschaubare Anzahl zuverlässiger Regeln ausgegeben werden, die möglichst unähnlich zueinander sind und somit für einen Arzt in ihrer Gesamtheit interessant sind. Assoziationsregeln und FP-Baum-Regeln erzeugen zwar kürzere Regeln, die aber zu zahlreich und nicht hinreichend sind (vgl. [Pae02, Abschnitt 4]). Zusätzlich zu der Analyse der symbolischen Daten ist auch die Analyse der metrischen MEDAN-Klinikdaten der septischen Schock-Patienten interessant. Ebenfalls ist eine Kombination der Analysen der metrischen und symbolischen Daten sinnvoll. Solche Analysen wurden ebenfalls durchgeführt; die Ergebnisse dieser Analysen werden an anderer Stelle präsentiert werden. Weitere Anwendungen der Generalisierungsregeln sind denkbar. Auch eine Verbesserung des theoretischen Fundaments (vgl. [Pae02]) erscheint sinnvoll, da erst das Zusammenspiel theoretischer und praktischer Anstrengungen zum Ziel führt.
The pT-differential inclusive production cross section of the prompt charm-strange meson Ds+ in the rapidity range |y|<0.5 was measured in proton–proton collisions at s=7 TeV at the LHC using the ALICE detector. The analysis was performed on a data sample of 2.98×108 events collected with a minimum-bias trigger. The corresponding integrated luminosity is Lint=4.8 nb−1. Reconstructing the decay Ds+→ϕπ+, with ϕ→K−K+, and its charge conjugate, about 480 Ds± mesons were counted, after selection cuts, in the transverse momentum range 2<pT<12 GeV/c. The results are compared with predictions from models based on perturbative QCD. The ratios of the cross sections of four D meson species (namely D0, D+, D⁎+ and Ds+) were determined both as a function of pT and integrated over pT after extrapolating to full pT range, together with the strangeness suppression factor in charm fragmentation. The obtained values are found to be compatible within uncertainties with those measured by other experiments in e+e−, ep and pp interactions at various centre-of-mass energies.
Die vorliegende Arbeit befasst sich mit der Generierung virtueller Organismen respektive mit der dreidimensionalen Nachbildung anatomischer Strukturen von Pflanzen, Tieren, Menschen und imaginärer Wesen per Computer. Berücksichtigt werden dabei sowohl die verschiedenen Aspekte der Visualisierung, der Modellierung, der Animation sowie der Wachstums-, Deformations- und Bewegungssimulation. Dazu wird zuerst eine umfassende State-of-the-Art-Analyse konventioneller Methoden zur Organismengenerierung durchgeführt. Im Laufe dieser Analyse werden die Defizite herkömmlicher Verfahren aufgezeigt und damit eine gezielte Anforderungsanalyse für neue Verfahren erstellt. Mit Hilfe dieser Anforderungsanalyse wurde nach neuen Lösungsansätzen gesucht. Besonders hilfreich hat sich in diesem Zusammenhang die Frankfurter Organismus- und Evolutionstheorie erwiesen. Gemäß dieser Theorie stellen Organismen aus biomechanischer Sicht komplexe hydropneumatische Konstruktionen dar. Ihre Körperformen und Bewegungen werden weitgehend durch stabilisierende, kräfteerzeugende und kräfteübertragende Strukturen generiert, die den Gesetzen der klassischen Hydropneumatik folgen. So entstand die Idee, Organismen auf der anatomischen Ebene als eine komplexe Hierarchie unterschiedlicher hydropneumatischer Einheiten anzusehen, welche mechanisch miteinander interagieren. Diese Sichtweise liefert die Grundlage für ein neues biologisches Simulationsmodell. Es erlaubt der Computergraphik, sowohl die Form eines Organismus zu beschreiben als auch sein Verhalten bezüglich seiner Bewegungsabläufe, seiner evolutionären Formveränderungen, seiner Wachstumsprozesse und seiner Reaktion auf externe mechanische Krafteinwirkungen numerisch zu simulieren. Aufbauend auf diesem biologischen Simulationsmodell wurde ein neues Verfahren (Quaoaring) entwickelt und implementiert, das es erlaubt, beliebige organische Einheiten interaktiv in Echtzeit zu modellieren. Gleichzeitig ermöglicht dieses Verfahren die Animation von Bewegungen, Wachstumsprozessen und sogar evolutionären Entwicklungen. Die Animation verhält sich dabei im Wesentlichen biologisch stringent, z.B. wird das interne Volumen während komplexer Bewegungsabläufe konstant gehalten. Die größte Stärke der neuen Modellierungs- und Animationstechnik ist die holistische Verschmelzung des biologischen Simulationsmodells mit einem computergraphischen Geometriemodell. Dieses erlaubt dem Modellierer, biologische Konzepte für die Beschreibung der Form und anderer Attribute einer organischen Einheit zu verwenden. Darüber hinaus ermöglicht es die Animation des geometrischen Modells durch einfache Parameterspezifikation auf einer hohen Abstraktionsebene. Dazu wird ein utorenprozess beschrieben, wie Quaoaring für Modellierungs- und Animationszwecke verwendet werden kann. Es werden Aspekte der prototypischen Implementierung der Quaoaringtechnologie behandelt und über die Ergebnisse berichtet, die bei der Implementierung und der Anwendung dieses Softwareframeworks gewonnen wurden. Schließlich wird die Quaoaringtechnologie in ihrem technologischen Kontext beleuchtet, um ihr Zukunftspotential einzuschätzen.
Wir haben in dieser Arbeit einige Probleme auf Objekten betrachtet, deren Struktur wohlgeformten Klammerworten entspricht. Dies waren spezielle Routing-Probleme, das Umformen und Auswerten algebraischer Ausdrücke, sowie die Berechnung korrespondierender Symbole zweier Ausdrücke. Eine effiziente Lösung dieser Probleme gelang durch einen rekursiven Divide-and-Conquer Ansatz, der auf Grund der “natürlichen” rekursiven Definition der betrachteten Objekte auch nahe liegt. Im Divide-Schritt wurde das jeweilige Problem in viele wesentlich kleinere Teilprobleme zerlegt, so daß die gesamte Laufzeit des Algorithmus asymptotisch gleich der des Divide-Schrittes und des Conquer-Schrittes blieb. Das Zerlegen der Probleme erfolgte im wesentlichen unter Anwendung bekannter Routing-Algorithmen für monotone Routings und Bit-Permute-Complement Permutationen. Im Conquer-Schritt für das Klammerrouting und das Knotenkorrespondenzproblem wurden nur die Datenbewegungen des Divide-Schrittes rückwärts ausgeführt. Für das Tree-Contraction-Problem wurde dagegen im Conquer-Schritt die Hauptarbeit geleistet. Die Methode der Simulation eines PRAMAlgorithmus durch die Berechnung seiner Kommunikationsstruktur und eine entsprechende Umordnung der Datenelemente konnte sowohl für eine effiziente Implementierung des Tree-Contraction Conquer-Schrittes auf dem Hyperwürfel als auch für die Konstruktion eines einfachen NC1-Schaltkreises zum Auswerten Boolescher Formeln angewandt werden. In einer Implementierung eines Divide-and-Conquer Algorithmus auf einem Netzwerk müssen den generierten Teilproblemen für ihre weitere Bearbeitung Teile des Netzwerks zugeordnet werden. Um die weiteren Divide-Schritte nach der gleichen Methode ausführen zu können, sollte die Struktur dieser Teilnetzwerke analog zu der des gesamten Netzwerks sein. Wir haben das Teilnetzwerk-Zuweisungsproblem für den Hyperwürfel und einige hyperwürfelartige Netzwerke untersucht. Der Hyperwürfel und das Butterfly-Netzwerk können so in Teilnetzwerke vorgegebener Größen aufgeteilt werden, daß nur ein geringer Anteil der Prozessoren ungenutzt bleibt, und die Teilprobleme können schnell in die ihnen zugeordneten Teilnetzwerke gesendet werden. Unter Anwendung dieser Teilnetzwerk-Zuweisungs-Algorithmen haben wir optimale Implementierungen für eine große Klasse von Divide-and-Conquer Algorithmen auf dem Hyperwüfel und hyperwürfelartigen Netzwerken erhalten. Wir konnten garantieren, daß die Laufzeit der gesamten Implementierung des Divide-and-Conquer Algorithmus asymptotisch gleich der Laufzeit ist, die sich aus dem gegebenen Divide-Schritt und Conquer-Schritt ergibt, wenn man alle mit der Teilnetzwerk-Zuweisung verbundenen Probleme außer acht läßt. Wir haben die hier vorgestellte allgemeine Divide-and-Conquer Implementierung im optimalen Teilwürfel-Zuweisungs-Algorithmus, im Klammerrouting-Algorithmus, der selbst ein wesentlicher Teil des Tree-Contraction-Algorithmus ist, und im Algorithmus für das Knotenkorrespondenzproblem eingesetzt.
Die folgende Bachelorarbeit beschäftigt sich mit dem Thema des Displacement-Mappings unter Verwendung eines Tessellation-Shaders. Ziel dieser Arbeit ist es, ein Programm zu entwerfen, welches einen visuellen Einblick in die Tessellation und in das Displacement-Mapping bietet. Des Weiteren soll die Leistung der Tessellation mit der des Geometry-Shaders und einem QuadTree-Verfahren verglichen werden.
Dazu wird zuerst beschrieben, welche Umgebung zur Implementierung verwendet wurde. Anschließend werden zunächst einige geläufige Mappingverfahren betrachtet. Im nächsten Abschnitt wird dann auf die Tessellation und das Displacement-Mapping in Bezug auf Funktionsweise und Implementierung eingegangen. Es folgt ein Vergleich der Performance der unterschiedlichen Mapping-Verfahren untereinander. In einem weiteren Vergleich wird die Performance der Tessellation (mit Displacement-Mapping) mit einem Geometry-Shader und einem QuadTree-Verfahren anhand eines Terrains durchgeführt. Abschließend erfolgt die Beschreibung des Programms.
Direct photon production at mid-rapidity in Pb–Pb collisions at √sNN=2.76 TeV was studied in the transverse momentum range 0.9<pT<14 GeV/c. Photons were detected with the highly segmented electromagnetic calorimeter PHOS and via conversions in the ALICE detector material with the e+e− pair reconstructed in the central tracking system. The results of the two methods were combined and direct photon spectra were measured for the 0–20%, 20–40%, and 40–80% centrality classes. For all three classes, agreement was found with perturbative QCD calculations for pT≳5 GeV/c. Direct photon spectra down to pT≈1 GeV/c could be extracted for the 20–40% and 0–20% centrality classes. The significance of the direct photon signal for 0.9<pT<2.1 GeV/c is 2.6σ for the 0–20% class. The spectrum in this pT range and centrality class can be described by an exponential with an inverse slope parameter of (297±12stat±41syst) MeV. State-of-the-art models for photon production in heavy-ion collisions agree with the data within uncertainties.
Direct photon production at mid-rapidity in Pb-Pb collisions at sNN−−−√=2.76 TeV was studied in the transverse momentum range 0.9<pT<14 GeV/c. Photons were detected with the highly segmented electromagnetic calorimeter PHOS and via conversions in the ALICE detector material with the e+e− pair reconstructed in the central tracking system. The results of the two methods were combined and direct photon spectra were measured for the 0-20%, 20-40%, and 40-80% centrality classes. For all three classes, agreement was found with perturbative QCD calculations for pT≳5 GeV/c. Direct photon spectra down to pT≈1 GeV/c could be extracted for the 20-40% and 0-20% centrality classes. The significance of the direct photon signal for 0.9<pT<2.1 GeV/c is 2.6σ for the 0-20% class. The spectrum in this pT range and centrality class can be described by an exponential with an inverse slope parameter of (297±12stat±41syst) MeV. State-of-the-art models for photon production in heavy-ion collisions agree with the data within uncertainties.
Direct photon production at mid-rapidity in Pb-Pb collisions at sNN−−−√=2.76 TeV was studied in the transverse momentum range 0.9<pT<14 GeV/c. Photons were detected with the highly segmented electromagnetic calorimeter PHOS and via conversions in the ALICE detector material with the e+e− pair reconstructed in the central tracking system. The results of the two methods were combined and direct photon spectra were measured for the 0-20%, 20-40%, and 40-80% centrality classes. For all three classes, agreement was found with perturbative QCD calculations for pT≳5 GeV/c. Direct photon spectra down to pT≈1 GeV/c could be extracted for the 20-40% and 0-20% centrality classes. The significance of the direct photon signal for 0.9<pT<2.1 GeV/c is 2.6σ for the 0-20% class. The spectrum in this pT range and centrality class can be described by an exponential with an inverse slope parameter of (297±12stat±41syst) MeV. State-of-the-art models for photon production in heavy-ion collisions agree with the data within uncertainties.
Measurements of inclusive and direct photon production at mid-rapidity in pp collisions at s√=2.76 and 8 TeV are presented by the ALICE experiment at the LHC. The results are reported in transverse momentum ranges of 0.4<pT<10 GeV/c and 0.3<pT<16 GeV/c, respectively. Photons are detected with the electromagnetic calorimeter~(EMCal) and via reconstruction of e+e− pairs from conversions in the ALICE detector material using the central tracking system. For the final measurement of the inclusive photon spectra the results are combined in the overlapping pT interval of both methods. Direct photon spectra, or their upper limits at 90% C.L. are extracted using the direct photon excess ratio Rγ, which quantifies the ratio of inclusive photons over decay photons generated with a decay-photon simulation. An additional hybrid method, combining photons reconstructed from conversions with those identified in the EMCal, is used for the combination of the direct photon excess ratio Rγ, as well as the extraction of direct photon spectra or their upper limits. While no significant signal of direct photons is seen over the full pT range, Rγ for pT>7 GeV/c is at least one σ above unity and consistent with expectations from next-to-leading order pQCD calculations.
Measurements of inclusive and direct photon production at mid-rapidity in pp collisions at s√=2.76 and 8 TeV are presented by the ALICE experiment at the LHC. The results are reported in transverse momentum ranges of 0.4<pT<10 GeV/c and 0.3<pT<16 GeV/c, respectively. Photons are detected with the electromagnetic calorimeter~(EMCal) and via reconstruction of e+e− pairs from conversions in the ALICE detector material using the central tracking system. For the final measurement of the inclusive photon spectra the results are combined in the overlapping pT interval of both methods. Direct photon spectra, or their upper limits at 90% C.L. are extracted using the direct photon excess ratio Rγ, which quantifies the ratio of inclusive photons over decay photons generated with a decay-photon simulation. An additional hybrid method, combining photons reconstructed from conversions with those identified in the EMCal, is used for the combination of the direct photon excess ratio Rγ, as well as the extraction of direct photon spectra or their upper limits. While no significant signal of direct photons is seen over the full pT range, Rγ for pT>7 GeV/c is at least one σ above unity and consistent with expectations from next-to-leading order pQCD calculations.
Measurements of inclusive and direct photon production at mid-rapidity in pp collisions at s√=2.76 and 8 TeV are presented by the ALICE experiment at the LHC. The results are reported in transverse momentum ranges of 0.4<pT<10 GeV/c and 0.3<pT<16 GeV/c, respectively. Photons are detected with the electromagnetic calorimeter~(EMCal) and via reconstruction of e+e− pairs from conversions in the ALICE detector material using the central tracking system. For the final measurement of the inclusive photon spectra the results are combined in the overlapping pT interval of both methods. Direct photon spectra, or their upper limits at 90% C.L. are extracted using the direct photon excess ratio Rγ, which quantifies the ratio of inclusive photons over decay photons generated with a decay-photon simulation. An additional hybrid method, combining photons reconstructed from conversions with those identified in the EMCal, is used for the combination of the direct photon excess ratio Rγ, as well as the extraction of direct photon spectra or their upper limits. While no significant signal of direct photons is seen over the full pT range, Rγ for pT>7 GeV/c is at least one σ above unity and consistent with expectations from next-to-leading order pQCD calculations.
The elliptic flow of inclusive and direct photons was measured at mid-rapidity in two centrality classes 0-20% and 20-40% in Pb-Pb collisions at sNN−−−√ = 2.76 TeV by ALICE. Photons were detected with the highly segmented electromagnetic calorimeter PHOS and via conversions in the detector material with the e+e− pairs reconstructed in the central tracking system. The results of the two methods were combined and the direct photon elliptic flow was extracted in the transverse momentum range 0.9<pT<6.2 GeV/c. A comparison to RHIC data shows a similar magnitude of the measured direct-photon elliptic flow. Hydrodynamic and transport model calculations are systematically lower than the data, but are found to be compatible.
The elliptic flow of inclusive and direct photons was measured at mid-rapidity in two centrality classes 0-20% and 20-40% in Pb-Pb collisions at sNN−−−√ =2.76 TeV by ALICE. Photons were detected with the highly segmented electromagnetic calorimeter PHOS and via conversions in the detector material with the e+e− pairs reconstructed in the central tracking system. The results of the two methods were combined and the direct photon elliptic flow was extracted in the transverse momentum range 0.9<pT<6.2 GeV/c. We test the hypothesis vγ,dir2≡0 for 0.9<pT<2.1 GeV/c and obtain a significance of 1.4σ for the 0-20% class and 1.0σ for the 20-40% class. A comparison to RHIC data shows a similar magnitude of the measured elliptic flow, while hydrodynamic and transport model calculations predict a smaller flow than observed.
In particle collider experiments, elementary particle interactions with large momentum transfer produce quarks and gluons (known as partons) whose evolution is governed by the strong force, as described by the theory of quantum chromodynamics (QCD). These partons subsequently emit further partons in a process that can be described as a parton shower which culminates in the formation of detectable hadrons. Studying the pattern of the parton shower is one of the key experimental tools for testing QCD. This pattern is expected to depend on the mass of the initiating parton, through a phenomenon known as the dead-cone effect, which predicts a suppression of the gluon spectrum emitted by a heavy quark of mass mQ and energy E, within a cone of angular size mQ/E around the emitter. Previously, a direct observation of the dead-cone effect in QCD had not been possible, owing to the challenge of reconstructing the cascading quarks and gluons from the experimentally accessible hadrons. We report the direct observation of the QCD dead cone by using new iterative declustering techniques to reconstruct the parton shower of charm quarks. This result confirms a fundamental feature of QCD. Furthermore, the measurement of a dead-cone angle constitutes a direct experimental observation of the non-zero mass of the charm quark, which is a fundamental constant in the standard model of particle physics.
At particle collider experiments, elementary particle interactions with large momentum transfer produce quarks and gluons (known as partons) whose evolution is governed by the strong force, as described by the theory of quantum chromodynamics (QCD). The vacuum is not transparent to the partons and induces gluon radiation and quark pair production in a process that can be described as a parton shower. Studying the pattern of the parton shower is one of the key experimental tools in understanding the properties of QCD. This pattern is expected to depend on the mass of the initiating parton, through a phenomenon known as the dead-cone effect, which predicts a suppression of the gluon spectrum emitted by a heavy quark of mass m and energy E, within a cone of angular size m/E around the emitter. A direct observation of the dead-cone effect in QCD has not been possible until now, due to the challenge of reconstructing the cascading quarks and gluons from the experimentally accessible bound hadronic states. We report the first direct observation of the QCD dead-cone by using new iterative declustering techniques to reconstruct the parton shower of charm quarks. This result confirms a fundamental feature of QCD, which is derived more generally from its origin as a gauge quantum field theory. Furthermore, the measurement of a dead-cone angle constitutes a direct experimental observation of the non-zero mass of the charm quark, which is a fundamental constant in the standard model of particle physics.
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