In figure 1 is shown for events with
an inclusive trigger 4 i.e., all events for which trigger 4 fired,
plus the requirement that there is at least one hit in the
scintilating tiles array above threshold.
So far, much of the analysis has been done with centrality cuts as
constant cuts in .
One problem with this approach is that the acceptance of the tile
array depends strongly on the position of the vertex, which means that
is not only a function of the collision centrality, but also of
where the collision occurs. The dependency of
on the position of
the primary collision vertex is illustrated in
figure 2.
It can be seen from figure 2, that a global constant
cut in does not correspond to a cut in centrality, applicable to
all values of
.
One way to get around this problem is to make the distribution for
a number of vertex bins and to determine centrality cuts for each
bin. This is a kind of centrality calibration.
Having realized that the centrality is highly vertex dependent, we are forced to revisit our way of determining the centrality.
These points are then fitted with
-degree
polynomial in
, to give us functions
For each subsequent event, one can, using , now find
the upper and lower limit for the collision centrality. For example,
one could get the numbers 5 and 10 for upper and lower centrality
limit - if the
and
functions are defined (in the
calibration procedure) and the collision is in this centrality
interval.