Dark matter and normal matter have been wrenched apart by the tremendous collision of two large clusters of galaxies. The discovery, using NASA's Chandra X-ray Observatory and other telescopes, gives direct evidence for the existence of dark matter.

These observations provide the strongest evidence yet that most of the matter in the universe is dark. Despite considerable evidence for dark matter, some scientists have proposed alternative theories for gravity where it is stronger on intergalactic scales than predicted by Newton and Einstein, removing the need for dark matter. However, such theories cannot explain the observed effects of this collision.


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"A universe that's dominated by dark stuff seems preposterous, so we wanted to test whether there were any basic flaws in our thinking," said Doug Clowe of the University of Arizona at Tucson, and leader of the study. "These results are direct proof that dark matter exists."

In galaxy clusters, the normal matter, like the atoms that make up the stars, planets, and everything on Earth, is primarily in the form of hot gas and stars. The mass of the hot gas between the galaxies is far greater than the mass of the stars in all of the galaxies. This normal matter is bound in the cluster by the gravity of an even greater mass of dark matter. Without dark matter, which is invisible and can only be detected through its gravity, the fast-moving galaxies and the hot gas would quickly fly apart.

The hot gas in this collision was slowed by a drag force, similar to air resistance. In contrast, the dark matter was not slowed by the impact, because it does not interact directly with itself or the gas except through gravity. This produced the separation of the dark and normal matter seen in the data. If hot gas was the most massive component in the clusters, as proposed by alternative gravity theories, such a separation would not have been seen. Instead, dark matter is required.

"This is the type of result that future theories will have to take into account," said Sean Carroll, a cosmologist at the University of Chicago, who was not involved with the study. "As we move forward to understand the true nature of dark matter, this new result will be impossible to ignore."

The puzzling genre is undoubtedly my favourite to get stuckinto in virtual reality, so I was particularly excited when Fireproof Gamesannounced that they were bringing their critically-acclaimed The Room series overto virtual reality platforms. With their blend of clever puzzling and theirescape room-style setup, the shift from mobile to virtual reality seemed like avery natural one.

A problem the PICASSO collaboration has faced is that alpha particles (from radioactive decay) can also cause these droplets to pop. However, they have discovered that the pops caused by alphas are louder than those which would be caused by dark matter particles. The discovery is published in New Journal of Physics 10 (2008) 103017 (11pp), 16 October 2008, available online at: New Journal of Physics

This means that PICASSO might be able to distinguish event-by-event between radioactive background, and dark matter interactions, making the experiment much more sensitive to dark matter. The COUPP dark matter experiment, which is an IU South Bend, Fermilab, and University of Chicago experiment, also based on superheated liquids, will also benefit from this discrimination ability.

Many years ago I played a game that sparked my love for first-person puzzlers and escape room challenges even before actual physical escape rooms you could play in were a thing. These games usually were online, Flash-based two-dimensional games with a simple aesthetic so that you could focus on the tasks at hand. I remember one in particular by Toshimitsu Takagi called The Crimson Room which was incredibly primitive, and cartoony in its cel shaded way, but it was utterly engaging. I remember thinking that puzzlers like this were an incredibly new genre to me and that this was a game style that I would enjoy as long as they kept being produced. After the Crimson Room, there was the Veridian Room, the Blue Chamber and the White Chamber, but the waiting period in between felt like an age, I wanted more! Fast forward eight years to 2012, we have supercomputers in our pockets, and Fireproof Games developed the cult escape room game enigmatically entitled The Room. I immediately jumped on the opportunity to play such a stunning looking game in the palm of my hand and made the purchase without thinking. I was not disappointed and wholeheartedly recommended it to my friends and family without hesitation.

You begin The Room VR as a police detective, in what appears to be a 1908 Victorian-era police office set in Bloomsbury, London. It's completely befitting that you should uphold this profession as effective escape room games feed off of investigation and information retention skills. You start out as a pair of hands, free-floating in front of you with the basics in a tutorial sequence that ingrains the control methods into your muscle memory. You use a brilliantly simplified control system of snap turning with two buttons, opening your inventory with another button, and flipping on and off your lens with one final button. The top buttons work in conjunction with either of your hand's orientation to point-and-click teleport yourself around the scene; there is no free-roaming, but that concentrates your areas of interest into focussed spots around the stages. You use the triggers on either hand to instinctively grab and inspect items, twisting, pulling, and anything intuitive you need to do. The level of ease in the control scheme is exceptionally well-designed, giving you more time to focus on tasks and solving conundrums thanks to its sheer simplicity. Your first interaction is to click through a slide reel which briefs you on the current case at hand: the vanishing of an esteemed Egyptologist and the altogether peculiarity surrounding every aspect of the ensuing quandary.

The game takes you through three distinct themes for its core experiences. The first brings you archaeological delights as you solve the riddle of the sarcophagus in a museum storeroom, the second takes you to explore a spiritual chapel, and the final is a creepy remote cottage where you get to unravel riddles through your powers of spell casting. Each setting is thick with atmosphere, laden with tasks to complete and a definite, distinct narrative to unfurl. Each of these unique and fully fleshed out locations contain a number of puzzles with multiple steps required to solve each of them. These range from simple combination lock-style devices that usually require you to find key components to complete said device first, to conundrums that toy around incredibly with scale and angles to the point that you are in complete awe of your surroundings as you investigate the same areas but at an entirely new perspective.

As it stands, this game is superb, a total masterstroke. It is the perfect use of VR combined with the ideal genre to match it with, but ultimately it's over too quickly and it's difficult to discern any replayability as the puzzles never change and the clues remain the same. If you considered that a day out doing an escape room would set you back 20-25 per person, per experience, per hour, for the asking price of under 25, this title gives you three solid escape rooms and an undulating themed narrative throughout that kind of ties it all together, but rather disappointingly doesn't amount to any sort of crescendo. I am a huge fan of this game, what they have accomplished is nothing short of spectacular, but I cannot shake this feeling that they perhaps held back somewhat, or plan to bring more to it via DLC. I still have my fingers crossed for the latter. The ending feels so abrupt, that it's as if they cut it short purposefully.

In A Dark Matter you play an Edwardian detective on the trail of the sinister Craftsman. To stop his (somewhat ill-defined) plan you must journey through a sequence of puzzle rooms, each more cunningly designed than the last.

The Room series has always had a lot in common with real-life escape rooms, but A Dark Matter really hammers the similarities home. The three primary levels are set in an Egyptology museum, an old English church and a creepy cottage in the woods and each of them is evocative and full of things to poke and prod.

Most of the Universe is missing. The motion of the stars and galaxies allows astronomers to weigh it, and when they do, they see a major discrepancy in cosmological accounting. For every gram of ordinary matter that emits and absorbs light, the Universe contains around five grams of matter that responds to gravity, but is invisible to light. Physicists call this stuff dark matter, and as the search to identify it is now in its fourth decade, things are starting to get a little desperate.

The idea soon received a boost. In June, it was suggested that primordial black holes could also explain the uneven distribution of infrared light in the cosmic background2. By August, a team led by astrophysicist Misao Sasaki of Kyoto University in Japan largely corroborated Bird's theory, but suggested that such black holes might account for only a fraction of dark matter3.

Researchers won't see dark matter directly. Instead, they look for signs that energy and momentum in collisions have gone missing when they should have been conserved. Ellis compares searching for evidence of dark matter to watching billiard balls roll away after the cue ball hits them on the break shot. If the balls on one side of the group were invisible, and only the balls rolling away on the opposite side could be seen, the path and nature of the unseen balls can still be deduced, he says. Physicists are using the paths of the particles they can see to identify the paths of the dark matter that they can't.

But as yet, they haven't found any. In 2015, LHC experiments produced hints of a 750-gigaelectronvolt (GeV) boson, about six times the mass of the Higgs particle, but, in August, these were revealed to be nothing more than a statistical fluctuation. There has been no sign of supersymmetric particles or dark matter at masses up to 1,600 GeV, where physicists had expected to find them. Ellis says that the ongoing 2016 run should yield much more data and give a better indication of whether the expected dark-matter particles really exist. So far, none have been reported. ff782bc1db

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