Recently, angle-resolved photoemission spectroscopy ͑ARPES͒ has revealed a dispersion anomaly at high binding energy near 0.3-0.5 eV in various families of the high-temperature superconductors. For further studies of this anomaly, we present a new two-dimensional fitting scheme and apply it to high-statistics ARPES data of the strongly overdoped Bi 2 Sr 2 CuO 6 cuprate superconductor. The procedure allows us to extract the self-energy in an extended energy and momentum range. It is found that the spectral function of Bi 2 Sr 2 CuO 6 can be parametrized using a small set of tight-binding parameters and a weakly momentum-dependent selfenergy up to 0.7 eV in binding energy and over the entire first Brillouin zone. Moreover, the analysis gives an estimate of the momentum dependence of the matrix element, a quantity, which is often neglected in ARPES analyses.
We extend the Wave Digital Filter (WDF) approach to simulate reference circuits that involve operational amplifiers (op-amps). We handle both nullor-based ideal op-amp models and controlled-source-based linear op-amp macromodels in circuits with arbitrary topologies using recent derivations for complicated scattering matrices. The presented methods greatly increase the class of appropriate circuits for virtual analog modeling, and readily extend to circuits with any number of op-amps. Although op-amps are essential to many circuits and deviations from ideal can be important, previous WDF research applies only to the limited case of circuits with ideal op-amps, in differential amplifier topology, with no global feedback.
This chapter considers how South Korean identity is represented in the online video game Overwatch through a close reading of the character D.Va. The term “double-ventriloquism” is proposed to explain the simultaneous representation of South Korean youth culture and an assumed North American player within D.Va’s vocal utterances. Through the combination of the audio generated by the game engine and the actions of the player, D.Va communicates messages of instruction, cheer, and defeat. Speaking through action and flavor dialogue, D.Va becomes recognizable as a sexy, cute, young, and techno-forward character whose character and persona the player audience connects with. However, they remain ignorant of the combined corporate and political interests of the creators. This chapter argues that, through “double ventriloquism,” D.Va manifests both North American game company Blizzard Entertainment’s (which owns Overwatch) financial interest and the South Korean state’s interest in exporting Korean cool to an American audience.”
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