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- Creators: Department of Psychology
A novel concept for integration of flame-assisted fuel cells (FFC) with a gas turbine is analyzed in this paper. Six different fuels (CH4, C3H8, JP-4, JP-5, JP-10(L), and H2) are investigated for the analytical model of the FFC integrated gas turbine hybrid system. As equivalence ratio increases, the efficiency of the hybrid system increases initially then decreases because the decreasing flow rate of air begins to outweigh the increasing hydrogen concentration. This occurs at an equivalence ratio of 2 for CH4. The thermodynamic cycle is analyzed using a temperature entropy diagram and a pressure volume diagram. These thermodynamic diagrams show as equivalence ratio increases, the power generated by the turbine in the hybrid setup decreases. Thermodynamic analysis was performed to verify that energy is conserved and the total chemical energy going into the system was equal to the heat rejected by the system plus the power generated by the system. Of the six fuels, the hybrid system performs best with H2 as the fuel. The electrical efficiency with H2 is predicted to be 27%, CH4 is 24%, C3H8 is 22%, JP-4 is 21%, JP-5 is 20%, and JP-10(L) is 20%. When H2 fuel is used, the overall integrated system is predicted to be 24.5% more efficient than the standard gas turbine system. The integrated system is predicted to be 23.0% more efficient with CH4, 21.9% more efficient with C3H8, 22.7% more efficient with JP-4, 21.3% more efficient with JP-5, and 20.8% more efficient with JP-10(L). The sensitivity of the model is investigated using various fuel utilizations. When CH4 fuel is used, the integrated system is predicted to be 22.7% more efficient with a fuel utilization efficiency of 90% compared to that of 30%.
This study tested the effect of status threat on ingroup identification and examined identity concealability and stereotype endorsement as moderators of the relationship. Participants included a visible identity group (Asian men) and a concealable identity group (gay men). Participants were randomized into either a status threat condition, in which they read a vignette that reminded them of a negative stereotype about the target group and discussed positive stereotypes of the group as well, or a control condition that discussed positive stereotypes only. Participants then responded to a measure of ingroup identification and a measure of stereotype endorsement. A significant main effect of status threat on ingroup identification was found, such that participants in the status threat condition showed lower ingroup identification. The interaction of condition and concealability was not significant. The interaction of condition and stereotype endorsement was marginally significant, such that the main effect shows up stronger for those lower on stereotype endorsement. The main effect is interpreted as a potential protective strategy for self-esteem. The stereotype threat interaction is interpreted as a difference in the way that those who do and do not endorse the stereotype view the legitimacy of the status threat.
While many 3D printed structures are rigid and stationary, the potential for complex geometries offers a chance for creative and useful motion. Printing structures larger than the print bed, reducing the need for support materials, maintaining multiple states without actuation, and mimicking origami folding are some of the opportunities offered by 3D printed hinges. Current efforts frequently employ advanced materials and equipment that are not available to all users. The purpose of this project was to develop a parametric, print-in-place, self-locking hinge that could be printed using very basic materials and equipment. Six main designs were developed, printed, and tested for their strength in maintaining a locked position. Two general design types were used: 1) sliding hinges and 2) removable pin hinges. The test results were analyzed to identify and explain the causes of observed trends. The amount of interference between the pin vertex and knuckle hole edge was identified as the main factor in hinge strength. After initial testing, the designs were modified and applied to several structures, with successful results for a collapsible hexagon and a folding table. While the initial goal was to have one CAD model as a final product, the need to evaluate tradeoffs depending on the exact application made this impossible. Instead, a set of design guidelines was created to help users make strategic decisions and create their own design. Future work could explore additional scaling effects, printing factors, or other design types.
Increasing reliable produce farming and clean energy generation in the southwestern United States will be important for increasing the food supply for a growing population and reducing reliance on fossil fuels to generate energy. Combining greenhouses with photovoltaic (PV) films can allow both food and electric power to be produced simultaneously. This study tests if the combination of semi-transparent PV films and a transmission control layer can generate energy and spectrally control the transmission of light into a greenhouse. Testing the layer combinations in a variety of real-world conditions, it was shown that light can be spectrally controlled in a greenhouse. The transmission was overall able to be controlled by an average of 11.8% across the spectrum of sunlight, with each semi-transparent PV film able to spectrally select transmission of light in both the visible and near-infrared light wavelength. The combination of layers was also able to generate energy at an average efficiency of 8.71% across all panels and testing conditions. The most efficient PV film was the blue dyed, at 9.12%. This study also suggests additional improvements for this project, including the removal of the red PV film due to inefficiencies in spectral selection and additional tests with new materials to optimize plant growth and energy generation in a variety of light conditions.
This paper investigates the challenges associated with creating engaging virtual programming during the COVID-19 pandemic through the event Playfest from the ASU Art Museum. A survey was created and given to participants of the live Zoom event to understand which aspects were a success from the audience perspective. Staff members from different job ranks were interviewed about the internal structure in place for altering the popular in-person event into a digital one. Even though the COVID-19 pandemic will not last forever, exploring how to create virtual programming that is successful at engaging audiences allows for museums to remain relevant in a world where digital media is frequently consumed.
Oscillatory perturbations with varying amplitudes and frequencies have been found to significantly affect human standing balance. However, previous studies have only applied perturbation in either the anterior-posterior (AP) or the medio-lateral (ML) directions. Little is currently known about the impacts of 2D oscillatory perturbations on postural stability, which are more commonly seen in daily life (i.e., while traveling on trains, ships, etc.). This study investigated the effects of applying 2D perturbations vs 1D perturbations on standing stability, and how increasing the frequency and amplitude of perturbation impacts postural stability. A dual-axis robotic platform was utilized to simulate various oscillatory perturbations and evaluate standing postural stability. Fifteen young healthy subjects were recruited to perform quiet stance on the platform. Impacts of perturbation direction (i.e., 1D versus 2D), amplitude, and frequency on postural stability were investigated by analyzing different stability measures, specifically AP/ML/2D Center-of-Pressure (COP) path length, AP/ML/2D Time-to-Boundary (TtB), and sway area. Standing postural stability was compromised more by 2D perturbations than 1D perturbations, evidenced by a significant increase in COP path length and sway area and decrease in TtB. Further, the stability decreased as 2D perturbation amplitude and frequency increased. A significant increase in COP path length and decrease in TtB were consistently observed as the 2D perturbation amplitude and frequency increased. However, sway area showed a considerable increase only with increasing perturbation amplitude but not with increasing frequency.
Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.
The purpose of this study was to test the reproducibility of the current data set. It was hypothesized that older adults’ scores on the Repeatable Battery for Assessment of Neuropsychological Status (RBANS) would decrease from their initial visit to their one year follow-up visit and that greater overall age is associated with worse performance. Overall, the older adults with a follow-up visit in this study experienced greater decline on the RBANS DMI than on the RBANS total scaled score. There seems to be a negative trend in which individuals with higher first-visit VCI scores experience greater improvement on the first trial of the motor task with the non-dominant hand. The same trend can be seen in DMI scores where higher initial DMI scores are associated with greater improvement on the first non-dominant hand trial of the motor task. This initial trend suggests that visuospatial scores have an association with long-term change in the motor task. The number of participants in this data set were limited, thus more data will be needed to increase confidence in conclusions about these relationships in the future.
Objective: This study looked at three key variables of fear of COVID-19, preventative behaviors, and vaccination intent among college students in the United Sates. In addition, the three key variables were compared between genders, age groups, race groups, and over time to see if there were any significant findings. <br/>Method: This longitudinal study consisted of two anonymous online surveys administered on REDCap before and after a COVID-19 vaccine became available. <br/>Results: The findings suggested positive correlations between students’ fear of COVID-19 and their preventative behaviors with the passing of time. Hispanic/Latino participants had significantly higher fear of COVID-19 scores compared to Non-Hispanic Whites and other races at Wave I and II. Participants between 25 and 30 years old had a marginally greater difference fear of COVID-19 score compared to those less than 25. Females had significantly higher mean preventative behavior score than males at Wave II. There was a significant association between race/ethnicity groups and vaccination intent. <br/>Conclusion: Knowing why different groups do not engage in recommended preventative behaviors or receive vaccinations can tell us more about what tailored interventions may need to be developed and implemented to promote health and wellbeing in this population. Further research needs to be done regarding race, gender, and age and how these different groups of college students are responding to COVID-19 and why.
In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.