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We measure the inclusive semielectronic decay branching fraction of the D+s meson. A double-tag technique is applied to e+e− annihilation data collected by the BESIII experiment at the BEPCII collider, operating in the center-of-mass energy range 4.178–4.230 GeV. We select positrons fromD+s→Xe+νe with momenta greater than 200 MeV/c and determine the laboratory momentum spectrum, accounting for the effects of detector efficiency and resolution. The total positron yield and semielectronic branching fraction are determined by extrapolating this spectrum below the momentum cutoff. We measure the D+s semielectronic branching fraction to be(6.30±0.13(stat.)±0.09(syst.)±0.04(ext.))%, showing no evidence for unobserved exclusive semielectronic modes. We combine this result with external data taken from literature to determine the ratio of the D+s and D0 semielectronic widths, Γ(D+s→Xe+νe)Γ(D0→Xe+νe)=0.790±0.016(stat.)±0.011(syst.)±0.016(ext.). Our results are consistent with and more precise than previous measurements.
The medium of videogames has not been sufficiently explored by narratologists yet. However, this medium has unique challenges to offer to any narratologists. In this paper, I will explain what challenges narratology has to face when analyzing an avatar: how can a story be told if the person who the story is told to controls the protagonist? To answer this question, it is important to be able to analyze this avatar first. To this end, I will point out unique characteristics of videogame characters. After establishing those, I will suggest ways to analyze the avatar on a narratological basis as a ground work towards answering the previous, big question of narratology in the medium of videogames.