224 research outputs found

    PGM-Free Biomass-Derived Electrocatalysts for Oxygen Reduction in Energy Conversion Devices: Promising Materials

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    Biomass is a low-cost, abundant and renewable resource that can be used to manufacture porous carbon-based materials for a variety of applications. Different mesoporous carbon supports can be obtained from the various synthetic approaches that are aimed at increasing the specific surface area and functionalization. Currently, most of the biomass is used for energy recovery. The circular economy approach could lead to the development of cheap and sustainable materials, and turning of wastes into a precious resource. In this review, we provide the recent advances in the field of electrochemistry for porous carbon materials derived from biomass, which offers wider applications in proton exchange membrane fuel cells (PEMFCs), anion exchange membrane fuel cells (AEMFCs) and Zn-air batteries (ZABs). The focus is on understanding the required properties of the materials and the role of synthetic pathways in platinum group metal (PGM) free electrocatalysts. The most promising materials are evaluated towards the oxygen reduction reaction (ORR) in PEMFC, AEMFC, and ZAB. The results achieved showed that the expected performances on these energy conversion devices still lack for deployment in practice, especially if compared with commercially available PGM-free electrocatalysts. This review article provides insights on how to improve the actual electrocatalytic activity of biomass-derived materials. Graphical Abstract: [Figure not available: see fulltext.

    Exploring Twitter as a game platform; strategies and opportunities for microblogging-based games

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    Recent years have seen the massive daily engagement of players with games that are integrated with online social networking sites, such as Facebook. However, few games have successfully created engaging experiences through integration with microblogging websites. In this paper, we explore the opportunities and challenges in using Twitter as a platform for playing games, through the case study of the game Hashtag Dungeon, a dungeon-crawling game that uses Twitter for collaborative creation of game content. Two studies were carried out. A quantitative user study with 32 participants demonstrated that players found the game engaging and rewarding. A follow-up qualitative study with 8 participants suggests that Twitter integration in this game is meaningful, but that there are concerns over the impact of the game on players’ Twitter profiles. Based on findings from both studies, we propose strategies for the design of Microblogging-based games, and discuss wider implications of social media integration in games

    Extraction of User Opinions by Adjective-Context Co-clustering for Game Review Texts

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    Tuning the redox properties of Co-N4 macrocyclic complexes for the catalytic electrooxidation of glucose

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    Graphite electrodes modified with four different cobalt N4 macrocyclics, namely Co tetrapentapyridinophthalocyanine, (CoTPenPyrPc), Co tetrapyridinoporphyrazine (CoTPyPz), Co octa(hydroxyethylthio)phthalocyanine (CoOEHTPc) and Co tetranitrophthalocyanine (CoTNPc) exhibit catalytic activity for the oxidation of glucose in alkaline media. The purpose of this work is to establish correlations between the catalytic activity of these complexes and their redox potential. The activity of the different modified electrodes was tested by linear voltammetry under hydrodynamic conditions using the rotating disk technique. Tafel plots constructed from mass-transport corrected currents give slopes ranging from 0.080 to 0.160 V/decade for the different catalysts which suggests that a first one-electron step is rate controlling with the symmetry of the energy barrier depending on the nature of the ligand of the Co complex. A plot of log I versus the Co(II)/(I) formal potential gives a volcano curve that also includes catalysts studied previously. This illustrates the concept that the formal potential of the catalyst needs to be tuned to a certain value for achieving maximum activity. A theoretical interpretation of these results is given in terms of Langmuir isotherms for the adsorption of glucose on the Co sites of the surface-confined metal complexes

    Tabletop Roleplaying Games as Procedural Content Generators

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    Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.Comment: 9 pages, 2 figures, FDG Workshop on Procedural Content Generation 202

    Video game discourses and implications for game-based education

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    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of games and limit critical analysis of their effectiveness as pedagogic tools. This article focuses on the representation of video games in media discourse. We present insights from a small-scale study of the construction of video game discourses in the UK print media in 2013, and discuss three areas that emerged. First, the assumptions inherent in the representation of the ‘video game’; second, the implied lack of agency in the behaviour of ‘the gamer’; and third, the way in which blame is manipulated. Finally, we consider the implications for game-based education

    Towards Rapid Multi-robot Learning from Demonstration at the RoboCup Competition

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    Abstract. We describe our previous and current efforts towards achiev-ing an unusual personal RoboCup goal: to train a full team of robots directly through demonstration, on the field of play at the RoboCup venue, how to collaboratively play soccer, and then use this trained team in the competition itself. Using our method, HiTAB, we can train teams of collaborative agents via demonstration to perform nontrivial joint behaviors in the form of hierarchical finite-state automata. We discuss HiTAB, our previous efforts in using it in RoboCup 2011 and 2012, recent experimental work, and our current efforts for 2014, then suggest a new RoboCup Technical Challenge problem in learning from demonstration. Imagine that you are at an unfamiliar disaster site with a team of robots, and are faced with a previously unseen task for them to do. The robots have only rudimentary but useful utility behaviors implemented. You are not a programmer. Without coding them, you have only a few hours to get your robots doing useful collaborative work in this new environment. How would you do this

    Allergic Rhinitis and its Impact on Asthma (ARIA) Phase 4 (2018) : Change management in allergic rhinitis and asthma multimorbidity using mobile technology

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    Allergic Rhinitis and its Impact on Asthma (ARIA) has evolved from a guideline by using the best approach to integrated care pathways using mobile technology in patients with allergic rhinitis (AR) and asthma multimorbidity. The proposed next phase of ARIA is change management, with the aim of providing an active and healthy life to patients with rhinitis and to those with asthma multimorbidity across the lifecycle irrespective of their sex or socioeconomic status to reduce health and social inequities incurred by the disease. ARIA has followed the 8-step model of Kotter to assess and implement the effect of rhinitis on asthma multimorbidity and to propose multimorbid guidelines. A second change management strategy is proposed by ARIA Phase 4 to increase self-medication and shared decision making in rhinitis and asthma multimorbidity. An innovation of ARIA has been the development and validation of information technology evidence-based tools (Mobile Airways Sentinel Network [MASK]) that can inform patient decisions on the basis of a self-care plan proposed by the health care professional.Peer reviewe
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