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A4 5 Tidal Energy and Thermal Runaway: Fukushima Disaster
This paper quantifies two energetic components of the 11 March 2011 Fukushima Daiichi disaster. First, modelling the incoming tsunami as a shallow-water gravity wave we estimate an energy transport of ∼ 1.9 × 1010 J m−1 per wave cycle; over a 1 km shoreline segment this totals ≈ 1.9×1013 J, about 4.5 kilotons of TNT. Secondly, we estimate the radioactive decay heat generated by one of the reactor cores in the immediate aftermath of its emergency shutdown. We found that even one day after shutdown, the core still produced over 8 MW of thermal energy, highlighting the critical need for continuous cooling and the catastrophic consequences of its failure
P1 7 Modelling the Thrust of a Rocket League Car
The popular video game Rocket League allows players to use boost to accelerate their cars forward. This paper calculates the thrust required to achieve the in-game acceleration and models it as a propulsion system with varying exhaust velocities. It was found that a thrust of 17.76 kN is required, and real-world propulsion systems exist with comparable thrust and exhaust velocities, indicating that the game’s physics, while simplified, are not entirely unrealistic
A5 3 Theoretical Feasibility of a BH-Powered Starship
This paper investigates a theoretical propulsion concept in which the energy source is present inspace: a miniature black hole. The spacecraft would harness Hawking radiation emitted by theBH and redirect it opposite to the desired direction of motion, producing thrust without relyingon stored fuel. The underlying physics, potential efficiencies, and key engineering challenges ofsuch a “BH starship” are explored
P4 7 No Mr Bond: I expect a better suit!
We follow up from our previous paper where we found the power of the laser in the 1964 Bondfilm Goldfinger. In the film the laser is shut off just before contacting Bond, here we assume ittouches Bond for 0.5 s. We find the change in temperature of Bond’s clothing for the case of itbeing made of cotton fibre and kevlar, for different radii of the laser spot. To assess how a morefocused laser can cause more heating. It is found if the laser is double the focusing we use in ourprevious paper, at 2 cm, and Bond is wearing a suit made of kevlar, he might walk away withsevere burns, but otherwise would survive
A2 5 Equatorial Auroras
Auroral emission is normally restricted to high latitudes, reflecting the boundary between closed and open geomagnetic field lines. Using a simple dipole model of Earth's magnetic field, we compute the total open magnetic flux in a polar cap as a function of its boundary latitude. We then apply a visibility criterion to determine how much open flux would be required for aurora to reach low latitudes or the equator. The model shows that equatorward auroras require 14.5 times more open flux than typical geomagnetic conditions
P4 8 Spider-Man or Gecko Man
In several cinematic portrayals, the character Spider-Man adheres to moving surfaces at extremespeeds. This paper estimates the coefficient of friction and adhesive forces required for a humanof mass 75 kg to remain attached to the exterior of an aircraft travelling at 150 ms−1. Usingaerodynamic drag models, published estimates of gecko-inspired adhesive stress, and reasonableassumptions about body orientation and exposed area, we compute forces generated by biological-style adhesion and the resulting frictional demands. Results indicate that, depending on adhesivestress and contact area, the required friction coefficient ranges from 0.10–1.72, with realistic ad-hesion parameters bringing the requirement within the performance range of high-performancesynthetic adhesives
Digital Educational Escape Games in STEM Higher Education: A Systematic Literature Review
In the post-pandemic era, lecturers in Higher Education (HE) are confronted with the challenge of motivational and attention deficits in their students. Hence, incentives to foster student engagement and motivation are subject to recent research. One such approach is game-based learning, involving specifically conceptualized games for HE, commonly referred to as serious games. One of these approaches is the digital educational escape games, a puzzle-based interactive game that fosters problem-solving abilities in a way of self-determined and constructivist learning.
Within the scope of this project, the current state of research regarding digital educational escape games for STEM (Science, Technology, Engineering and Mathematics), HE was investigated by conducting a systematic literature review.
Guided by the comprehensive Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework, studies on digital educational escape games in the STEM disciplines were systematically selected. The studies were compared with regards to their methodology, focus and outcomes.
It was found that only few studies were conducted in the STEM disciplines. The primary areas of investigation in the studies are learner interaction, learner motivation and learning perception. Most participants perceive learning in digital educational escape games in a positive way and feel motivated by this learning method. Moreover, the studies serve as evidence for active student participation and engagement in learning material, when learning with a digital educational escape game. It needs to be stated that these findings are based on student self-perception assessed with questionnaires. Hence, a variety of methods applied in further research would enrich the state of research. Despite their positive effects, digital educational escape games in the STEM fields are not yet thoroughly investigated, resulting in the need of further research
Media (re)presentation of suicide in Guyana: Using a feminist media analysis
In September 2014, the World Health Organization (WHO) reported Guyana as having the highest suicide rates in the world (WHO, 2014). The most recent data from WHO (2019) continues to place Guyana among the top 10 countries for the highest suicide rates globally. The findings by the WHO reveal that suicide is a gendered phenomenon when considering the stark differences between males and females. Since the publication of the WHO report in 2014, there have been increased public attention on suicide in the country. In using the media to analyse suicide, Jaworski (2015) posits that newsprint media ‘becomes a site of re-inscription’ whereby an act of suicide becomes marked or demonstrated as masculine. But apart from the gendered interpretations inscribed onto bodies who complete suicide in the media, race and sexuality are also implicated (Jaworski, 2015).
Media-reported cases of suicide by persons of other ethnicities and genders may not be read or interpreted in the same way as the stereotyped body that is often reported in the media. The media plays an important role in the (re)presentation of suicide and its engagement with readers in their understanding and building solidarity against stigmatisation, and raising awareness about helplines or help centers in Guyana. This paper analyses the (re)presentation of news reported media articles on suicide in Guyana from 2013 to 2015
An Ode to the Grandmothers of the Caribbean
Two poems and a prose piece by Ashley Williams-Leon
Pokémon Evolution: Creating Vaporeon from Foxes
In the Pokémon universe, a multitude of creatures each possess unique attributes, abilities and appearances. Vaporeon is one of Eevee’s many evolutionary forms, with Eevee transforming from a fox-like animal into a more aquatic and fish-like creature. This paper delves into the use of CRISPR-Cas9 technology to incorporate genes into a fox’s genome to create a real-life Vaporeon