![]() Finally, we identify unique features in individual galaxies, such as extended tidal features in Sex A and Sag DIG and a central concentration of AGB stars in the inner regions of NGC 185 and NGC 147. Theories of structure formation in dwarf galaxies must account for the lack of radial gradients in intermediate-age populations and the presence of these stars in the outer extremities of dwarfs. Variable AGB stars are detected in the outer extremities of the galaxies, indicating that chemical enrichment from these dust-producing stars may occur in the outer regions of galaxies with some frequency. The intermediate-age and old stars are well mixed in two-thirds of the sample, with no evidence of a gradient in the ratio of the intermediate-age to old stellar populations outside the central Ëœ1‧-2‧. Unlike the constant TRGB in the I band, at 3.6 μm, the TRGB magnitude varies by Ëœ0.7 mag, making it unreliable as a distance indicator. Using complementary optical imaging from the Hubble Space Telescope, we identify the tip of the red giant branch (TRGB) in the 3.6 μm photometry, separating thermally pulsating asymptotic giant branch stars from the larger red giant branch populations. We have traced the spatial distributions of intermediate-age and old stars in nine dwarf galaxies in the distant parts of the Local Group, using multi-epoch 3.6 and 4.5 μm data from the DUST in Nearby Galaxies with Spitzer (DUSTiNGS) survey. Distribution of Intermediate-age and Old Stellar Populations in Disks and Outer Extremities of Dwarf Galaxies Ultimately, we hope to learn more about the outermost galaxy, where disc and halo blend.ĭUSTiNGS. Increased knowledge concerning the kinematics of these galaxies will tighten the constraints on mass models, and shed light on the properties of dark matter. ![]() We expect to detect Hα regions far beyond their nuclei and into the extreme outer disc, for which we will then obtain radial velocities. We propose to obtain ultra-deep Hα images (in the rest frame of the galaxy) for UGC 2885 and NGC 801, two extremely large Sc galaxies. Because the composition of dark matter remains unknown, it is important to devise observations that will help to constrain its properties. Most often, the velocities are obtained as part of large surveys, where the effort is made to obtain many rotation curves, rather than to extend a rotation curve as far as possible. Little is known about the kinematics of galaxies far beyond the relatively bright regions sampled in radio or optical radial velocity studies. I ran my own fansite (called Halo Command) which was featured on the official Halo page, spent countless hours on, wrote fan fiction and drew fan art, collected every scrap of media and info on the game I could find, and otherwise completely obsessed over the game until it was announced that Microsoft had bought Bungie and Halo was being made as an Xbox-exclusive first-person-shooter, which made me feel like my heart had been stomped on by Bill Gates himself.Īnd that's the extreme emotional highs and lows of my high school gaming days in a nutshell.A Search for H(alpha) Emission in the Far Outer Discs of Extremely Large Spiral Galaxies (In my opinion, it still turned out to be a pretty good game, but there was no way it could have lived up to the magical version that existed in my mind.)Īs a fan of Bungie since the original Marathon and a member of a Mac-owning family, I was one of the biggest Halo fanatics in the 1999-2001 period. When it was finally shown, the FPS on the Xbox just looked like a generic shooter by comparison. It looked to be something like Tribes in its team-vs-team gameplay, but with a vast world requiring teamwork and vehicles to traverse, a really interesting backstory (which has always been a hallmark of Bungie), and immersive gameplay. The huge environments, realistic physics, ambient life, and team-based gameplay left so much to the imagination that the possibilities seemed endless. In its early stages, Halo looked to be more of an open-world team-based shooter. This was the introduction of the Master Chief and the concept of Spartans. Halo remained a third-person shooter up until its announcement as an Xbox FPS, as demonstrated by the video shown of Halo at E3 2000. ![]() (Personal opinion: they are also some of the best tactical/strategy games ever made.) Bungie's previous two games, Myth: The Fallen Lords and Myth II: Soulblighter, were successful RTS games, which made producing another RTS a logical choice. Halo was originally announced for the Mac at Macworld 1999 Halo was released for Mac OS X on December 3, 2003
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