Dog Eval – High Points

DREAM: Golden Retriever named Riley

  • Personality
  • Feel good to the touch
  • Easy to train – Try Heel, sit, lay down, leave it
  • Lead / Leash Adaptable
  • Leaves food when told
  • Calm and quiet
  • 45-70 LBS
  • Evaluate tail and ears
  • Female
  • Good with other dogs, children and cats
  • Non-predatory

BREEDS IN MIND:

  • 5 – Border collie mix
  • 8 – Poodle
  • 8 – GoldenDoodle
  • 7 – LabraDoodle
  • 5 – Labrador
  • 4 – Golden Retriever
  • 5 – Rhodesian Ridgeback
  • German Shepherd
  • 5 – Vizsla
  • 5 – Dalmation

OSHER Quantum Mechanics Class

CLASS NOTES: http://www.public.asu.org/rjjacob/quantum.html

R J Jacob – Professor Emeritus of Physics
One Liner Notes and Brief Summary Statements

    • Quantum Physics is the study of the LAWS of Quantum Mechanics
  • Quantum Tunneling is responsible for the fusion of protons
  • Super Positioning (eg MRI) is the same object spinning in both directions at the same time
  • Light can be particles and waves at the same time
  • Principles of Scientific Communication
  • – 1. Start in the right place. Ask questions. Err on the side of caution.
  • – 2. Don’t go too far at one time. Let things soak in. Say a few things, then stop.
  • – 3. Clarity beats accuracy. (eg) egg whites bonding – bit of oil – like your hands in grease
  • – 4. Explain why it is cool.
  • Photons – Wave Particle Duality
    “Photos do not interfere with each other, they interfere with themselves”
  • – 1. Particles
  • – 2. Waves
  • – 3. Quantum Interference
  • Back and Forth: Momentum, Energy, Wavelength, Frequency
  • Quantum Mechanics Symmetries (See Angular Momentum far below)
    – Conservation of Momentum (no regard to origin)
    – Conservation of Angular Momentum (no regard to orientation)
    – Conservation of Energy (no regard to time dependency)


c = fλ – – – – f = c/λ
What he meant is demonstrated by the two waves shown at the right:

As the wavelength increases, the frequency decreases.
As the wavelength decreases, the frequency increases.
in .

Things to Research

 

Research from Class 2:

  • Research: Spooky Physics
  • The Quantum Challenge by George Greenstein – Quantum Foundations
  • Dance of the Photons by Anton Zeidinger (really good)
  • The Physics of Quantum Information – about Cryptography
  • Speakable and Unspeakable in Quantum Mechanics by Bell
  • Wave Functions and Probabilities
  • Read abstracts and summaries of papers
  • Subscribe to Physics Bulletin – Academy of Physics
  • Physical Review Letters – Publication
  • Wave functions – made up of compatible observable operators
  • Mathematical functions
  • Lyman, Balmer and Paschen Series
  • Q will or Q will not – Probability
  • P will or p will not
  • Will and Will Not must equal ONE
  • Priori probability – theoretical
  • posteriori – probability – empiracle / experimental
  • Classical Thermodynamics – Pressure / Temperature
  • Quantum Theory – Values of observables – Transition Rates
  • Electron changing shells – Balmer Series
  • Quantum Transitions
  • Probability of Transitions – Decay depens on initially
  • time interval – quantum decay
  • Radioactive Particles are either ON or OFF
  • Radioactive decay – a particle does not become less radioactive,
  • it simply ceases to exist at a particular timeAmpere’s Law – Electro magnetism
  • Zeeman Effect – weak field
  • 1925 San Goudsmit & George Uhlenbeck
  • 1922 – Otto Stern & Walther Gerlach
  • FERMIONS – Fermi and Duraq
  • BOSONS – Einstein and Bose
  • 1/2 SPIN – Electron, Proton, Neutron, Quark – He3 atom
  • Ingeger SPIN – Photon, Pion, Glion, Hydrogen Atom, alpha Particle
  • Fermi and Duraq – Statistics
  • Indistinguishable Particles
  •  – Classical, easily remedied.

Research from Class 3:

  • Pauli Exclusion Principle
  • Maxwell – Boltzmann Statistics
  • Atoms – Molecules – Nuclei
  • Orbit – Not shells as we learned in the 70s, but rather as wave functions.
  • Isotopes – Hydrogen, Deuterium, Tritium
  • FOUR FUNDAMENTAL FORCES OF NATURE
  • Gravity – Weak attraction – 10
  • Electromagnetic – Stronger – 10^2 (137 to be exact)
  • Weak Nuclear – Slightly stronger – 10^30
  • Strong Nuclear – Very strong – 10^40

IsoSpin Mirror Image

  • Quantum Tunneling – Probability
  • Quantum Entanglement – Diodes
  • Shrodinger’s Cat

Scanning Tunneling Microscope

Pi Meson – Look at decay and zero spin

Total spins must be zero – check out quantum cryptology.

 

Dance Steps

Swing

  • Basic: side, side, back, forward
  • – slow, slow, quick, quick
  • Plant man’s right foot – it never moves

Foxtrot

  • Basic: forward, side then close, back side close
  • – slow, quick, quick
  • Alt: Forward, side, close – Back, side, close

Waltz

  • Basic: box step – forward, side close, back side close

 

Painting, Pottery, Sculpture

Artists

Click on the map to the right for a Phoenix studios.

Katheryn Sins

Functional Ceramic Sculpture
ARTizona Clay Stdio
– Small classes, private lessons, studio time
– Ceramic firing services (oxidation and reduction)
ArtizonaAZ@cox.net
– 602-841-9618
1402 W Tuckey Lane
Phoenix, AZ 85013

  • Full Mornings of Mon, Tues, Wed
  • Available Thursday and Friday afternoon
  • $10/hour for 2 as long as she is teaching the same thing

Constance McBride

Figurative Ceramic Sculpture
Tel: 623-516-7938
www.ConstanceMcBride.com
CMCB@ConstanceMcBride.com

April Watt

Tel: 480-513-7317


Information We Need

Kiln Requirements

  • Cone settings (eg) Cone 04
  • Electric, not gas
  • Automatic thermostat
  • Programmable
  • Hold function

Popular model:  SKUTT Automatic Kiln


Mold Making and Slip Casting


Local Resources

Marjons Ceramics Studio

  • Kiln Time Rental
  • 35th and Earl
  • 3434 W. EARLL DR. PHOENIX, AZ 85017.
  • PHONE (602) 272-6585
  • FAX (602) 272-1507
  • 426 W. ALTURAS TUCSON, AZ 85705

Pottery Wheels

Bailey – ProX Potters Wheel – Max capacity 50 lbs

  • Bailey Wheels, PO Box 1577, Kingston, NY 12401

Picasso and Matisse

I need to
– work on shadows – specifically with fabric and skin
– reflections of light on convex and concave surfaces
– color blending
– create a bold abstract
– examine Fauvism – use of colors in an unnatural way
– paint the masks outside our front door
– create cubism – geometric shapes

The Alphabet Game

DOWNLOAD YOUR OWN COPY BY CLICKING HERE


The Alphabet Game

This is based on a game that my brother and I played when we were little. As we fell asleep, we would talk in the dark across the room “A my name is Alfred, my wife’s name is Ann. We live in Alabama, and we sell Apples.” and so forth – all the way up to “Z my name is Zorro… and we sell Zithers.”

Here are the rules for this modified game:

  • This is designed for 3 or more players, although two can play. The more people that play, the longer the game takes. You can even play this by yourself to help pass time.

    NOTE: Divide 24 by the number of players to determine “end point” score.
    (eg) four players – 24 / 4 = 6 So the game is over when someone gets 6 points.

  • The goal is to be the person with the LEAST POINTS by the end of the game
  • Answering goes in rotation advancing through the alphabet.
    • One person gets to be the first to roll the dice to determine which Category is played.
      The roll for category selection passes to the person on their left.
    • One person should be designated as the score keeper unless each player has their own die,
      in which case everyone starts with one point.
      In case of losing a point, a person with one point will keep 1 point.
    • One person should keep track of the letter being played
    • One person will be the 30 second time keeper.
      A bell or the rim of a glass tapped with a pen is a good “end of turn” signal.
  • The game is set when someone has predetermined amount of points. A round of letters DOES NOT have to be completed for the game to be over. Certain categories will make the game end much sooner than others (See Category 24)
    • 6 points for 4 players will usually give about a half hour game
    • If each person has a dice, this makes a good scoring tool. Everyone starts with 1 point.
  • Even 1 can play. I sometimes play this as I drift off to sleep (without the dice, of course)
  • There are three dice. It is the choice of the roller to use 1, 2 or all 3 dice
    – giving the numbers 1 through 18 – to determine the Category of play.
  • PROBABILITY:
    The number of dice used can affect the probability of the Category selection.

    • If you are trying for 1, use 1 dice. Your odds are 1 in 6
    • If you are trying for 6, use 2 dice. You can get 2+4 3+3 or 5+1 – your odds are better than if you use only 1 dice where your odds are again 1 in 6.
    • If you are trying for 18, your odds are not very good. About 1 in 36
    • If you use all three dice and roll triple 6’s all I can say is “Lotsa luck!”
  • The number will select the Category of Play (shown at the bottom)
  • When offering up your “letter” any answer can be proposed – true or false
    (eg) for the category Animals, you might say “Stuffed Bear”
  • Any answer can be challenged
  • Challenge Process
    • For a challenge, the other players vote on if the answer is true or incorrect – Majority wins
    • If the proposer wins, s/he LOOSES 1 point (which is a good thing) and the challenger gains 1 point (which is bad for them)
    • If the challenger wins, s/he loses 1 point, and the proposer gains 1 point.
    • In case of a tie, the person proposing the answer wins and loses 1 point. In this case the challenger’s score DOES NOT CHANGE.
  • Scoring
    • A correct answer does not change the score
    • If someone is challenged (above) the score changes
    • Is a person cannot come up with an answer in 30 seconds, they GAIN 1 point
      • The same letter passes to the next person with a similar penalty until it goes all the way around or an accepted answer is proposed. This makes it fair for someone who gets Q or X or Z
    • Game is over when someone has advanced to 5 (or other predetermined) points
    • When game is over, the person with the least points wins.
    • In case of a tie, a sudden death is played between the tied players. Each turn is only 15 seconds in length, but all of the other rules remain the same. After one alphabet round (not points) the sudden death is over and the person with the least points wins. If it is still tied, both winners shake hands and call it even.

Play Categories
Determined by a throw of the dice.

  • Anything that matches the category is a potential answer. In case of a challenge, see the rules for a challenge outlined above.
  • Difficulty of a category is indicated by ! signs – four being the hardest
  1. PAIRS – (eg) Mom and Dad, Ham and eggs, Salt and pepper, Cat and dog @
  2. CITIES (eg) Phoenix, New York, Istanbul @@
  3. PLACES – (eg) School, Park, Hospital @
  4. LIVING THINGS – (eg) Cat, Dog, Tree, Flower, Rose @@
  5. CHEMISTRY – (eg) Hydrogen, Aspirin, Tylenol, Propane @@@@
  6. FOOD – (eg) Apple, Banana, Granola @@
  7. SOMETHING YOU WEAR – (eg) Hat, Shoes, Ring, Belt @@
  8. SONG TITLE – (eg) Dixie, She Love You, ? @@@@
  9. VERB – (eg) Run, Eat, Sleep @
  10. NOUN – (eg) Dog, Car, Ant, Grape @
  11. FAMOUS PEOPLE – (eg) Angelina Joli, Brad Pitt, Curious George @@
  12. BIRDS – (eg) Cardinal, Robin @@
  13. THINGS TO DO WITH YOUR BODY – (eg) Brain, Toe @@
  14. NAMES – (eg) Alfred, Brenda, Bobby @
  15. SOMETHING FROM SCHOOL – (eg) Books, Orchestra, Principal, Playground @@@
  16. HISTORICAL REFERENCE – (eg) Chris Columbus, Aztecs, Gettysburg @@@@
  17. COUNTRIES – (eg) China, Russia, Ecuador @@
  18. THINGS YOU DRINK – (eg) Coke, Pepsi, Lemonade @@
  19. TV Programs – (eg) Cheers, News, All in the Family @@
  20. ONE SYLLABLE WORDS – (eg) Egg, Car, Lamp, Stamp @
  21. TWO SYLLABLE WORDS – (eg) Timer, Oven, Belly @
  22. THREE SYLLABLE WORDS – (eg) Attachment, Apricot, Televise, Entertain @@
  23. FOUR SYLLABLE WORDS – (eg) Regurgitate, Maniacal, Antagonize @@@
  24. FIVE SYLLABLE WORDS – (eg) Indestructible, Indeterminate, Multitudinous @@@@