Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.
Antihydrogen (Hbar) was first produced at CERN in 1996. Over the past decade our ATRAP collaboration has made massive progress toward our goal of producing large numbers of cold Hbar atoms that will be captured in a magnetic gradient trap for precise comparison between the atomic spectra of matter and antimatter. The AD at CERN provides bunches of 3x10 7 low energy Pbars every 100 seconds. We capture and cool to 4 K, 0.1% of these in a cryogenic Penning trap. By stacking many bunches we are able to do experiments with 3x10 5 Pbars. ~100 e + /sec from a 22 Na radioactive source are captured and cooled in the trap, with 5x106 available experiments.We have developed 2 ways to make Hbar from these cold ingredients, namely 3-body collisions, and 2-stage Rydberg charge exchange. In the first case, Pbars are injected into a nested trap containing e + . Hbar is formed when 2 e + and 1 Pbar collide. In 2-stage Rydberg charge exchange, laser-excited caesium (Cs) enters the trap through a small hole. Rydberg positronium is formed when a e + captures an e-from a Cs. These atoms exit the trap, some passing through a nearby cloud of cold Pbars. A 2nd charge-exchange results when a Pbar captures the e + , forming Hbar. We have also developed techniques to measure the excited-state distribution of the Hbar and measure their velocity. I will present results from these experiments and discuss the next generation of apparatus to be commissioned this year. This new apparatus includes a e+ accumulator built at York University providing many more e + . The new Pbar annihilation detector provides spatial information of annihilations. Windows allow lasers to enter the trap for spectroscopic measurements and for laser cooling of the Hbar. Possibly the most exciting inclusion in this new apparatus is the inclusion of a neutral particle trap which may, for the first time, capture the Hbar and lead to the first atomic spectrum from antimatter.
Advances in virtual reality (VR) technology have made it a valuable new tool for vision and perception researchers. Coding VR experiments from scratch can be difficult and time-consuming so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins require complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this paper, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works “out-of-the-box” since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.
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