259 research outputs found

    Effect of pulsed power on particle matter in diesel engine exhaust using a DBD plasma reactor

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    Nonthermal plasma (NTP) treatment of exhaust gas is a promising technology for both nitrogen oxides (NOX) and particulate matter (PM) reduction by introducing plasma into the exhaust gases. This paper considers the effect of NTP on PM mass reduction, PM size distribution, and PM removal efficiency. The experiments are performed on real exhaust gases from a diesel engine. The NTP is generated by applying high-voltage pulses using a pulsed power supply across a dielectric barrier discharge (DBD) reactor. The effects of the applied high-voltage pulses up to 19.44 kVpp with repetition rate of 10 kHz are investigated. In this paper, it is shown that the PM removal and PM size distribution need to be considered both together, as it is possible to achieve high PM removal efficiency with undesirable increase in the number of small particles. Regarding these two important factors, in this paper, 17 kVpp voltage level is determined to be an optimum point for the given configuration. Moreover, particles deposition on the surface of the DBD reactor is found to be a significant phenomenon, which should be considered in all plasma PM removal tests

    IgG anti-apolipoprotein A-1 antibodies in patients with systemic lupus erythematosus are associated with disease activity and corticosteroid therapy: an observational study.

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    IgG anti-apolipoprotein A-1 (IgG anti-apoA-1) antibodies are present in patients with systemic lupus erythematosus (SLE) and may link inflammatory disease activity and the increased risk of developing atherosclerosis and cardiovascular disease (CVD) in these patients. We carried out a rigorous analysis of the associations between IgG anti-apoA-1 levels and disease activity, drug therapy, serology, damage, mortality and CVD events in a large British SLE cohort

    Advance Parking Management System.

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    By looking towards scenario of today’s market and business; and approaches of peoples towards their standards ,to deal with the ever growing problem of parking management with issues like lack of space for parking, wastage of time to find parking space this paper proposes an advance solution for managing and monitoring free parking space and automated parking of the car. It aims at implementing smarter and better parking guidance mechanism with architecture which will settle within less land space and reduces significantly vehicle travel time and parking time

    Performance evaluation of non-thermal plasma on particulate matter, ozone and CO2 correlation for diesel exhaust emission reduction

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    This study is seeking to investigate the effect of non-thermal plasma technology in the abatement of particulate matter (PM) from the actual diesel exhaust. Ozone (O3) strongly promotes PM oxidation, the main product of which is carbon dioxide (CO2). PM oxidation into the less harmful product (CO2) is the main objective whiles the correlation between PM, O3 and CO2 is considered. A dielectric barrier discharge reactor has been designed with pulsed power technology to produce plasma inside the diesel exhaust. To characterise the system under varied conditions, a range of applied voltages from 11 kVPP to 21kVPP at repetition rates of 2.5, 5, 7.5 and 10 kHz, have been experimentally investigated. The results show that by increasing the applied voltage and repetition rate, higher discharge power and CO2 dissociation can be achieved. The PM removal efficiency of more than 50% has been obtained during the experiments and high concentrations of ozone on the order of a few hundreds of ppm have been observed at high discharge powers. Furthermore, O3, CO2 and PM concentrations at different plasma states have been analysed for time dependence. Based on this analysis, an inverse relationship between ozone concentration and PM removal has been found and the role of ozone in PM removal in plasma treatment of diesel exhaust has been highlighted

    Disulfide-induced self-assembled targets:A novel strategy for the label free colorimetric detection of DNAs/RNAs via unmodified gold nanoparticles

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    A modified non-cross-linking gold-nanoparticles (Au-NPs) aggregation strategy has been developed for the label free colorimetric detection of DNAs/RNAs based on self-assembling target species in the presence of thiolated probes. Two complementary thiol-modified probes, each of which specifically binds at one half of the target introduced SH groups at both ends of dsDNA. Continuous disulfide bond formation at 3' and 5' terminals of targets leads to the self-assembly of dsDNAs into the sulfur-rich and flexible products with different lengths. These products have a high affinity for the surface of Au-NPs and efficiently protect the surface from salt induced aggregation. To evaluate the assay efficacy, a small part of the citrus tristeza virus (CTV) genome was targeted, leading to a detection limit of about 5 x 10(-9) mol. L-1 over a linear ranged from 20 x 10(-9) to 10 x 10(-7) mol. L-1. This approach also exhibits good reproducibility and recovery levels in the presence of plant total RNA or human plasma total circulating RNA extracts. Self-assembled targets can be then sensitively distinguished from non-assembled or mismatched targets after gel electrophoresis. The disulfide reaction method and integrating self-assembled DNAs/RNAs targets with bare AuNPs as a sensitive indicator provide us a powerful and simple visual detection tool for a wide range of applications

    Measuring the impact of virtual reality on a serious game for improving oral presentation skill

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    Background and Objectives: Oral presentation is a key competence for success in the diverse work environments that academics need. It is recommended as part of a higher education curriculum. The role of technology in improving oral presentation skills and especially facilitating feedback, is significant. In particular, the combination of serious game and virtual reality is a new area of ​​research that is a modern alternative to traditional skills training. The interactive digital environment, real-time feedback, the realism of the learning scenario, the direct experience, and the persistence of the knowledge gained are some of the virtual reality opportunities for skills training. It should not be overlooked that insufficient budget, negative attitude of users about their physical and psychological condition after experiencing virtual reality, and poor technological design of virtual reality environments are also among the limitations of this technology. However, recent meta-analyzes confirm the influence of virtual reality in learning environments. Accordingly, the purpose of this study was to measure the impact of virtual reality on a serious game with the serious purpose of oral presentation training. Methods: We designed and developed an SG and conducted a quasi-experimental study with a post-test on 32 graduate students. The research question we sought to answer was “to what extent can VR impact the effectiveness of SGs in oral presentation training?” The authors also analyzed the cost-effectiveness of incorporating VR elements. The game focused on three key skills, eye contact, walking around while presenting, and time management. The experimental group played the game with the HTC Vive VR system and the control group played the same game with an HD display, a keyboard, and a mouse. In addition to that, we collected in-game data while players were playing the game. Mann-Whitney U test and Student's t-test were used to compare the two groups. Findings: Results revealed that VR elements did not have a significant impact on the demonstration of the players' eye contact skills but they increased players' tendency to walk around the virtual environment. Analysis of players’ performance regarding time management skills showed no significant difference between the two groups. Conclusion: It is concluded that even though playing the serious game with an HD display, a keyboard, and a mouse can be effective, turning the game into a VR experience would result in further improvement in the demonstration of some of the presentation key skills (walking around while presenting). However, creating a VR experience requires developers to spend more time and resources into developing the game. According to researchers, creating a VR SG for improving oral presentation skills allows for training to be done in the context that it occurs within. Moreover, the VR SG can be effectively used to overcome public presentation nerves. Also, due to the challenging economic situations outside the university and the need to benefit from communication skills and oral presentation, a serious game based on virtual reality can improve the indicators of oral presentation. Achieving this requires higher education attention to interactive technologies such as virtual reality.   ===================================================================================== COPYRIGHTS  ©2020 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers.  ====================================================================================

    A clinical trial comparing ultrasound-guided ilioinguinal/iliohypogastric nerve block to transversus abdominis plane block for analgesia following open inguinal hernia repair

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    Objective: To compare the efficacy of ilioinguinal/iliohypogastric (IINB) nerve block to transversus abdominis plane (TAP) block in controlling incisional pain after open inguinal hernia repair. Patients and methods: This was a prospective randomized clinical trial of 90 patients who received either IINB (N=45) or TAP block (N=45) using 0.2 bupivacaine 15 mL under ultrasound (US) guidance based on a random assignment in the postanesthesia care unit after having an open repair of inguinal hernia. Numeric Rating Scale (NRS) scores were recorded immediately following, 4, 8, 12, and 24 hours after completion of the block. NRS scores at rest and during movement were recorded 24, 36, and 48 hours after surgery. Analgesic satisfaction level was also evaluated by a Likert-based patient questionnaire. Results: NRS scores were lower in the IINB group compared to the TAP block group both at rest and during movement. The difference in dynamic pain scores was statistically significant (P=0.017). In addition, analgesic satisfaction was significantly greater in the IINB group than the TAP block group (mean score 2.43 vs 1.84, P=0.001). Postoperative opioid requirements did not differ between the two groups. Conclusion: This study demonstrated that compared to TAP block, local blockade of ilioinguinal and iliohypogastric nerves provides better pain control after open repair of inguinal hernia when both blocks were administered under US guidance. Greater satisfaction scores also reflected superior analgesia in patients receiving IINB. © 2019 Faiz et al
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