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Dead space

''Dead space'' is a term used in various scientific, technical, and entertainment contexts. In physiology, it refers to the volume of inhaled air that does not participate in gas exchange within the lungs, including anatomical dead space in the conducting airways and physiological dead space from non-perfused alveoli. In entertainment, ''Dead Space'' is a science fiction survival horror video game franchise published by Electronic Arts. It is also used in other technical fields, such as where denotes an area shielded from (defilade), and in or visual contexts for unoccupied or ineffective volumes.

Physiological concept

Definition and components

in respiratory physiology refers to the volume of air that is inhaled into the s but does not participate in the of oxygen and . This concept is fundamental to understanding effective alveolar , as it distinguishes between air that reaches the gas-exchanging regions of the and air that remains in non-exchanging pathways. The primary components of dead space are anatomical dead space and alveolar dead space, which together contribute to the total physiological dead space. Anatomical dead space consists of the volume of air occupying the conducting airways of the , including the , , , trachea, bronchi, and bronchioles up to the terminal bronchioles, where no occurs due to the absence of alveoli. In healthy adults, this volume is typically approximately 150 , representing about one-third of a normal of 500 , and can be estimated as roughly 1 per (or 2.2 per ) of ideal body weight. Alveolar dead space, in contrast, refers to the volume of air that reaches ventilated alveoli in the respiratory zone but does not participate in because these alveoli are not adequately perfused with blood, often due to conditions such as that disrupt the normal matching of and . In healthy individuals, alveolar dead space is negligible, but it becomes significant in pathological states. Physiological dead space represents the total dead space volume, calculated as the sum of anatomical dead space and alveolar dead space. In normal adults, it approximates the anatomical dead space value of 150 mL since alveolar dead space is minimal. The physiological dead space fraction, denoted as V_D / V_T, quantifies the proportion of that is dead space and is given by the : \frac{V_D}{V_T} = \frac{P_aCO_2 - P_{\bar{E}}CO_2}{P_aCO_2} where P_aCO_2 is the arterial partial pressure of carbon dioxide and P_{\bar{E}}CO_2 is the mixed expired partial pressure of carbon dioxide. This equation, originally derived by Christian Bohr, relies on the principle that carbon dioxide concentration differs between arterial blood and expired air due to dead space dilution. Anatomical dead space varies with factors such as age, height, and ; it increases by about 1 per year from early adulthood, rises by approximately 17 for every 10 increase in height, and can change with positional shifts that alter volume, such as a slight decrease in the posture compared to upright.

Measurement and clinical relevance

The concept of physiological dead space was formalized by Christian Bohr in 1891 through his equation relating alveolar and expired gas compositions to quantify wasted ventilation. Dead space is measured using techniques that distinguish ventilated but non-perfused volumes from effective gas exchange regions. Anatomical dead space is quantified via Fowler's method, involving a single-breath nitrogen washout where the subject inhales pure oxygen and exhales through a nitrogen analyzer; the dead space volume is determined as the volume of initial expirate with nitrogen concentration below 2-3%, typically around 150 mL in adults. Physiological dead space is calculated using the Bohr-Enghoff equation, V_D / V_T = (P_aCO_2 - P_E CO_2) / P_aCO_2, where V_D is dead space volume, V_T is tidal volume, P_aCO_2 is arterial partial pressure of CO2, and P_E CO_2 is mixed expired partial pressure of CO2; this incorporates arterial blood gas measurements to account for ventilation-perfusion mismatches. Capnography provides real-time assessment by plotting the end-tidal CO2 waveform, where the phase I slope reflects anatomical dead space and deviations in phases II and III indicate alveolar dead space contributions. Clinically, elevated dead space signifies ventilation-perfusion mismatch, a key feature in conditions such as (COPD), where airway obstruction increases anatomical dead space; (ARDS), with reported dead space fractions up to 60% due to alveolar collapse and overdistension; and , where vascular occlusion raises alveolar dead space by up to 50%. This mismatch promotes from inefficient CO2 elimination and from reduced oxygen uptake, necessitating interventions like to optimize . Dead space ventilation demands compensatory increases in minute ventilation to sustain adequate alveolar ventilation, defined by the formula
\dot{V}_A = (V_T - V_D) \times f
where \dot{V}_A is alveolar ventilation, V_T is tidal volume, V_D is dead space volume, and f is respiratory frequency; normal \dot{V}_A is about 4-5 L/min, but rises with increased V_D / V_T ratios above 0.3. In mechanically ventilated patients, dead space rises due to apparatus contributions from endotracheal tubes (adding 1-2 mL/kg) and circuit components, potentially increasing total V_D / V_T to 0.4-0.6; monitoring this ratio via capnography guides ventilator adjustments, such as reducing tidal volume or increasing frequency, to minimize work of breathing and prevent auto-PEEP.

Entertainment franchise

Video game series

The Dead Space video game series is a franchise developed primarily by and published by , debuting in 2008. The core gameplay revolves around engineer , who battles grotesque reanimated corpses called Necromorphs aboard derelict spaceships, emphasizing strategic in to exploit enemy vulnerabilities rather than traditional headshots. Players manage resources scavenged from the environment to upgrade weapons and the protagonist's RIG suit, which integrates health, oxygen, and stamina monitoring; additional tools include the module for temporarily slowing enemies and objects, and the module for telekinetic manipulation to solve puzzles or create improvised weapons. Zero-gravity environments add tension, allowing free-floating navigation and , while atmospheric horror elements like sudden ambushes and psychological audio cues heighten isolation in space settings. The series comprises three main installments alongside a 2023 remake of the original. Dead Space (2008) launched for PlayStation 3, Xbox 360, and PC, setting the story on the mining ship USG Ishimura amid a Necromorph outbreak. Dead Space 2 (2011) shifts to the Sprawl space station, expanding on Clarke's hallucinations and combat variety, while Dead Space 3 (2013) introduces co-op play and planetary exploration on Tau Volantis. The remake, developed by Motive Studio using the Frostbite engine, rebuilds the first game for PlayStation 5, Xbox Series X|S, and PC, enhancing visuals, seamless exploration without loading screens, and quality-of-life improvements like improved backtracking and an Intensity Director system that dynamically adjusts enemy encounters for replayability. Narratively, the franchise centers on the Unitologist cult, a religious movement worshiping ancient alien artifacts known as Markers that induce madness and trigger Necromorph transformations as part of a convergence event to create a Brethren Moon. Themes of religious , psychological deterioration, and human permeate the story, with Clarke's journey revealing the Markers' manipulative signals that drive outbreaks. Created by at , the series drew inspiration from films like and to blend tense horror with sci-fi action. The games have earned critical acclaim for their immersive atmosphere and , with the winning Best Audio Design at the 2023 Horror Game Awards. By 2023, the series had sold over 10 million units across its titles, though the remake achieved approximately 2 million copies, falling short of EA's expectations despite strong reviews. As of late 2024, original creators including Schofield pitched to EA, but the proposal was rejected due to perceived financial risks; however, in 2025, Schofield expressed optimism for revival following EA's acquisition by new owners, stating he is actively making calls to pitch a cost-efficient sequel concept. The Dead Space franchise has expanded beyond video games through various animated films produced by Film Roman in collaboration with Electronic Arts (EA). The first, Dead Space: Downfall (2008), serves as a prequel depicting the initial Necromorph outbreak on the USG Ishimura mining ship, triggered by the discovery of an alien Marker artifact. A follow-up, Dead Space: Aftermath (2011), explores the aftermath of the Aegis VII colony disaster, following a government investigation team uncovering the Marker's role in reanimating the dead. These direct-to-video features tie directly into the core game's lore, illustrating the origins of the Necromorph plague and Unitology cult's influence. The franchise's comic adaptations, published primarily by and later IDW and , provide additional narrative depth. The original Dead Space series (2008), written by and illustrated by , consists of 12 issues chronicling events leading to the Ishimura incident through the perspectives of crew members encountering the . Dead Space: Salvage (2010), also by Johnston with art by Christopher Shy, follows a team of scavengers discovering the derelict Ishimura and facing surviving Necromorphs. Dead Space: Liberation (2013), written by Ian Edginton and illustrated by Shy, acts as a to Dead Space 3, focusing on EarthGov sergeant John Carver's investigation into Unitologist terrorism on . In 2025, Comics began re-releasing these graphic novels, starting with the original Dead Space volume on March 11. These comics expand on side characters and Marker-induced hallucinations absent from the main games. Novels further enrich the universe, emphasizing the Marker's psychological and societal impacts. Dead Space: Martyr (2010), written by B.K. Evenson, details geophysicist Michael Altman's 22nd-century discovery of the Black Marker off , marking the birth of the Unitology religion and early experiments. Dead Space: Catalyst (2012), also by Evenson, follows brothers Jensi and Istvan during escalating Marker-related events on Vinduagar, highlighting familial bonds amid the cult's rise. These prose works delve into the franchise's foundational mythology, predating the timeline. Other adaptations include mobile titles like Dead Space (iOS, 2011), developed by IronMonkey Studios, which adapts the original game's opening chapters with touch-optimized controls and zero-gravity mechanics. A Facebook social game, Dead Space (2011), offered light strategy elements involving resource management on mining colonies, though it was short-lived. In 2024, the scripted podcast series Dead Space: Deep Cover was released, produced by Bloody Disgusting in partnership with EA Motive; it follows journalist Emmeline Ayuba investigating her sister's disappearance linked to a Unitologist church, expanding the lore through audio storytelling across eight episodes starting in May 2024. These digital extensions introduced the horror elements to broader audiences via portable platforms. The adaptations integrate seamlessly with the video game series, providing backstory on protagonists like and pivotal events such as the Ishimura's fall, while reinforcing themes of Marker-induced madness and corporate cover-ups. For instance, directly precedes Isaac's arrival in the first game, and bridges to 's co-op narrative. Reception for the films highlighted strong visuals and gore but noted pacing issues; earned a 6/10 from for its creature-feature action over sustained tension, while Aftermath scored 7/10 for effectively expanding the lore without game references. Comics were praised for lore expansion, with the 2008 series receiving 6.7/10 from for its atmospheric art despite familiar horror tropes. Novels like were lauded for deepening Unitology's origins, contributing to the franchise's cohesive .

Other technical uses

Military and tactical applications

In military tactics, dead space, also known as defilade, refers to terrain or positioning that shields personnel or assets from direct enemy fire by interrupting the or line of aim, thereby preventing engagement while remaining vulnerable to such as or mortars. This concept is critical for , as it exploits natural or artificial features to reduce casualties without eliminating all threats. Dead space can be categorized into natural and man-made types. Natural dead space arises from terrain features like , , , or depressions that drop targets below the firing line, creating unengageable areas. Man-made dead space includes fortifications such as , , or that block trajectories. A specific variant is reverse slope defilade, where forces position on the back side of a or , hidden from approaching enemy fire until they crest the elevation, allowing defenders to engage at close range while minimizing exposure. Tactically, is employed to minimize casualties in defensive positions and facilitate safe maneuvers, such as advancing under cover or repositioning units. It forms a cornerstone of fortifications, particularly in systems where soldiers could move laterally or resupply without direct observation or fire. In offensive operations, identifying and exploiting enemy enables flanking or infiltration, turning terrain into a strategic advantage. Historically, played a pivotal role in , where extensive networks of ditches and earthworks created protected zones from machine-gun and rifle fire, allowing troops to endure prolonged stalemates. In modern conflicts, such as the , urban —formed by buildings, alleys, and interiors—complicated house-to-house fighting, forcing troops to clear rooms and stairs methodically to negate hidden threats in operations like the Second Battle of Fallujah in 2004. Related concepts include dead ground, which broadly denotes areas beyond weapon range or hidden from observation due to terrain undulations, overlapping with but emphasizing surveillance denial over fire protection. differs from , which provides physical protection from projectiles, and concealment, which hides positions from enemy detection; while often combines both, it specifically focuses on line-of-sight denial for . In contemporary operations, identification is integrated into using drones and satellites to map and exploit vulnerabilities, such as deploying small unmanned aerial systems (SUAS) to survey intervisibility lines and clear obscured areas before maneuvers. This enhances tactical planning in complex environments, reducing risks from unseen threats.

Visual and engineering contexts

In and , refers to the masked or cropped portions of the that are intentionally hidden to accommodate specific aspect ratios, such as the black bars in letterboxing for formats like 2.39:1 projected onto a 16:9 television screen. This preserves the original without , but it results in unused vertical areas at the top and bottom of the image, which are concealed during or display to maintain artistic intent. In , is often managed through anamorphic lenses, which horizontally squeeze the image during capture and unsqueeze it in or , allowing wider fields of view without cropping the full area and minimizing wasted real estate. The term's origins in film trace back to early 20th-century standards, where the (1.37:1) introduced masking to hide perforations and areas, creating inherent beyond the visible . In and , denotes unused areas within layouts or printing dies where does not transfer, serving as intentional to enhance clarity and prevent visual overload. For instance, in or , these zones around text or images ensure precise application without bleed, while in die-cutting processes, they define boundaries where no material is removed or colored. In specifically, —often synonymous with —surrounds letterforms and lines to avoid clutter, improving by providing breathing room that guides the eye and emphasizes key elements like headlines or logos. This approach not only refines aesthetic balance but also optimizes distribution, reducing waste in production runs. In contexts, manifests as stagnant zones in systems like and HVAC where is minimal, promoting buildup of sediments or contaminants that compromise . In heat exchangers, these dead zones—often near baffles or bends—trap particles, accelerating and reducing thermal transfer rates by up to 50% in severe cases without . Similarly, in , on printed circuit boards (PCBs) includes unused areas that, if left as isolated , can form "dead copper" islands disrupting and increasing . Mitigation strategies, such as installing flow straighteners in or HVAC ducts, redistribute profiles to eliminate these stagnant regions, improving overall system through reduced and even distribution. The concept gained prominence in 19th-century studies, exemplified by Osborne Reynolds' 1883 experiments, which highlighted boundary layers as nascent stagnant zones transitioning to .

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