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Summer Spotlight: Celebrating the More Than 200 New Games Released on Xbox This Season

Summer Spotlight: Celebrating the More Than 200 New Games Released on Xbox This Season

  • Meredith Ingersoll, Xbox Games Marketing
Summer Spotlight 2024 Hero Image

Summer may be starting to cool down but that doesn’t mean we’re done celebrating all the amazing games launched this season on console and PC.

There have been more than 200 games launched this summer like Pizza Bar Tycoon, Sam & Max: The Devils Playhouse, Just Crow Things, and the releases just keep on coming – with many having launched day one with Game Pass!

We’re highlighted a few of the more recently released titles for you below, and a few that are on the way, so be sure to check back every Tuesday on your Xbox console, Store on Windows, and the Xbox app on PC to see the latest summer releases as we head into fall.

  • Pizza Bar Tycoon – Lookout! This pizzeria will soon become the talk of the town! Well… at least that’s the plan. Your customers are already queuing up, so you’ll have to serve them as quickly as possible. However, that’s easier said than done! Everyone’s in a hurry and you’ll have to prepare each order correctly, or else your customers are going to get crossed! Give it your all and you’ll come out on top!
  • Sam & Max: The Devils Playhouse – The final game in Telltale’s Sam & Max trilogy, beautifully remastered! Explore odd locales, meet eccentric characters, and solve brain-tickling puzzles in this bizarre paranormal adventure with a surprise around every corner. Jump into Max’s brain and use the Toys of Power to see the future, teleport, and read minds.
  • Just Crow Things – You’re a little crow trying to prove herself to the world. Make new animal friends, poop on unsuspecting hoomans, and steal all the shiny trinkets! Each level is a little sandbox full of fun items to discover and puzzles to solve, while leaving a bit of chaos behind. Why? Just caws!

Here are a few titles in pre-order that are coming soon:

  • Visions of Mana – A new adventure begins in Visions of Mana – the first mainline title in the Mana series in over 15 years! Immerse yourself in the vibrant graphics of this beautiful world, where the powers of nature blend with the elemental aspects of mana to create a rich tapestry of life. Journey through enchanting locations with near-seamless transitions in a semi-open field that’s yours to discover. Brace yourself for fast-paced, multi-dimensional actions in battle to enrich your fighting experience. Use the magic of the Elementals to explore this vast world to your heart’s content!
  • Casting of Frank Stone – The storytelling prowess of Supermassive Games meets the Dead by Daylight universe in a haunting horror game that won’t soon be forgotten. The shadow of Frank Stone looms over Cedar Hills, a town forever altered by his violent past. As a group of young friends are about to discover, Stone’s blood-soaked legacy cuts deep, leaving scars across families, generations, and the very fabric of reality itself.

Perks for Ultimate Game Pass Members.

  • MultiVersus – The MultiVersus MVP Pack offers in-game content to further customize and boost your play for subscription members.   MVP Pack 2 includes a Legendary Leave me Alone Ringout and an Epic Respects Sticker Emote.
  • Stampede: Racing Royale – Join the herd in style! Kit out your kart with the Xbox KartCore 3000 Wrap, update your avatar with the Xbox Pic and get a head start with 25,000 coins! This Perk content requires Stampede Racing Royale to use.
  • The First Descendant – Play a next-generation looter shooter, The First Descendant now and claim an exclusive launch edition bundle: Elevate your weapon with a stunning weapon skin and customize your Descendants with vibrant paints and a stylish back accessory!

Newer Games That Launched Day One with Game Pass

  • Flintlock: The Siege of Dawn – The Door to the Great Below has been opened unleashing the Gods and their armies of the Dead. The lands of Kian are besieged, the city of Dawn is on the brink of destruction. It’s time for the Coalition army to fight back. Embrace vengeance, gunpowder and magic as you embark on an epic journey to defeat the Gods, close the door and retake the world. Your battle begins now.
  • Still Wakes the Deep – Return to the first-person narrative horror genre for The Chinese Room, creator of critically acclaimed games such as Amnesia: A Machine for Pigs, Everybody’s Gone to the Rapture, and Dear Esther. You are an offshore oil rig worker, fighting for your life through a vicious storm, perilous surroundings, and the dark, freezing North Sea waters. All lines of communication have been severed. All exits are gone. All that remains is to face the unknowable horror that’s come aboard.
  • Palworld – In this game, you can peacefully live alongside mysterious creatures known as Pals or risk your life to drive off a ruthless poaching syndicate. Pals can be used to fight and breed, or they can be made to work on farms or factories. You can even sell them or eat them. Collect all kinds of exciting Pals to fight, farm, build, and work for you in this completely new multiplayer, open world survival and crafting game! In the Sakurajima update you can find new pals, features, and map. The update also introduced Xbox dedicated servers, a new building and level cap, new subspecies, a new raid, faction, boss, and more.

This is just a small taste of the over 200 new games on Xbox this summer. Make sure you check your Xbox console, Store on Windows, and the Xbox app on PC every Tuesday to discover the new titles to play. Perks offers vary by region and game, so make sure you check the Perks gallery on your Xbox console or the Xbox app for more details.

The post Summer Spotlight: Celebrating the More Than 200 New Games Released on Xbox This Season appeared first on Xbox Wire.

  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Researchers demonstrate the first chip-based 3D printerAdam Zewe | MIT News
    Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic
     

Researchers demonstrate the first chip-based 3D printer

Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic chip that emits reconfigurable beams of light into a well of resin that cures into a solid shape when light strikes it.

The prototype chip has no moving parts, instead relying on an array of tiny optical antennas to steer a beam of light. The beam projects up into a liquid resin that has been designed to rapidly cure when exposed to the beam’s wavelength of visible light.

By combining silicon photonics and photochemistry, the interdisciplinary research team was able to demonstrate a chip that can steer light beams to 3D print arbitrary two-dimensional patterns, including the letters M-I-T. Shapes can be fully formed in a matter of seconds.

In the long run, they envision a system where a photonic chip sits at the bottom of a well of resin and emits a 3D hologram of visible light, rapidly curing an entire object in a single step.

This type of portable 3D printer could have many applications, such as enabling clinicians to create tailor-made medical device components or allowing engineers to make rapid prototypes at a job site.

“This system is completely rethinking what a 3D printer is. It is no longer a big box sitting on a bench in a lab creating objects, but something that is handheld and portable. It is exciting to think about the new applications that could come out of this and how the field of 3D printing could change,” says senior author Jelena Notaros, the Robert J. Shillman Career Development Professor in Electrical Engineering and Computer Science (EECS), and a member of the Research Laboratory of Electronics.

Joining Notaros on the paper are Sabrina Corsetti, lead author and EECS graduate student; Milica Notaros PhD ’23; Tal Sneh, an EECS graduate student; Alex Safford, a recent graduate of the University of Texas at Austin; and Zak Page, an assistant professor in the Department of Chemical Engineering at UT Austin. The research appears today in Nature Light Science and Applications.

Printing with a chip

Experts in silicon photonics, the Notaros group previously developed integrated optical-phased-array systems that steer beams of light using a series of microscale antennas fabricated on a chip using semiconductor manufacturing processes. By speeding up or delaying the optical signal on either side of the antenna array, they can move the beam of emitted light in a certain direction.

Such systems are key for lidar sensors, which map their surroundings by emitting infrared light beams that bounce off nearby objects. Recently, the group has focused on systems that emit and steer visible light for augmented-reality applications.

They wondered if such a device could be used for a chip-based 3D printer.

At about the same time they started brainstorming, the Page Group at UT Austin demonstrated specialized resins that can be rapidly cured using wavelengths of visible light for the first time. This was the missing piece that pushed the chip-based 3D printer into reality.

“With photocurable resins, it is very hard to get them to cure all the way up at infrared wavelengths, which is where integrated optical-phased-array systems were operating in the past for lidar,” Corsetti says. “Here, we are meeting in the middle between standard photochemistry and silicon photonics by using visible-light-curable resins and visible-light-emitting chips to create this chip-based 3D printer. You have this merging of two technologies into a completely new idea.”

Their prototype consists of a single photonic chip containing an array of 160-nanometer-thick optical antennas. (A sheet of paper is about 100,000 nanometers thick.) The entire chip fits onto a U.S. quarter.

When powered by an off-chip laser, the antennas emit a steerable beam of visible light into the well of photocurable resin. The chip sits below a clear slide, like those used in microscopes, which contains a shallow indentation that holds the resin. The researchers use electrical signals to nonmechanically steer the light beam, causing the resin to solidify wherever the beam strikes it.

A collaborative approach

But effectively modulating visible-wavelength light, which involves modifying its amplitude and phase, is especially tricky. One common method requires heating the chip, but this is inefficient and takes a large amount of physical space.

Instead, the researchers used liquid crystal to fashion compact modulators they integrate onto the chip. The material’s unique optical properties enable the modulators to be extremely efficient and only about 20 microns in length.

A single waveguide on the chip holds the light from the off-chip laser. Running along the waveguide are tiny taps which tap off a little bit of light to each of the antennas.

The researchers actively tune the modulators using an electric field, which reorients the liquid crystal molecules in a certain direction. In this way, they can precisely control the amplitude and phase of light being routed to the antennas.

But forming and steering the beam is only half the battle. Interfacing with a novel photocurable resin was a completely different challenge.

The Page Group at UT Austin worked closely with the Notaros Group at MIT, carefully adjusting the chemical combinations and concentrations to zero-in on a formula that provided a long shelf-life and rapid curing.

In the end, the group used their prototype to 3D print arbitrary two-dimensional shapes within seconds.

Building off this prototype, they want to move toward developing a system like the one they originally conceptualized — a chip that emits a hologram of visible light in a resin well to enable volumetric 3D printing in only one step.

“To be able to do that, we need a completely new silicon-photonics chip design. We already laid out a lot of what that final system would look like in this paper. And, now, we are excited to continue working towards this ultimate demonstration,” Jelena Notaros says.

This work was funded, in part, by the U.S. National Science Foundation, the U.S. Defense Advanced Research Projects Agency, the Robert A. Welch Foundation, the MIT Rolf G. Locher Endowed Fellowship, and the MIT Frederick and Barbara Cronin Fellowship.

© Credit: Sampson Wilcox, RLE

The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Exploring frontiers of mechanical engineering

From cutting-edge robotics, design, and bioengineering to sustainable energy solutions, ocean engineering, nanotechnology, and innovative materials science, MechE students and their advisors are doing incredibly innovative work. The graduate students highlighted here represent a snapshot of the great work in progress this spring across the Department of Mechanical Engineering, and demonstrate the ways the future of this field is as limitless as the imaginations of its practitioners.

Democratizing design through AI

Lyle Regenwetter
Hometown: Champaign, Illinois
Advisor: Assistant Professor Faez Ahmed
Interests: Food, climbing, skiing, soccer, tennis, cooking

Lyle Regenwetter finds excitement in the prospect of generative AI to "democratize" design and enable inexperienced designers to tackle complex design problems. His research explores new training methods through which generative AI models can be taught to implicitly obey design constraints and synthesize higher-performing designs. Knowing that prospective designers often have an intimate knowledge of the needs of users, but may otherwise lack the technical training to create solutions, Regenwetter also develops human-AI collaborative tools that allow AI models to interact and support designers in popular CAD software and real design problems. 

Solving a whale of a problem 

Loïcka Baille
Hometown: L’Escale, France
Advisor: Daniel Zitterbart
Interests: Being outdoors — scuba diving, spelunking, or climbing. Sailing on the Charles River, martial arts classes, and playing volleyball

Loïcka Baille’s research focuses on developing remote sensing technologies to study and protect marine life. Her main project revolves around improving onboard whale detection technology to prevent vessel strikes, with a special focus on protecting North Atlantic right whales. Baille is also involved in an ongoing study of Emperor penguins. Her team visits Antarctica annually to tag penguins and gather data to enhance their understanding of penguin population dynamics and draw conclusions regarding the overall health of the ecosystem.

Water, water anywhere

Carlos Díaz-Marín
Hometown: San José, Costa Rica
Advisor: Professor Gang Chen | Former Advisor: Professor Evelyn Wang
Interests: New England hiking, biking, and dancing

Carlos Díaz-Marín designs and synthesizes inexpensive salt-polymer materials that can capture large amounts of humidity from the air. He aims to change the way we generate potable water from the air, even in arid conditions. In addition to water generation, these salt-polymer materials can also be used as thermal batteries, capable of storing and reusing heat. Beyond the scientific applications, Díaz-Marín is excited to continue doing research that can have big social impacts, and that finds and explains new physical phenomena. As a LatinX person, Díaz-Marín is also driven to help increase diversity in STEM.

Scalable fabrication of nano-architected materials

Somayajulu Dhulipala
Hometown: Hyderabad, India
Advisor: Assistant Professor Carlos Portela
Interests: Space exploration, taekwondo, meditation.

Somayajulu Dhulipala works on developing lightweight materials with tunable mechanical properties. He is currently working on methods for the scalable fabrication of nano-architected materials and predicting their mechanical properties. The ability to fine-tune the mechanical properties of specific materials brings versatility and adaptability, making these materials suitable for a wide range of applications across multiple industries. While the research applications are quite diverse, Dhulipala is passionate about making space habitable for humanity, a crucial step toward becoming a spacefaring civilization.

Ingestible health-care devices

Jimmy McRae
Hometown: Woburn, Massachusetts
Advisor: Associate Professor Giovani Traverso
Interests: Anything basketball-related: playing, watching, going to games, organizing hometown tournaments 

Jimmy McRae aims to drastically improve diagnostic and therapeutic capabilities through noninvasive health-care technologies. His research focuses on leveraging materials, mechanics, embedded systems, and microfabrication to develop novel ingestible electronic and mechatronic devices. This ranges from ingestible electroceutical capsules that modulate hunger-regulating hormones to devices capable of continuous ultralong monitoring and remotely triggerable actuations from within the stomach. The principles that guide McRae’s work to develop devices that function in extreme environments can be applied far beyond the gastrointestinal tract, with applications for outer space, the ocean, and more.

Freestyle BMX meets machine learning

Eva Nates
Hometown: Narberth, Pennsylvania 
Advisor: Professor Peko Hosoi
Interests: Rowing, running, biking, hiking, baking

Eva Nates is working with the Australian Cycling Team to create a tool to classify Bicycle Motocross Freestyle (BMX FS) tricks. She uses a singular value decomposition method to conduct a principal component analysis of the time-dependent point-tracking data of an athlete and their bike during a run to classify each trick. The 2024 Olympic team hopes to incorporate this tool in their training workflow, and Nates worked alongside the team at their facilities on the Gold Coast of Australia during MIT’s Independent Activities Period in January.

Augmenting Astronauts with Wearable Limbs 

Erik Ballesteros
Hometown: Spring, Texas
Advisor: Professor Harry Asada
Interests: Cosplay, Star Wars, Lego bricks

Erik Ballesteros’s research seeks to support astronauts who are conducting planetary extravehicular activities through the use of supernumerary robotic limbs (SuperLimbs). His work is tailored toward design and control manifestation to assist astronauts with post-fall recovery, human-leader/robot-follower quadruped locomotion, and coordinated manipulation between the SuperLimbs and the astronaut to perform tasks like excavation and sample handling.

This article appeared in the Spring 2024 edition of the Department of Mechanical Engineering's magazine, MechE Connects

© Photo courtesy of Loïcka Baille.

Top row, l-r: Lyle Regenwetter, Loïcka Baille, Carlos Díaz-Marín. Bottom row, l-r: Somayajulu Dhulipala, Jimmy McRae, Eva Nates, and Erik Ballesteros.
  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Physicists arrange atoms in extremely close proximityJennifer Chu | MIT News
    Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a t
     

Physicists arrange atoms in extremely close proximity

Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.

They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a technique that allows them to arrange atoms in much closer proximity, down to a mere 50 nanometers. For context, a red blood cell is about 1,000 nanometers wide.

The physicists demonstrated the new approach in experiments with dysprosium, which is the most magnetic atom in nature. They used the new approach to manipulate two layers of dysprosium atoms, and positioned the layers precisely 50 nanometers apart. At this extreme proximity, the magnetic interactions were 1,000 times stronger than if the layers were separated by 500 nanometers.

What’s more, the scientists were able to measure two new effects caused by the atoms’ proximity. Their enhanced magnetic forces caused “thermalization,” or the transfer of heat from one layer to another, as well as synchronized oscillations between layers. These effects petered out as the layers were spaced farther apart.

“We have gone from positioning atoms from 500 nanometers to 50 nanometers apart, and there is a lot you can do with this,” says Wolfgang Ketterle, the John D. MacArthur Professor of Physics at MIT. “At 50 nanometers, the behavior of atoms is so much different that we’re really entering a new regime here.”

Ketterle and his colleagues say the new approach can be applied to many other atoms to study quantum phenomena. For their part, the group plans to use the technique to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer.

The team has published their results today in the journal Science. The study’s co-authors include lead author and physics graduate student Li Du, along with Pierre Barral, Michael Cantara, Julius de Hond, and Yu-Kun Lu — all members of the MIT-Harvard Center for Ultracold Atoms, the Department of Physics, and the Research Laboratory of Electronics at MIT.

Peaks and valleys

To manipulate and arrange atoms, physicists typically first cool a cloud of atoms to temperatures approaching absolute zero, then use a system of laser beams to corral the atoms into an optical trap.

Laser light is an electromagnetic wave with a specific wavelength (the distance between maxima of the electric field) and frequency. The wavelength limits the smallest pattern into which light can be shaped to typically 500 nanometers, the so-called optical resolution limit. Since atoms are attracted by laser light of certain frequencies, atoms will be positioned at the points of peak laser intensity. For this reason, existing techniques have been limited in how close they can position atomic particles, and could not be used to explore phenomena that happen at much shorter distances.

“Conventional techniques stop at 500 nanometers, limited not by the atoms but by the wavelength of light,” Ketterle explains. “We have found now a new trick with light where we can break through that limit.”

The team’s new approach, like current techniques, starts by cooling a cloud of atoms — in this case, to about 1 microkelvin, just a hair above absolute zero — at which point, the atoms come to a near-standstill. Physicists can then use lasers to move the frozen particles into desired configurations.

Then, Du and his collaborators worked with two laser beams, each with a different frequency, or color, and circular polarization, or direction of the laser’s electric field. When the two beams travel through a super-cooled cloud of atoms, the atoms can orient their spin in opposite directions, following either of the two lasers’ polarization. The result is that the beams produce two groups of the same atoms, only with opposite spins.

Each laser beam formed a standing wave, a periodic pattern of electric field intensity with a spatial period of 500 nanometers. Due to their different polarizations, each standing wave attracted and corralled one of two groups of atoms, depending on their spin. The lasers could be overlaid and tuned such that the distance between their respective peaks is as small as 50 nanometers, meaning that the atoms gravitating to each respective laser’s peaks would be separated by the same 50 nanometers.

But in order for this to happen, the lasers would have to be extremely stable and immune to all external noise, such as from shaking or even breathing on the experiment. The team realized they could stabilize both lasers by directing them through an optical fiber, which served to lock the light beams in place in relation to each other.

“The idea of sending both beams through the optical fiber meant the whole machine could shake violently, but the two laser beams stayed absolutely stable with respect to each others,” Du says.

Magnetic forces at close range

As a first test of their new technique, the team used atoms of dysprosium — a rare-earth metal that is one of the strongest magnetic elements in the periodic table, particularly at ultracold temperatures. However, at the scale of atoms, the element’s magnetic interactions are relatively weak at distances of even 500 nanometers. As with common refrigerator magnets, the magnetic attraction between atoms increases with proximity, and the scientists suspected that if their new technique could space dysprosium atoms as close as 50 nanometers apart, they might observe the emergence of otherwise weak interactions between the magnetic atoms.

“We could suddenly have magnetic interactions, which used to be almost neglible but now are really strong,” Ketterle says.

The team applied their technique to dysprosium, first super-cooling the atoms, then passing two lasers through to split the atoms into two spin groups, or layers. They then directed the lasers through an optical fiber to stabilize them, and found that indeed, the two layers of dysprosium atoms gravitated to their respective laser peaks, which in effect separated the layers of atoms by 50 nanometers — the closest distance that any ultracold atom experiment has been able to achieve.

At this extremely close proximity, the atoms’ natural magnetic interactions were significantly enhanced, and were 1,000 times stronger than if they were positioned 500 nanometers apart. The team observed that these interactions resulted in two novel quantum phenomena: collective oscillation, in which one layer’s vibrations caused the other layer to vibrate in sync; and thermalization, in which one layer transferred heat to the other, purely through magnetic fluctuations in the atoms.

“Until now, heat between atoms could only by exchanged when they were in the same physical space and could collide,” Du notes. “Now we have seen atomic layers, separated by vacuum, and they exchange heat via fluctuating magnetic fields.”

The team’s results introduce a new technique that can be used to position many types of atom in close proximity. They also show that atoms, placed close enough together, can exhibit interesting quantum phenomena, that could be harnessed to build new quantum materials, and potentially, magnetically-driven atomic systems for quantum computers.

“We are really bringing super-resolution methods to the field, and it will become a general tool for doing quantum simulations,” Ketterle says. “There are many variants possible, which we are working on.”

This research was funded, in part, by the National Science Foundation and the Department of Defense.

© Image: Courtesy of the researchers; MIT News

MIT physicists developed a technique to arrange atoms (represented as spheres with arrows) in much closer proximity than previously possible, down to 50 nanometers. The group plans to use the method to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer. In this image, the magnetic interaction is represented by the colorful lines.

How light can vaporize water without the need for heat

It’s the most fundamental of processes — the evaporation of water from the surfaces of oceans and lakes, the burning off of fog in the morning sun, and the drying of briny ponds that leaves solid salt behind. Evaporation is all around us, and humans have been observing it and making use of it for as long as we have existed.

And yet, it turns out, we’ve been missing a major part of the picture all along.

In a series of painstakingly precise experiments, a team of researchers at MIT has demonstrated that heat isn’t alone in causing water to evaporate. Light, striking the water’s surface where air and water meet, can break water molecules away and float them into the air, causing evaporation in the absence of any source of heat.

The astonishing new discovery could have a wide range of significant implications. It could help explain mysterious measurements over the years of how sunlight affects clouds, and therefore affect calculations of the effects of climate change on cloud cover and precipitation. It could also lead to new ways of designing industrial processes such as solar-powered desalination or drying of materials.

The findings, and the many different lines of evidence that demonstrate the reality of the phenomenon and the details of how it works, are described today in the journal PNAS, in a paper by Carl Richard Soderberg Professor of Power Engineering Gang Chen, postdocs Guangxin Lv and Yaodong Tu, and graduate student James Zhang.

The authors say their study suggests that the effect should happen widely in nature— everywhere from clouds to fogs to the surfaces of oceans, soils, and plants — and that it could also lead to new practical applications, including in energy and clean water production. “I think this has a lot of applications,” Chen says. “We’re exploring all these different directions. And of course, it also affects the basic science, like the effects of clouds on climate, because clouds are the most uncertain aspect of climate models.”

A newfound phenomenon

The new work builds on research reported last year, which described this new “photomolecular effect” but only under very specialized conditions: on the surface of specially prepared hydrogels soaked with water. In the new study, the researchers demonstrate that the hydrogel is not necessary for the process; it occurs at any water surface exposed to light, whether it’s a flat surface like a body of water or a curved surface like a droplet of cloud vapor.

Because the effect was so unexpected, the team worked to prove its existence with as many different lines of evidence as possible. In this study, they report 14 different kinds of tests and measurements they carried out to establish that water was indeed evaporating — that is, molecules of water were being knocked loose from the water’s surface and wafted into the air — due to the light alone, not by heat, which was long assumed to be the only mechanism involved.

One key indicator, which showed up consistently in four different kinds of experiments under different conditions, was that as the water began to evaporate from a test container under visible light, the air temperature measured above the water’s surface cooled down and then leveled off, showing that thermal energy was not the driving force behind the effect.

Other key indicators that showed up included the way the evaporation effect varied depending on the angle of the light, the exact color of the light, and its polarization. None of these varying characteristics should happen because at these wavelengths, water hardly absorbs light at all — and yet the researchers observed them.

The effect is strongest when light hits the water surface at an angle of 45 degrees. It is also strongest with a certain type of polarization, called transverse magnetic polarization. And it peaks in green light — which, oddly, is the color for which water is most transparent and thus interacts the least.

Chen and his co-researchers have proposed a physical mechanism that can explain the angle and polarization dependence of the effect, showing that the photons of light can impart a net force on water molecules at the water surface that is sufficient to knock them loose from the body of water. But they cannot yet account for the color dependence, which they say will require further study.

They have named this the photomolecular effect, by analogy with the photoelectric effect that was discovered by Heinrich Hertz in 1887 and finally explained by Albert Einstein in 1905. That effect was one of the first demonstrations that light also has particle characteristics, which had major implications in physics and led to a wide variety of applications, including LEDs. Just as the photoelectric effect liberates electrons from atoms in a material in response to being hit by a photon of light, the photomolecular effect shows that photons can liberate entire molecules from a liquid surface, the researchers say.

“The finding of evaporation caused by light instead of heat provides new disruptive knowledge of light-water interaction,” says Xiulin Ruan, professor of mechanical engineering at Purdue University, who was not involved in the study. “It could help us gain new understanding of how sunlight interacts with cloud, fog, oceans, and other natural water bodies to affect weather and climate. It has significant potential practical applications such as high-performance water desalination driven by solar energy. This research is among the rare group of truly revolutionary discoveries which are not widely accepted by the community right away but take time, sometimes a long time, to be confirmed.”

Solving a cloud conundrum

The finding may solve an 80-year-old mystery in climate science. Measurements of how clouds absorb sunlight have often shown that they are absorbing more sunlight than conventional physics dictates possible. The additional evaporation caused by this effect could account for the longstanding discrepancy, which has been a subject of dispute since such measurements are difficult to make.

“Those experiments are based on satellite data and flight data,“ Chen explains. “They fly an airplane on top of and below the clouds, and there are also data based on the ocean temperature and radiation balance. And they all conclude that there is more absorption by clouds than theory could calculate. However, due to the complexity of clouds and the difficulties of making such measurements, researchers have been debating whether such discrepancies are real or not. And what we discovered suggests that hey, there’s another mechanism for cloud absorption, which was not accounted for, and this mechanism might explain the discrepancies.”

Chen says he recently spoke about the phenomenon at an American Physical Society conference, and one physicist there who studies clouds and climate said they had never thought about this possibility, which could affect calculations of the complex effects of clouds on climate. The team conducted experiments using LEDs shining on an artificial cloud chamber, and they observed heating of the fog, which was not supposed to happen since water does not absorb in the visible spectrum. “Such heating can be explained based on the photomolecular effect more easily,” he says.

Lv says that of the many lines of evidence, “the flat region in the air-side temperature distribution above hot water will be the easiest for people to reproduce.” That temperature profile “is a signature” that demonstrates the effect clearly, he says.

Zhang adds: “It is quite hard to explain how this kind of flat temperature profile comes about without invoking some other mechanism” beyond the accepted theories of thermal evaporation. “It ties together what a whole lot of people are reporting in their solar desalination devices,” which again show evaporation rates that cannot be explained by the thermal input.

The effect can be substantial. Under the optimum conditions of color, angle, and polarization, Lv says, “the evaporation rate is four times the thermal limit.”

Already, since publication of the first paper, the team has been approached by companies that hope to harness the effect, Chen says, including for evaporating syrup and drying paper in a paper mill. The likeliest first applications will come in the areas of solar desalinization systems or other industrial drying processes, he says. “Drying consumes 20 percent of all industrial energy usage,” he points out.

Because the effect is so new and unexpected, Chen says, “This phenomenon should be very general, and our experiment is really just the beginning.” The experiments needed to demonstrate and quantify the effect are very time-consuming. “There are many variables, from understanding water itself, to extending to other materials, other liquids and even solids,” he says.

“The observations in the manuscript points to a new physical mechanism that foundationally alters our thinking on the kinetics of evaporation,” says Shannon Yee, an associate professor of mechanical engineering at Georgia Tech, who was not associated with this work. He adds, “Who would have thought that we are still learning about something as quotidian as water evaporating?”

“I think this work is very significant scientifically because it presents a new mechanism,” says University of Alberta Distinguished Professor Janet A.W. Elliott, who also was not associated with this work. “It may also turn out to be practically important for technology and our understanding of nature, because evaporation of water is ubiquitous and the effect appears to deliver significantly higher evaporation rates than the known thermal mechanism. …  My overall impression is this work is outstanding. It appears to be carefully done with many precise experiments lending support for one another.”

The work was partly supported by an MIT Bose Award. The authors are currently working on ways to make use of this effect for water desalination, in a project funded by the Abdul Latif Jameel Water and Food Systems Lab and the MIT-UMRP program.

© Photo: Bryce Vickmark

Researchers at MIT have discovered a new phenomenon: that light can cause evaporation of water from its surface without the need for heat. Pictured is a lab device designed to measure the “photomolecular effect,” using laser beams.
  • ✇Finding God in Video Games
  • Axel: From Heartless to HeroFinding God in Video Games
    Axel might’ve began his journey on the villains side in the Kingdom Hearts series, but he is the poster child for starting wrong yet still finishing strong. Despite serving Organization XIII and antagonizing Sora and his party for much of the series, he experienced a change of heart (which is hard to do when you are a Heartless) and chose to serve as an ally to those he once persecuted going forward. While his past left much to be desired, he was meant to wield a Keyblade of his own all along… a
     

Axel: From Heartless to Hero

Axel might’ve began his journey on the villains side in the Kingdom Hearts series, but he is the poster child for starting wrong yet still finishing strong. Despite serving Organization XIII and antagonizing Sora and his party for much of the series, he experienced a change of heart (which is hard to do when you are a Heartless) and chose to serve as an ally to those he once persecuted going forward. While his past left much to be desired, he was meant to wield a Keyblade of his own all along… and Axel’s redemptive journey gives hope to all who have “lost heart” due to the sins of their past.

If you are anything like me, it can be difficult to forget our “unworthy” past and serve the Lord in the presence of those who knew what we once were… but our redemption is meant to give hope to those who share a challenging backstory like ours and are searching for more than just forgiveness and absolution. We aren’t meant to simply embrace His grace and sit on the sidelines… we were given a fresh start as well as a Keyblade of our own so we can push back against the same darkness that once oppressed us and set our fellow Heartless free.

He has delivered us from the power of darkness and conveyed us into the kingdom of the Son of His love, in whom we have redemption through His blood, the forgiveness of sins. Colossians 1:13-14

And you, who once were alienated and enemies in your mind by wicked works, yet now He has reconciled in the body of His flesh through death, to present you holy, and blameless, and above reproach in His sight. Colossians 1:21-22

“There was a certain creditor who had two debtors. One owed five hundred denarii, and the other fifty. And when they had nothing with which to repay, he freely forgave them both. Tell Me, therefore, which of them will love him more?” Simon answered and said, “I suppose the one whom he forgave more.” And He said to him, “You have rightly judged.” Therefore I say to you, her sins, which are many, are forgiven, for she loved much. But to whom little is forgiven, the same loves little.” Luke 7:41-43, 47

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  • ✇Game Rant
  • Non-Horror Crossovers In Dead By DaylightRowan Jones
    For years, Dead By Daylight has had its roots firmly in the horror genre as one of the most popular asymmetric multiplayer games of all time. More recently, however, there has been a slight departure from the norm with the introduction of the adventurer and professional pot-kicker Lara Croft and the ultimate evil, Vecna from Dungeons & Dragons.
     

Non-Horror Crossovers In Dead By Daylight

21. Srpen 2024 v 10:32

For years, Dead By Daylight has had its roots firmly in the horror genre as one of the most popular asymmetric multiplayer games of all time. More recently, however, there has been a slight departure from the norm with the introduction of the adventurer and professional pot-kicker Lara Croft and the ultimate evil, Vecna from Dungeons & Dragons.

  • ✇Alpha Beta Gamer
  • Portal to the Cosmobeat – Alpha DemoKJ Robertson
    Portal to the Cosmobeat is a rhythm-based dancing action game where you have direct control of your limbs as you face off in dance battles across the galaxy. In Portal to the Cosmobeat you are a young dance enthusiast who is given a magic ribbon by his mother and sent out into the galaxy to take part in epic dance battles. The dance battles blend … Read More The post Portal to the Cosmobeat – Alpha Demo first appeared on Alpha Beta Gamer.
     

Portal to the Cosmobeat – Alpha Demo

21. Srpen 2024 v 05:26

Portal to the Cosmobeat is a rhythm-based dancing action game where you have direct control of your limbs as you face off in dance battles across the galaxy.

In Portal to the Cosmobeat you are a young dance enthusiast who is given a magic ribbon by his mother and sent out into the galaxy to take part in epic dance battles. The dance battles blend … Read More

The post Portal to the Cosmobeat – Alpha Demo first appeared on Alpha Beta Gamer.

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  • ✇Alpha Beta Gamer
  • Journey Beyond the Edge of the World – Alpha DemoCalum Fraser
    Journey Beyond the Edge of the World is a narrative-driven first person retro-sci-fi adventure set aboard a decommissioned fishing trawler that’s lost at sea in uncharted waters. Taking place in 1953, in Journey Beyond the Edge of the World, players must navigate treacherous waters, solve environmental puzzles, and uncover hidden secrets to reveal a dark mystery. The rest of your crew has disappeared and … Read More The post Journey Beyond the Edge of the World – Alpha Demo first appeared on A
     

Journey Beyond the Edge of the World – Alpha Demo

21. Srpen 2024 v 02:27

Journey Beyond the Edge of the World is a narrative-driven first person retro-sci-fi adventure set aboard a decommissioned fishing trawler that’s lost at sea in uncharted waters.

Taking place in 1953, in Journey Beyond the Edge of the World, players must navigate treacherous waters, solve environmental puzzles, and uncover hidden secrets to reveal a dark mystery. The rest of your crew has disappeared and … Read More

The post Journey Beyond the Edge of the World – Alpha Demo first appeared on Alpha Beta Gamer.

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  • ✇Alpha Beta Gamer
  • Symphonia – Beta DemoCalum Fraser
    Symphonia is a beautifully animated non-violent musical platforming adventure where you use your violin to gather an orchestra that will bring the world back to life. Previously featured on Alpha Beta Gamer when it was a student project, Symphonia is a platformer that takes place in a world where music is a source of energy. The once thriving world is now dormant after the … Read More The post Symphonia – Beta Demo first appeared on Alpha Beta Gamer.
     

Symphonia – Beta Demo

7. Srpen 2024 v 05:10

Symphonia is a beautifully animated non-violent musical platforming adventure where you use your violin to gather an orchestra that will bring the world back to life.

Previously featured on Alpha Beta Gamer when it was a student project, Symphonia is a platformer that takes place in a world where music is a source of energy. The once thriving world is now dormant after the … Read More

The post Symphonia – Beta Demo first appeared on Alpha Beta Gamer.

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  • ✇Invision Game Community
  • Techland Unveils Dying Light: The Beast at Gamescom 2024Alison & Co
    Get ready to dive back into the zombie-infested world of Dying Light with Techland’s latest announcement, Dying Light: The Beast. Unveiled during Opening Night Live at Gamescom, this standalone adventure promises over 18 hours of intense, blood-pumping gameplay set in the eerie, post-apocalyptic Castor Woods. Once a tourist hotspot, this now haunted forest is your… The post Techland Unveils Dying Light: The Beast at Gamescom 2024 appeared first on Invision Game Community.
     

Techland Unveils Dying Light: The Beast at Gamescom 2024

20. Srpen 2024 v 20:30

Get ready to dive back into the zombie-infested world of Dying Light with Techland’s latest announcement, Dying Light: The Beast. Unveiled during Opening Night Live at Gamescom, this standalone adventure promises over 18 hours of intense, blood-pumping gameplay set in the eerie, post-apocalyptic Castor Woods. Once a tourist hotspot, this now haunted forest is your…

The post Techland Unveils Dying Light: The Beast at Gamescom 2024 appeared first on Invision Game Community.

  • ✇TheSixthAxis
  • Dying Light: The Beast brings back a fan favourite characterTuffcub
    Dying Light: The Beast is a new stand alone game that brings back Kyle Crane from the first Dying Light game and it’s DLC. Kyle was absent from Dying Light 2, probably because at the end of The Following players could experience two different endings and neither of them were particularly… healthy. The game is set thirteen years since Kyle was last seen and finds him exploring the post-apocalyptic Castor Woods, a once-popular tourist destination. The area is populated with human factions as well
     

Dying Light: The Beast brings back a fan favourite character

Od: Tuffcub
21. Srpen 2024 v 10:27

Dying Light: The Beast is a new stand alone game that brings back Kyle Crane from the first Dying Light game and it’s DLC. Kyle was absent from Dying Light 2, probably because at the end of The Following players could experience two different endings and neither of them were particularly… healthy.

The game is set thirteen years since Kyle was last seen and finds him exploring the post-apocalyptic Castor Woods, a once-popular tourist destination. The area is populated with human factions as well as monsters including “the mysterious creature that’s turned the woods into its personal hunting grounds.”

As you might have gathered Kylie is no longer fully human. “Years of brutal experimentation took its toll, but the zombie DNA and yours are now intertwined so that you are able to unleash a beast-like power,” say Techland. “It flows through your veins. No one can take it from you. Use it. And you’ll discover it’s not just a curse.”

Voice actor Roger Craig Smith will be returning to the role of Kyle Crane. “Stepping back into Kyle Crane’s shoes feels like a reunion with an old friend,” Smith said. “And even though he’s gone through a terrible time, there’s still plenty of legendary hero left in him.”

The extra nice news is that if you own  Dying Light 2: Stay Human Ultimate Edition you will get The Beast for free!

“Development of Dying Light: The Beast originally started as a story DLC for Dying Light 2 Stay Human. But after two years of work, its size and scope has changed so much that it evolved into a standalone, self-contained experience,” say Techland. “To show appreciation for the community who patiently waited for the DLC, Techland will be offering Dying Light: The Beast at no extra cost to all owners of the Dying Light 2 Stay Human Ultimate Edition, delivering a full standalone adventure instead of just a DLC.”

Dying Light: The Beas coming to to PC via Steam and the Epic Games Store, Xbox and PlayStation – and that includes last gen  – but no release date has been given.

The Beast The Beast The Beast

Source: YouTube / Press Release

Cosy building game Tiny Glade finally has a release date, plus ducks

Tiny Glade is a relaxing, wholly escapist building sim where you can kick back and summon villages, cottages and castles whilst listening to whimsical tunes without the worry of combat or busywork. This cosy game has received a lot of attention, becoming the fourth most-played demo during Steam Next Fest and earning a place within our own list of favourite demos. It now has a release date - 23rd September 2024.

Read more

  • ✇Rock, Paper, Shotgun
  • Cosy building game Tiny Glade finally has a release date, plus ducksKiera Mills
    Tiny Glade is a relaxing, wholly escapist building sim where you can kick back and summon villages, cottages and castles whilst listening to whimsical tunes without the worry of combat or busywork. This cosy game has received a lot of attention, becoming the fourth most-played demo during Steam Next Fest and earning a place within our own list of favourite demos. It now has a release date - 23rd September 2024. Read more
     

Cosy building game Tiny Glade finally has a release date, plus ducks

15. Srpen 2024 v 18:02

Tiny Glade is a relaxing, wholly escapist building sim where you can kick back and summon villages, cottages and castles whilst listening to whimsical tunes without the worry of combat or busywork. This cosy game has received a lot of attention, becoming the fourth most-played demo during Steam Next Fest and earning a place within our own list of favourite demos. It now has a release date - 23rd September 2024.

Read more

New Dying Light Is A Revenge Story Starring The Guy From The Original Game

20. Srpen 2024 v 21:05

At Gamescom Opening Night Live, Techland unveiled a first look at the next game in its Dying Light series, subtitled The Beast. It started development as a DLC for Dying Light 2: Stay Human, but a new game was eventually spun off into its own title. Owners of the Ultimate edition of Dying Light 2 will get The Beast for…

Read more...

  • ✇CGMagazine
  • Dead by Daylight Unleashes Castlevania’s Dracula and Trevor BelmontNicholas Rambhajue
    Behaviour has announced that Dead By Daylight will collaborate with the legendary Castlevania, featuring the legendary Trevor Belmont and Dracula! Time to get your whip ready, as Dead By Daylight will be collaborating with Castlevania via a public test build on Steam starting today, with an official release on the 27th of August. The upcoming exciting collaboration will feature the first shape-shifting vampire, Dracula, with Trevor Belmont as the survivor. Originally released by KON
     

Dead by Daylight Unleashes Castlevania’s Dracula and Trevor Belmont

6. Srpen 2024 v 17:00
Dead By Daylight Unveils An Exciting Castlevania Collaboration 

Behaviour has announced that Dead By Daylight will collaborate with the legendary Castlevania, featuring the legendary Trevor Belmont and Dracula!

Time to get your whip ready, as Dead By Daylight will be collaborating with Castlevania via a public test build on Steam starting today, with an official release on the 27th of August. The upcoming exciting collaboration will feature the first shape-shifting vampire, Dracula, with Trevor Belmont as the survivor.

Originally released by KONAMI on the Famicom Disk System in 1986, the Dead by Daylight team has joined forces with the original Castlevania team to bring 8-bit glory to the survival horror game Dead by Daylight. This time around, Dracula’s powers and his castle are linked, with The Entity bringing both into his realm. Whenever Dracula is a featured killer in a trial with an original map, players will see the castle looming on the horizon of the map.

Dead By Daylight Unveils An Exciting Castlevania Collaboration 

As Dracula enters Dead By Daylight: Castlevania, he will be the first shapeshifting Killer and a vampire in The Fog. As you embodied Dracula, you can shapeshift as a Vampire to stalk your prey and conjure flames that burn the flesh and render its bone to ash, a Bat to creep around in the shadow and gain ground with a blink, and the Wolf as a relentless hunter for fresh blood.  

Since his first introduction in 1989’s Castlevania III: Dracula’s Curse, Trevor Belmont has entered Dead By Daylight: Castlevania to fulfil his Belmont clan history and take on the Entity Realm. Though not the brawniest Belmont, he will have the skills that set him apart from the others, with the ability to seek out allies and use his legendary skills as a vampire hunter to truly honour the Belmont Clan.

Dead By Daylight Unveils An Exciting Castlevania Collaboration 

Are you excited about the exciting collaboration? If so, Dead By Daylight: Castlevania is currently available as part of the Steam public test build until its official release date, August 27, 2024. 

  • ✇GameHype
  • Review – Seed Of Life (Nintendo Switch)Andy Kelsall
    A Puzzling Port… Seed of Life is a adventure/puzzle game developed by Madlight and originally released on PC. Working on the console ports was NXY Digital LTD, which is the release I’m currently having a look at on Nintendo Switch. Set in a dystopian world, in which our protagonist Cora must save the planet. Will ‘Seed Of Life’ germinate into something beautiful or should it be left as bird feed? Let’s find out!We launch into the world of Lumia, which is a dying planet. To make things worse a
     

Review – Seed Of Life (Nintendo Switch)

5. Červen 2024 v 11:29

A Puzzling Port…

Seed of Life is a adventure/puzzle game developed by Madlight and originally released on PC. Working on the console ports was NXY Digital LTD, which is the release I’m currently having a look at on Nintendo Switch. Set in a dystopian world, in which our protagonist Cora must save the planet. Will ‘Seed Of Life’ germinate into something beautiful or should it be left as bird feed? Let’s find out!We launch into the world of Lumia, which is a dying planet. To make things worse a looming dying star dominates the atmosphere, think more giant blue-fiery spacehopper, less famous Zelda scenario. We meet our protagonist of the piece: Cora as she is monologuing about the poor condition of her home planet. Cora also refers to her rather unhelpful Grandpa who “doesn’t tell me things” (her words, not mine). Despite the lack of ‘things’ Cora has been told, she has seen ‘The Seed’ which she believes can bring back life and cure the quarrelsome inconvenience of her dying planet and sun.

With the ‘save the world’ plot laid out and the speech over, we take control of Cora and walk her outside her quaint looking medieval cottage into the wasting away Lumia. Thrust out into adventure we begin to explore our surroundings; exploration is very much the name of the game here. In the introductory area you a met by a number of interact-able objects marked with a helpful red ring; upon interacting, Cora will dive into soliloquy to add extra flavour to what seem rather bland surroundings. A nearby lantern that Cora began tapping on after a contextual button press, produced a pop up that felt suspiciously like a budget game achievement (Very much confirmed viewing Steam Achievements). Wandering shortly past the area directly outside Cora’s house you’re greeted by a bandstand like gazebo known as a pedestal. Pedestals act as the in game checkpoint system and will also refill Cora’s health and resources. The boundaries of the pedestal’s locale are blocked by a purple barrier. Disabling the barrier requires Cora to find what I can only describe as a terminal that gives Cora a ‘Petal’ and disables the barrier.

At this point approximately 4 minutes into the game I ran into a giant roadblock. I had no clue where to go and found myself aimlessly wandering for significantly longer than necessary. The game at the start at least does not hold your hand in the slightest, the only suggestion given to you is an objective to cross the river; no map, objective marker or magic breadcrumb trail. Usually I am a fan of games with no maps forcing you have to learn yourself picking up clues from the detailed environment or riddles by estranged NPC’s. The environments sadly do not provide the detail needed for any self driven adventure. Moving onto the graphics, If you are old like me, you think back to the good old days playing deathmatch on Gridlock in Gears Of War. The first couple of seconds may come to mind. To the uninitiated or frightfully young, the first moments of a match the textures are loading in. Thus making an otherwise great looking game momentarily look like play dough. I bring this up as the entirety of this port of ‘Seed Of Life’ looks like textureless plasticine. The mountains and hills are brown and orange lumps of nothingness. Foliage is reduced to extra low pixel count sprites, which could be passable if it wasn’t populating a 3D world. Cora herself has a model that would have been heavily criticised anytime post PS2 era, with no real detail to enunciate who she is as a character. The E-Shop blurb of this game claims “Triple-A Quality Graphics”. That quote must be a copy and paste job from the PC synopsis, as I failed to find the blockbuster visuals.

The poor graphics make traversal of this land a lot harder than it should be. Passages within the mountainous terrain just seem to blend into the bland scenery. During my playtime I missed many routes, unable to make out they even existed until I started wall hugging as a last resort. After tedious and poor first impressions of this game I crossed the river which I was initially tasked. Cora suddenly dives for cover as alien ships are seen flying over the skies above. Drones drop from the craft making Cora want to investigate.  The path further travelled reveals the drones, insta-kill guardians to the first power up the world has to offer. Surrounding the drones is a huge red circle of vision, goodnight Cora if she steps within. I don’t want to use the term stealth mechanic, as it was a ‘don’t go in the red circle’ and nothing more. Navigating past the circles of doom Cora picks up the Talisman. This shows in numerical form Cora’s health, Lumium (energy) and objective marker compass on her back. It screams of an earlier time in game development when UI elements were desperately trying to be hidden. Somewhat confusing considering the games interface already has two icons displaying health and Lumium in a stylised manner that looks infinitely better. The Talisman also gives Cora the ability to push away the killer drones, if she has the Lumium to do so.

Luckily more power ups are available to Cora to help traverse Lumia. They are acquired from larger pedestals that Cora can interact with; upon doing so, a small alignment puzzle presents itself. These puzzles felt quite basic considering the genre of game; after a quick circle spin, you can use your petals previously collected. When the power-up pedestal is satisfied with the amount of petals offered, the power up is yours for the taking. The first of which allows Cora to see invisible platforms in the world at a hefty cost of Lumium. A larger maximum pool of this resource can be extracted from Lumium plants dotted through out the land; more Lumium allows Cora to use her power ups for longer, unlock various doors and landmarks. However rather unexpectedly it introduces a souls-like mechanic, where if Cora fails to make it back to a pedestal alive she will lose her newly extracted maximum capacity of Lumium, forcing you to go hunt the plants once again; luckily they are stationary and visible with Cora’s vision ability. 

I suffered the most from my least favourite mechanic in the game, the corruption. Areas with corruption will slowly chip away at Cora’s health until she succumbs to the sweet release of death. The major issue with this is not all corrupted areas have a visual style suggesting they are dangerous, resulting in health decreasing seemingly at random. The corruption can be staved away using a regeneration power or standing by a Lumium plant. This should regenerate Cora’s health if it hasn’t recently been extracted. In my case the Lumium plants didn’t always offer the restorative qualities promised to me and Cora would pass away in what should have been a safe zone. The corruption just adds a ticking time bomb to you which in more open areas just adds stress rather than enjoyable exploration. It felt like a padding mechanic as I never had time to plan my route of traversal, making me use the tactic of running Cora in a random direction trying desperately to memorise anything of value. Open areas of ‘Seed Of Life’ are where the cracks of this port really start to show. Lets get this straight, none of what I played had a particularly great frame rate, but it was at least playable, however in the larger environments the frame rate can dip quite harshly. If an enemy, object or invisible platform is in one of these areas, the frame rate can plummet into single digits. If you have the displeasure of being in a platforming section when this happens, the game feels totally unresponsive and you will end up sending Cora to her gravity based demise. The combination of the time bomb styled corruption, formless graphics and technological shortcomings was enough for me; I had to stop playing this game.

‘Seed Of Life’ was released previously on PC so I opted to look at video footage to vicariously experience more. A lava biome with more involved platforming and puzzles looked like a promising slice of gameplay. Performance on PC was significantly better with more detailed visuals, at least from what I was seeing; which lead me to the question was the port poorly optimised, or is the Nintendo Switch showing it’s age?

The post Review – Seed Of Life (Nintendo Switch) appeared first on GameHype.

  • ✇Alpha Beta Gamer
  • The Joy of Creation Remake – Beta DemoCalum Fraser
    The terrifying Five Nights at Freddy’s inspired horror game, The Joy of Creation, is getting a fully fleshed out Unreal Engine 5 powered remake as a game developer confronts the monsters he has created. The original The Joy of Creation was a FNaF inspired horror game that puts you in the shoes of Scott Cawthorn (the original creator of Five Nights at Freddy… Read More The post The Joy of Creation Remake – Beta Demo first appeared on Alpha Beta Gamer.
     

The Joy of Creation Remake – Beta Demo

5. Srpen 2024 v 23:06

The terrifying Five Nights at Freddy’s inspired horror game, The Joy of Creation, is getting a fully fleshed out Unreal Engine 5 powered remake as a game developer confronts the monsters he has created.

The original The Joy of Creation was a FNaF inspired horror game that puts you in the shoes of Scott Cawthorn (the original creator of Five Nights at FreddyRead More

The post The Joy of Creation Remake – Beta Demo first appeared on Alpha Beta Gamer.

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  • ✇The Escapist
  • Dead by Daylight Is Getting a Five Nights at Freddy’s CollaborationRyan Galloway
    Dead by Daylight has already introduced many of the most iconic horror characters ever to its roster of playable characters, and soon it will be collaborating with one of gaming’s most notorious spooky franchises, Five Nights at Freddy’s. On Aug. 5, Behaviour Interactive announced via the Dead by Daylight X account that there is a collaboration with Five Nights at Freddy’s on the way, set to arrive sometime in the Summer of 2025. Details of what will be included in this crossover haven’t yet
     

Dead by Daylight Is Getting a Five Nights at Freddy’s Collaboration

6. Srpen 2024 v 03:34

Dead by Daylight has already introduced many of the most iconic horror characters ever to its roster of playable characters, and soon it will be collaborating with one of gaming’s most notorious spooky franchises, Five Nights at Freddy’s.

On Aug. 5, Behaviour Interactive announced via the Dead by Daylight X account that there is a collaboration with Five Nights at Freddy’s on the way, set to arrive sometime in the Summer of 2025. Details of what will be included in this crossover haven’t yet been revealed, but as you’d expect, fans are hoping for Freddy Fazbear.

pic.twitter.com/acvVEshCxx

— Dead by Daylight (@DeadbyDaylight) August 5, 2024

Five Nights at Freddy’s is more popular than ever before thanks to the release of the Blumhouse movie that outperformed expectations. This Dead by Daylight collaboration answers the question of what gaming collaboration Scott Games was previously teasing for the franchise — sorry Fortnite fans.

While we don’t know for sure what this collaboration will look like, we’d expect that it will include a new killer, and there’s plenty to choose from. Any member of the FNAF cast would more than suit the Dead by Daylight universe, but Freddy Fazbear would be the obvious choice. We’ll have to wait and see what is announced in the coming months, but it is exciting times ahead for fans of the game.

The next collaboration coming to Dead by Daylight is with Castlevania which will arrive on Aug. 6. Other recent additions to the game include the Survivor Lara Croft from Tomb Raider, The Lich from Dungeons and Dragon, and Alan Wake from his titular game series. Given the focus on gaming characters, Five Nights at Freddy’s seems like a logical choice.

Dead by Daylight is available now on PlayStation, Xbox, PC, and Nintendo Switch. Expect more information about the Five Nights at Freddy’s collaboration to arrive in the coming months and into the new year.

  • ✇Operation Sports
  • Madden 25 Video Includes 19 Minutes of GameplayChase Becotte
    EA has released a new Madden 25 gameplay video today featuring clips from two games that clock in at over 19 minutes of footage. It’s not entirely raw gameplay, and it works like a lot of EA’s other gameplay reveals this year where it’s mixing in explaining all the changes to the game this year while two folks are playing things out. For this one, Micah Parsons and the undisputed pro of the Madden comp scene, Henry Leverette, are on the sticks. We’ve already talked extensively about
     

Madden 25 Video Includes 19 Minutes of Gameplay

5. Srpen 2024 v 21:56

EA has released a new Madden 25 gameplay video today featuring clips from two games that clock in at over 19 minutes of footage.

It’s not entirely raw gameplay, and it works like a lot of EA’s other gameplay reveals this year where it’s mixing in explaining all the changes to the game this year while two folks are playing things out. For this one, Micah Parsons and the undisputed pro of the Madden comp scene, Henry Leverette, are on the sticks.

We’ve already talked extensively about the Madden 25 gameplay, so I don’t want to really waste your time going back into things we’ve already broken down. I think the footage mostly can speak for itself, but I will say the game does feel different in your hands than it might look. I think the “feel” is better than how the game looks as a spectator, but that could just be me (and it’s based on a version of the game that wasn’t final anyway).

The one negative I will speak to from the video that bothered me the most was the lack of a pocket being made by the offensive line. It’s been a negative forever, and it just sticks out more here because other parts of the game have been improving at faster rates. Things like 15-yard dropbacks not being punished by a Nick Bosa burning around the edge, or quickly being able to spin out to the left to break the pocket with Mahomes because the edges don’t get set, and just not seeing dominant pass rushers eat up the offensive line when they don’t get cut or double teamed is a pet peeve of mine for sure.

All that said, I think it’s worth watching the video even if you’ve been playing lots of EA Sports College Football 25 as the Madden gameplay certainly comes off looking a little slower, and you can see things like Madden’s take on the new kick meter.

The post Madden 25 Video Includes 19 Minutes of Gameplay appeared first on Operation Sports.

  • ✇Operation Sports
  • Why Does Progression in Sports Games Usually Suck?Chase Becotte
    If there’s one area in most every sports game that is problematic on a yearly basis, it’s player progression. Whether that’s a lack of progress, too much progress, simulation vs. real game progress irregularities, or a progression system that simply can’t handle going year to year without slowly breaking, sports games have not been able to solve how to create a realistic and fun progression system. (This is part of our weekly newsletter, Not Just Another Roster Update, that is sent every Frid
     

Why Does Progression in Sports Games Usually Suck?

4. Srpen 2024 v 19:49

If there’s one area in most every sports game that is problematic on a yearly basis, it’s player progression. Whether that’s a lack of progress, too much progress, simulation vs. real game progress irregularities, or a progression system that simply can’t handle going year to year without slowly breaking, sports games have not been able to solve how to create a realistic and fun progression system.

(This is part of our weekly newsletter, Not Just Another Roster Update, that is sent every Friday to our subscribers. You can sign-up for the newsletter here — it’s the only e-mail you’ll get from us.)

It’s also almost impossible to point to one thing that causes the issue. I’ll mainly use the two football games as examples here since it’s still football season, but let me be clear that they’re not the only culprits.

For EA Sports College Football 25, there’s various issues, but the overarching progression issue is that most teams get way better over time. The balance and variety to the rosters in the launch game is diminished over multiple seasons as more and more good players end up at all positions. The ironic thing here is this isn’t even a simulation vs. playing the games problem because the sim engine — a weakness in both football games likely because they use the same sim engine — leads to unrealistically low stats for multiple position groups. So even though players are not accruing tons of stats, we’re still getting more superteams.

In Madden 24, the sim engine struggles with various position groups, but while the sim engine overrates various QBs and other position groups in terms of accrued stats, things like playbooks seem to be a big issue for player progression. A team like the Chiefs will consistently have great tight ends no matter what, so losing Travis Kelce to retirement doesn’t end up really mattering much because the Chiefs playbook allows them to have great TE stats in simulated games.

Now, I will give credit to the community by saying there are some awesome folks out there who were able to tune XP sliders to get some good results for player progression (not to mention PC mods), but roster building is integral to player progression as well, and Madden 24 still was a failure there if you didn’t control every team. There’s more than one reason why that happens, but I would say it ultimately comes back to the salary cap.

I spoke a ton about the salary cap in my deep dive of Madden 25’s franchise mode, so I’m not going to belabor that aspect too much beyond saying that the salary cap needs to matter. How you build a roster does not matter if you never have to worry about the salary cap.

EA doesn’t explicitly talk about the salary cap in their deep dive, but they do mention at multiple points how AI teams will prioritize building their roster, and they do mention player progression multiple times as well.

In Madden 24, the sim engine struggles with various position groups, but while the sim engine overrates various QBs and other position groups in terms of accrued stats, things like playbooks seem to be a big issue for player progression. A team like the Chiefs will consistently have great tight ends no matter what, so losing Travis Kelce to retirement doesn’t end up really mattering much because the Chiefs playbook allows them to have great TE stats in simulated games.

madden 25 cmc

Now, I will give credit to the community by saying there are some awesome folks out there who were able to tune XP sliders to get some good results for player progression, but roster building is integral to player progression as well, and Madden 24 still was a failure there if you didn’t control every team. There’s more than one reason why that happens, but I would say it ultimately comes back to the salary cap.

I spoke a ton about the salary cap in my deep dive of Madden 25’s franchise mode, so I’m not going to belabor that aspect too much beyond saying that the salary cap needs to matter. How you build a roster does not matter if you never have to worry about the salary cap.

EA doesn’t explicitly talk about the salary cap in their deep dive, but they do mention at multiple points how AI teams will prioritize building their roster, and they do mention player progression multiple times as well.

Whether or not EA is able to nail those two areas is TBD (to the highest degree), but significantly improving those two areas would undeniably be awesome for the longevity of our franchises. They mention wanting to get more Puka Nakua/Isiah Pacheco progression stories in place, which they’re focused on doing via Breakout Storylines, but on a basic level those scenarios were something you could mimic to a degree by modifying the aforementioned XP sliders last year.

On top of that, EA wants to make sure older players like Derrick Henry are not getting more speed in their age-31 seasons. I do have some confidence in them being able to pull these two examples off because we could mostly get there last year if we put in the work tuning our own settings. So if the “default” XP sliders are just close to what some on OS were already doing last year, that’s a good starting point for Madden 25’s XP system.

I’m less bullish on EA’s ability to pull off the roster building portion to this. Even if we avoid the situations where good players are rotting in free agency after a certain amount of years, here’s a couple things EA is saying will happen:

  • We’ll start with Contract Re-Signing logic, where teams will now prioritize extending their core young talent with a better understanding of positional value, depth and potential.
  • Once the future of the franchise is secure, veteran players and roster depth will be prioritized.
  • This mindset will extend to Franchise Tag decisions, which have been rebalanced by position and become a last resort for teams when they need to hang on to players that they want to build around.
  • As a result, the strategies behind Offseason Free Agency AI have shifted. A few prized talents will be highly coveted while the bulk of the signings will be made up of veterans as teams look to solidify their rosters.
  • Then it’s on to the Draft, where teams will primarily focus on selecting long-term cornerstone players early on and then shift their focus to adding depth in the later rounds.
  • Refined player progression ensures that older players regress physically as you would expect, while younger stars receive more opportunities to make an impact in the league early in their careers.

It all sounds great! And, to be clear, if it’s pulled off then these are the biggest additions to the quality of franchise mode in many years. However, I have almost no faith in the overall sim engine in EA’s football games. And, again, there’s no mention of the salary cap there.

The hope would be that because these teams are all prioritizing the same things, that talent will be paid the proper amount. If every team cares about the same key positions, they’ll be paid a proper AAV (average annual value) and make roster building elsewhere tougher. That still needs to line up with how the salary cap goes up year after year, but at least the AI teams would know what players matter.

Either way, I want to believe, but there’s no chance I’ll take EA’s word for this. I will have to see it to believe it.

The post Why Does Progression in Sports Games Usually Suck? appeared first on Operation Sports.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Spotlight: Alex Gleason from Vegan on a Desert IslandHythlodaeus
    For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals. A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom,
     

Spotlight: Alex Gleason from Vegan on a Desert Island


For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals.

A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.

FG: Tell us a bit about yourself and your project to begin with.

Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.

FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?

Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.

The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.

While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.

I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.

FG: Why did you decide to translate this particular experience of yours into a video game?

Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.

The game conflates serious ethical topics with ironic humor

FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?

Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.

FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?

Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.

FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?

Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.

Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.

In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.


FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?

Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.

FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?

Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!

I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.

FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?

Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.

Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.

In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.

Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.

For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files

A glimpse into the development process

FG: When are you planning to release the game, and in which formats will it be released?

Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).

I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.

I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.

FG: Any tips for other Free Software or independent developers out there?

Alex:
  1. Put yourself out there.
  2. Good art and music goes a long way.
  3. Start it and don't stop.

FG: Alright, thank you very much for your time Alex.

Alex: Thanks so much for the opportunity!

Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI’s Riot channel or check their repository at Gitlab. You can also donate via the project’s Patreon or Liberapay.

All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.

Got any comments? Post them on our forum thread.

This post was retrieved from freegamer.blogspot.com.

  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Researchers demonstrate the first chip-based 3D printerAdam Zewe | MIT News
    Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic
     

Researchers demonstrate the first chip-based 3D printer

Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic chip that emits reconfigurable beams of light into a well of resin that cures into a solid shape when light strikes it.

The prototype chip has no moving parts, instead relying on an array of tiny optical antennas to steer a beam of light. The beam projects up into a liquid resin that has been designed to rapidly cure when exposed to the beam’s wavelength of visible light.

By combining silicon photonics and photochemistry, the interdisciplinary research team was able to demonstrate a chip that can steer light beams to 3D print arbitrary two-dimensional patterns, including the letters M-I-T. Shapes can be fully formed in a matter of seconds.

In the long run, they envision a system where a photonic chip sits at the bottom of a well of resin and emits a 3D hologram of visible light, rapidly curing an entire object in a single step.

This type of portable 3D printer could have many applications, such as enabling clinicians to create tailor-made medical device components or allowing engineers to make rapid prototypes at a job site.

“This system is completely rethinking what a 3D printer is. It is no longer a big box sitting on a bench in a lab creating objects, but something that is handheld and portable. It is exciting to think about the new applications that could come out of this and how the field of 3D printing could change,” says senior author Jelena Notaros, the Robert J. Shillman Career Development Professor in Electrical Engineering and Computer Science (EECS), and a member of the Research Laboratory of Electronics.

Joining Notaros on the paper are Sabrina Corsetti, lead author and EECS graduate student; Milica Notaros PhD ’23; Tal Sneh, an EECS graduate student; Alex Safford, a recent graduate of the University of Texas at Austin; and Zak Page, an assistant professor in the Department of Chemical Engineering at UT Austin. The research appears today in Nature Light Science and Applications.

Printing with a chip

Experts in silicon photonics, the Notaros group previously developed integrated optical-phased-array systems that steer beams of light using a series of microscale antennas fabricated on a chip using semiconductor manufacturing processes. By speeding up or delaying the optical signal on either side of the antenna array, they can move the beam of emitted light in a certain direction.

Such systems are key for lidar sensors, which map their surroundings by emitting infrared light beams that bounce off nearby objects. Recently, the group has focused on systems that emit and steer visible light for augmented-reality applications.

They wondered if such a device could be used for a chip-based 3D printer.

At about the same time they started brainstorming, the Page Group at UT Austin demonstrated specialized resins that can be rapidly cured using wavelengths of visible light for the first time. This was the missing piece that pushed the chip-based 3D printer into reality.

“With photocurable resins, it is very hard to get them to cure all the way up at infrared wavelengths, which is where integrated optical-phased-array systems were operating in the past for lidar,” Corsetti says. “Here, we are meeting in the middle between standard photochemistry and silicon photonics by using visible-light-curable resins and visible-light-emitting chips to create this chip-based 3D printer. You have this merging of two technologies into a completely new idea.”

Their prototype consists of a single photonic chip containing an array of 160-nanometer-thick optical antennas. (A sheet of paper is about 100,000 nanometers thick.) The entire chip fits onto a U.S. quarter.

When powered by an off-chip laser, the antennas emit a steerable beam of visible light into the well of photocurable resin. The chip sits below a clear slide, like those used in microscopes, which contains a shallow indentation that holds the resin. The researchers use electrical signals to nonmechanically steer the light beam, causing the resin to solidify wherever the beam strikes it.

A collaborative approach

But effectively modulating visible-wavelength light, which involves modifying its amplitude and phase, is especially tricky. One common method requires heating the chip, but this is inefficient and takes a large amount of physical space.

Instead, the researchers used liquid crystal to fashion compact modulators they integrate onto the chip. The material’s unique optical properties enable the modulators to be extremely efficient and only about 20 microns in length.

A single waveguide on the chip holds the light from the off-chip laser. Running along the waveguide are tiny taps which tap off a little bit of light to each of the antennas.

The researchers actively tune the modulators using an electric field, which reorients the liquid crystal molecules in a certain direction. In this way, they can precisely control the amplitude and phase of light being routed to the antennas.

But forming and steering the beam is only half the battle. Interfacing with a novel photocurable resin was a completely different challenge.

The Page Group at UT Austin worked closely with the Notaros Group at MIT, carefully adjusting the chemical combinations and concentrations to zero-in on a formula that provided a long shelf-life and rapid curing.

In the end, the group used their prototype to 3D print arbitrary two-dimensional shapes within seconds.

Building off this prototype, they want to move toward developing a system like the one they originally conceptualized — a chip that emits a hologram of visible light in a resin well to enable volumetric 3D printing in only one step.

“To be able to do that, we need a completely new silicon-photonics chip design. We already laid out a lot of what that final system would look like in this paper. And, now, we are excited to continue working towards this ultimate demonstration,” Jelena Notaros says.

This work was funded, in part, by the U.S. National Science Foundation, the U.S. Defense Advanced Research Projects Agency, the Robert A. Welch Foundation, the MIT Rolf G. Locher Endowed Fellowship, and the MIT Frederick and Barbara Cronin Fellowship.

© Credit: Sampson Wilcox, RLE

The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Exploring frontiers of mechanical engineering

From cutting-edge robotics, design, and bioengineering to sustainable energy solutions, ocean engineering, nanotechnology, and innovative materials science, MechE students and their advisors are doing incredibly innovative work. The graduate students highlighted here represent a snapshot of the great work in progress this spring across the Department of Mechanical Engineering, and demonstrate the ways the future of this field is as limitless as the imaginations of its practitioners.

Democratizing design through AI

Lyle Regenwetter
Hometown: Champaign, Illinois
Advisor: Assistant Professor Faez Ahmed
Interests: Food, climbing, skiing, soccer, tennis, cooking

Lyle Regenwetter finds excitement in the prospect of generative AI to "democratize" design and enable inexperienced designers to tackle complex design problems. His research explores new training methods through which generative AI models can be taught to implicitly obey design constraints and synthesize higher-performing designs. Knowing that prospective designers often have an intimate knowledge of the needs of users, but may otherwise lack the technical training to create solutions, Regenwetter also develops human-AI collaborative tools that allow AI models to interact and support designers in popular CAD software and real design problems. 

Solving a whale of a problem 

Loïcka Baille
Hometown: L’Escale, France
Advisor: Daniel Zitterbart
Interests: Being outdoors — scuba diving, spelunking, or climbing. Sailing on the Charles River, martial arts classes, and playing volleyball

Loïcka Baille’s research focuses on developing remote sensing technologies to study and protect marine life. Her main project revolves around improving onboard whale detection technology to prevent vessel strikes, with a special focus on protecting North Atlantic right whales. Baille is also involved in an ongoing study of Emperor penguins. Her team visits Antarctica annually to tag penguins and gather data to enhance their understanding of penguin population dynamics and draw conclusions regarding the overall health of the ecosystem.

Water, water anywhere

Carlos Díaz-Marín
Hometown: San José, Costa Rica
Advisor: Professor Gang Chen | Former Advisor: Professor Evelyn Wang
Interests: New England hiking, biking, and dancing

Carlos Díaz-Marín designs and synthesizes inexpensive salt-polymer materials that can capture large amounts of humidity from the air. He aims to change the way we generate potable water from the air, even in arid conditions. In addition to water generation, these salt-polymer materials can also be used as thermal batteries, capable of storing and reusing heat. Beyond the scientific applications, Díaz-Marín is excited to continue doing research that can have big social impacts, and that finds and explains new physical phenomena. As a LatinX person, Díaz-Marín is also driven to help increase diversity in STEM.

Scalable fabrication of nano-architected materials

Somayajulu Dhulipala
Hometown: Hyderabad, India
Advisor: Assistant Professor Carlos Portela
Interests: Space exploration, taekwondo, meditation.

Somayajulu Dhulipala works on developing lightweight materials with tunable mechanical properties. He is currently working on methods for the scalable fabrication of nano-architected materials and predicting their mechanical properties. The ability to fine-tune the mechanical properties of specific materials brings versatility and adaptability, making these materials suitable for a wide range of applications across multiple industries. While the research applications are quite diverse, Dhulipala is passionate about making space habitable for humanity, a crucial step toward becoming a spacefaring civilization.

Ingestible health-care devices

Jimmy McRae
Hometown: Woburn, Massachusetts
Advisor: Associate Professor Giovani Traverso
Interests: Anything basketball-related: playing, watching, going to games, organizing hometown tournaments 

Jimmy McRae aims to drastically improve diagnostic and therapeutic capabilities through noninvasive health-care technologies. His research focuses on leveraging materials, mechanics, embedded systems, and microfabrication to develop novel ingestible electronic and mechatronic devices. This ranges from ingestible electroceutical capsules that modulate hunger-regulating hormones to devices capable of continuous ultralong monitoring and remotely triggerable actuations from within the stomach. The principles that guide McRae’s work to develop devices that function in extreme environments can be applied far beyond the gastrointestinal tract, with applications for outer space, the ocean, and more.

Freestyle BMX meets machine learning

Eva Nates
Hometown: Narberth, Pennsylvania 
Advisor: Professor Peko Hosoi
Interests: Rowing, running, biking, hiking, baking

Eva Nates is working with the Australian Cycling Team to create a tool to classify Bicycle Motocross Freestyle (BMX FS) tricks. She uses a singular value decomposition method to conduct a principal component analysis of the time-dependent point-tracking data of an athlete and their bike during a run to classify each trick. The 2024 Olympic team hopes to incorporate this tool in their training workflow, and Nates worked alongside the team at their facilities on the Gold Coast of Australia during MIT’s Independent Activities Period in January.

Augmenting Astronauts with Wearable Limbs 

Erik Ballesteros
Hometown: Spring, Texas
Advisor: Professor Harry Asada
Interests: Cosplay, Star Wars, Lego bricks

Erik Ballesteros’s research seeks to support astronauts who are conducting planetary extravehicular activities through the use of supernumerary robotic limbs (SuperLimbs). His work is tailored toward design and control manifestation to assist astronauts with post-fall recovery, human-leader/robot-follower quadruped locomotion, and coordinated manipulation between the SuperLimbs and the astronaut to perform tasks like excavation and sample handling.

This article appeared in the Spring 2024 edition of the Department of Mechanical Engineering's magazine, MechE Connects

© Photo courtesy of Loïcka Baille.

Top row, l-r: Lyle Regenwetter, Loïcka Baille, Carlos Díaz-Marín. Bottom row, l-r: Somayajulu Dhulipala, Jimmy McRae, Eva Nates, and Erik Ballesteros.
  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Physicists arrange atoms in extremely close proximityJennifer Chu | MIT News
    Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a t
     

Physicists arrange atoms in extremely close proximity

Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.

They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a technique that allows them to arrange atoms in much closer proximity, down to a mere 50 nanometers. For context, a red blood cell is about 1,000 nanometers wide.

The physicists demonstrated the new approach in experiments with dysprosium, which is the most magnetic atom in nature. They used the new approach to manipulate two layers of dysprosium atoms, and positioned the layers precisely 50 nanometers apart. At this extreme proximity, the magnetic interactions were 1,000 times stronger than if the layers were separated by 500 nanometers.

What’s more, the scientists were able to measure two new effects caused by the atoms’ proximity. Their enhanced magnetic forces caused “thermalization,” or the transfer of heat from one layer to another, as well as synchronized oscillations between layers. These effects petered out as the layers were spaced farther apart.

“We have gone from positioning atoms from 500 nanometers to 50 nanometers apart, and there is a lot you can do with this,” says Wolfgang Ketterle, the John D. MacArthur Professor of Physics at MIT. “At 50 nanometers, the behavior of atoms is so much different that we’re really entering a new regime here.”

Ketterle and his colleagues say the new approach can be applied to many other atoms to study quantum phenomena. For their part, the group plans to use the technique to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer.

The team has published their results today in the journal Science. The study’s co-authors include lead author and physics graduate student Li Du, along with Pierre Barral, Michael Cantara, Julius de Hond, and Yu-Kun Lu — all members of the MIT-Harvard Center for Ultracold Atoms, the Department of Physics, and the Research Laboratory of Electronics at MIT.

Peaks and valleys

To manipulate and arrange atoms, physicists typically first cool a cloud of atoms to temperatures approaching absolute zero, then use a system of laser beams to corral the atoms into an optical trap.

Laser light is an electromagnetic wave with a specific wavelength (the distance between maxima of the electric field) and frequency. The wavelength limits the smallest pattern into which light can be shaped to typically 500 nanometers, the so-called optical resolution limit. Since atoms are attracted by laser light of certain frequencies, atoms will be positioned at the points of peak laser intensity. For this reason, existing techniques have been limited in how close they can position atomic particles, and could not be used to explore phenomena that happen at much shorter distances.

“Conventional techniques stop at 500 nanometers, limited not by the atoms but by the wavelength of light,” Ketterle explains. “We have found now a new trick with light where we can break through that limit.”

The team’s new approach, like current techniques, starts by cooling a cloud of atoms — in this case, to about 1 microkelvin, just a hair above absolute zero — at which point, the atoms come to a near-standstill. Physicists can then use lasers to move the frozen particles into desired configurations.

Then, Du and his collaborators worked with two laser beams, each with a different frequency, or color, and circular polarization, or direction of the laser’s electric field. When the two beams travel through a super-cooled cloud of atoms, the atoms can orient their spin in opposite directions, following either of the two lasers’ polarization. The result is that the beams produce two groups of the same atoms, only with opposite spins.

Each laser beam formed a standing wave, a periodic pattern of electric field intensity with a spatial period of 500 nanometers. Due to their different polarizations, each standing wave attracted and corralled one of two groups of atoms, depending on their spin. The lasers could be overlaid and tuned such that the distance between their respective peaks is as small as 50 nanometers, meaning that the atoms gravitating to each respective laser’s peaks would be separated by the same 50 nanometers.

But in order for this to happen, the lasers would have to be extremely stable and immune to all external noise, such as from shaking or even breathing on the experiment. The team realized they could stabilize both lasers by directing them through an optical fiber, which served to lock the light beams in place in relation to each other.

“The idea of sending both beams through the optical fiber meant the whole machine could shake violently, but the two laser beams stayed absolutely stable with respect to each others,” Du says.

Magnetic forces at close range

As a first test of their new technique, the team used atoms of dysprosium — a rare-earth metal that is one of the strongest magnetic elements in the periodic table, particularly at ultracold temperatures. However, at the scale of atoms, the element’s magnetic interactions are relatively weak at distances of even 500 nanometers. As with common refrigerator magnets, the magnetic attraction between atoms increases with proximity, and the scientists suspected that if their new technique could space dysprosium atoms as close as 50 nanometers apart, they might observe the emergence of otherwise weak interactions between the magnetic atoms.

“We could suddenly have magnetic interactions, which used to be almost neglible but now are really strong,” Ketterle says.

The team applied their technique to dysprosium, first super-cooling the atoms, then passing two lasers through to split the atoms into two spin groups, or layers. They then directed the lasers through an optical fiber to stabilize them, and found that indeed, the two layers of dysprosium atoms gravitated to their respective laser peaks, which in effect separated the layers of atoms by 50 nanometers — the closest distance that any ultracold atom experiment has been able to achieve.

At this extremely close proximity, the atoms’ natural magnetic interactions were significantly enhanced, and were 1,000 times stronger than if they were positioned 500 nanometers apart. The team observed that these interactions resulted in two novel quantum phenomena: collective oscillation, in which one layer’s vibrations caused the other layer to vibrate in sync; and thermalization, in which one layer transferred heat to the other, purely through magnetic fluctuations in the atoms.

“Until now, heat between atoms could only by exchanged when they were in the same physical space and could collide,” Du notes. “Now we have seen atomic layers, separated by vacuum, and they exchange heat via fluctuating magnetic fields.”

The team’s results introduce a new technique that can be used to position many types of atom in close proximity. They also show that atoms, placed close enough together, can exhibit interesting quantum phenomena, that could be harnessed to build new quantum materials, and potentially, magnetically-driven atomic systems for quantum computers.

“We are really bringing super-resolution methods to the field, and it will become a general tool for doing quantum simulations,” Ketterle says. “There are many variants possible, which we are working on.”

This research was funded, in part, by the National Science Foundation and the Department of Defense.

© Image: Courtesy of the researchers; MIT News

MIT physicists developed a technique to arrange atoms (represented as spheres with arrows) in much closer proximity than previously possible, down to 50 nanometers. The group plans to use the method to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer. In this image, the magnetic interaction is represented by the colorful lines.

How light can vaporize water without the need for heat

It’s the most fundamental of processes — the evaporation of water from the surfaces of oceans and lakes, the burning off of fog in the morning sun, and the drying of briny ponds that leaves solid salt behind. Evaporation is all around us, and humans have been observing it and making use of it for as long as we have existed.

And yet, it turns out, we’ve been missing a major part of the picture all along.

In a series of painstakingly precise experiments, a team of researchers at MIT has demonstrated that heat isn’t alone in causing water to evaporate. Light, striking the water’s surface where air and water meet, can break water molecules away and float them into the air, causing evaporation in the absence of any source of heat.

The astonishing new discovery could have a wide range of significant implications. It could help explain mysterious measurements over the years of how sunlight affects clouds, and therefore affect calculations of the effects of climate change on cloud cover and precipitation. It could also lead to new ways of designing industrial processes such as solar-powered desalination or drying of materials.

The findings, and the many different lines of evidence that demonstrate the reality of the phenomenon and the details of how it works, are described today in the journal PNAS, in a paper by Carl Richard Soderberg Professor of Power Engineering Gang Chen, postdocs Guangxin Lv and Yaodong Tu, and graduate student James Zhang.

The authors say their study suggests that the effect should happen widely in nature— everywhere from clouds to fogs to the surfaces of oceans, soils, and plants — and that it could also lead to new practical applications, including in energy and clean water production. “I think this has a lot of applications,” Chen says. “We’re exploring all these different directions. And of course, it also affects the basic science, like the effects of clouds on climate, because clouds are the most uncertain aspect of climate models.”

A newfound phenomenon

The new work builds on research reported last year, which described this new “photomolecular effect” but only under very specialized conditions: on the surface of specially prepared hydrogels soaked with water. In the new study, the researchers demonstrate that the hydrogel is not necessary for the process; it occurs at any water surface exposed to light, whether it’s a flat surface like a body of water or a curved surface like a droplet of cloud vapor.

Because the effect was so unexpected, the team worked to prove its existence with as many different lines of evidence as possible. In this study, they report 14 different kinds of tests and measurements they carried out to establish that water was indeed evaporating — that is, molecules of water were being knocked loose from the water’s surface and wafted into the air — due to the light alone, not by heat, which was long assumed to be the only mechanism involved.

One key indicator, which showed up consistently in four different kinds of experiments under different conditions, was that as the water began to evaporate from a test container under visible light, the air temperature measured above the water’s surface cooled down and then leveled off, showing that thermal energy was not the driving force behind the effect.

Other key indicators that showed up included the way the evaporation effect varied depending on the angle of the light, the exact color of the light, and its polarization. None of these varying characteristics should happen because at these wavelengths, water hardly absorbs light at all — and yet the researchers observed them.

The effect is strongest when light hits the water surface at an angle of 45 degrees. It is also strongest with a certain type of polarization, called transverse magnetic polarization. And it peaks in green light — which, oddly, is the color for which water is most transparent and thus interacts the least.

Chen and his co-researchers have proposed a physical mechanism that can explain the angle and polarization dependence of the effect, showing that the photons of light can impart a net force on water molecules at the water surface that is sufficient to knock them loose from the body of water. But they cannot yet account for the color dependence, which they say will require further study.

They have named this the photomolecular effect, by analogy with the photoelectric effect that was discovered by Heinrich Hertz in 1887 and finally explained by Albert Einstein in 1905. That effect was one of the first demonstrations that light also has particle characteristics, which had major implications in physics and led to a wide variety of applications, including LEDs. Just as the photoelectric effect liberates electrons from atoms in a material in response to being hit by a photon of light, the photomolecular effect shows that photons can liberate entire molecules from a liquid surface, the researchers say.

“The finding of evaporation caused by light instead of heat provides new disruptive knowledge of light-water interaction,” says Xiulin Ruan, professor of mechanical engineering at Purdue University, who was not involved in the study. “It could help us gain new understanding of how sunlight interacts with cloud, fog, oceans, and other natural water bodies to affect weather and climate. It has significant potential practical applications such as high-performance water desalination driven by solar energy. This research is among the rare group of truly revolutionary discoveries which are not widely accepted by the community right away but take time, sometimes a long time, to be confirmed.”

Solving a cloud conundrum

The finding may solve an 80-year-old mystery in climate science. Measurements of how clouds absorb sunlight have often shown that they are absorbing more sunlight than conventional physics dictates possible. The additional evaporation caused by this effect could account for the longstanding discrepancy, which has been a subject of dispute since such measurements are difficult to make.

“Those experiments are based on satellite data and flight data,“ Chen explains. “They fly an airplane on top of and below the clouds, and there are also data based on the ocean temperature and radiation balance. And they all conclude that there is more absorption by clouds than theory could calculate. However, due to the complexity of clouds and the difficulties of making such measurements, researchers have been debating whether such discrepancies are real or not. And what we discovered suggests that hey, there’s another mechanism for cloud absorption, which was not accounted for, and this mechanism might explain the discrepancies.”

Chen says he recently spoke about the phenomenon at an American Physical Society conference, and one physicist there who studies clouds and climate said they had never thought about this possibility, which could affect calculations of the complex effects of clouds on climate. The team conducted experiments using LEDs shining on an artificial cloud chamber, and they observed heating of the fog, which was not supposed to happen since water does not absorb in the visible spectrum. “Such heating can be explained based on the photomolecular effect more easily,” he says.

Lv says that of the many lines of evidence, “the flat region in the air-side temperature distribution above hot water will be the easiest for people to reproduce.” That temperature profile “is a signature” that demonstrates the effect clearly, he says.

Zhang adds: “It is quite hard to explain how this kind of flat temperature profile comes about without invoking some other mechanism” beyond the accepted theories of thermal evaporation. “It ties together what a whole lot of people are reporting in their solar desalination devices,” which again show evaporation rates that cannot be explained by the thermal input.

The effect can be substantial. Under the optimum conditions of color, angle, and polarization, Lv says, “the evaporation rate is four times the thermal limit.”

Already, since publication of the first paper, the team has been approached by companies that hope to harness the effect, Chen says, including for evaporating syrup and drying paper in a paper mill. The likeliest first applications will come in the areas of solar desalinization systems or other industrial drying processes, he says. “Drying consumes 20 percent of all industrial energy usage,” he points out.

Because the effect is so new and unexpected, Chen says, “This phenomenon should be very general, and our experiment is really just the beginning.” The experiments needed to demonstrate and quantify the effect are very time-consuming. “There are many variables, from understanding water itself, to extending to other materials, other liquids and even solids,” he says.

“The observations in the manuscript points to a new physical mechanism that foundationally alters our thinking on the kinetics of evaporation,” says Shannon Yee, an associate professor of mechanical engineering at Georgia Tech, who was not associated with this work. He adds, “Who would have thought that we are still learning about something as quotidian as water evaporating?”

“I think this work is very significant scientifically because it presents a new mechanism,” says University of Alberta Distinguished Professor Janet A.W. Elliott, who also was not associated with this work. “It may also turn out to be practically important for technology and our understanding of nature, because evaporation of water is ubiquitous and the effect appears to deliver significantly higher evaporation rates than the known thermal mechanism. …  My overall impression is this work is outstanding. It appears to be carefully done with many precise experiments lending support for one another.”

The work was partly supported by an MIT Bose Award. The authors are currently working on ways to make use of this effect for water desalination, in a project funded by the Abdul Latif Jameel Water and Food Systems Lab and the MIT-UMRP program.

© Photo: Bryce Vickmark

Researchers at MIT have discovered a new phenomenon: that light can cause evaporation of water from its surface without the need for heat. Pictured is a lab device designed to measure the “photomolecular effect,” using laser beams.
  • ✇IGN India Pc
  • Sky: Children of the Light - Official Tournament of Triumph Event TrailerIGN India
    Sky: Children of the Light is a social MMO developed by thatgamecompany. Players can partake in the lighthearted, friendly competition-driven event with the Tournament of Triumph. Head to the Meditation circle in Aviary Village to enter a special version of the Coliseum fitted with a variety of sport-themed minigames to compete and earn event currency for Tournament of Triumph items. The Tournament of Triumph in Sky: Children of the Light is available now through August 18 for PlayStation 4 (PS4
     

Sky: Children of the Light - Official Tournament of Triumph Event Trailer

Od: IGN India
4. Srpen 2024 v 17:09
Sky: Children of the Light is a social MMO developed by thatgamecompany. Players can partake in the lighthearted, friendly competition-driven event with the Tournament of Triumph. Head to the Meditation circle in Aviary Village to enter a special version of the Coliseum fitted with a variety of sport-themed minigames to compete and earn event currency for Tournament of Triumph items. The Tournament of Triumph in Sky: Children of the Light is available now through August 18 for PlayStation 4 (PS4), PlayStation 5 (PS5), Nintendo Switch, iOS, Android, and PC (Steam).

  • ✇PCGamesN
  • DBD and Five Nights at Freddy’s finally team up for new collabAlex McHugh
    Out of all the horror properties Dead by Daylight fans have been asking for, there’s always been one that’s stood head and shoulders above the rest in terms of the loudness of the requests. It’s not Friday the 13th’s Jason, it’s not the classic version of Freddy from Nightmare on Elm Street - in fact it’s a different Freddy altogether. That’s right, fans have been wanting Five Nights at Freddy’s in DBD for years - and now it’s finally going to happen. Continue reading DBD and
     

DBD and Five Nights at Freddy’s finally team up for new collab

6. Srpen 2024 v 00:58
DBD and Five Nights at Freddy’s finally team up for new collab

Out of all the horror properties Dead by Daylight fans have been asking for, there’s always been one that’s stood head and shoulders above the rest in terms of the loudness of the requests. It’s not Friday the 13th’s Jason, it’s not the classic version of Freddy from Nightmare on Elm Street - in fact it’s a different Freddy altogether. That’s right, fans have been wanting Five Nights at Freddy’s in DBD for years - and now it’s finally going to happen.

MORE FROM PCGAMESN: DBD killer tier list, Best horror games, DBD codes
  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Spotlight: Alex Gleason from Vegan on a Desert IslandHythlodaeus
    For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals. A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom,
     

Spotlight: Alex Gleason from Vegan on a Desert Island


For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals.

A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.

FG: Tell us a bit about yourself and your project to begin with.

Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.

FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?

Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.

The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.

While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.

I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.

FG: Why did you decide to translate this particular experience of yours into a video game?

Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.

The game conflates serious ethical topics with ironic humor

FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?

Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.

FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?

Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.

FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?

Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.

Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.

In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.


FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?

Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.

FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?

Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!

I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.

FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?

Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.

Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.

In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.

Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.

For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files

A glimpse into the development process

FG: When are you planning to release the game, and in which formats will it be released?

Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).

I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.

I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.

FG: Any tips for other Free Software or independent developers out there?

Alex:
  1. Put yourself out there.
  2. Good art and music goes a long way.
  3. Start it and don't stop.

FG: Alright, thank you very much for your time Alex.

Alex: Thanks so much for the opportunity!

Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI’s Riot channel or check their repository at Gitlab. You can also donate via the project’s Patreon or Liberapay.

All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.

Got any comments? Post them on our forum thread.

This post was retrieved from freegamer.blogspot.com.

  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Researchers demonstrate the first chip-based 3D printerAdam Zewe | MIT News
    Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic
     

Researchers demonstrate the first chip-based 3D printer

Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic chip that emits reconfigurable beams of light into a well of resin that cures into a solid shape when light strikes it.

The prototype chip has no moving parts, instead relying on an array of tiny optical antennas to steer a beam of light. The beam projects up into a liquid resin that has been designed to rapidly cure when exposed to the beam’s wavelength of visible light.

By combining silicon photonics and photochemistry, the interdisciplinary research team was able to demonstrate a chip that can steer light beams to 3D print arbitrary two-dimensional patterns, including the letters M-I-T. Shapes can be fully formed in a matter of seconds.

In the long run, they envision a system where a photonic chip sits at the bottom of a well of resin and emits a 3D hologram of visible light, rapidly curing an entire object in a single step.

This type of portable 3D printer could have many applications, such as enabling clinicians to create tailor-made medical device components or allowing engineers to make rapid prototypes at a job site.

“This system is completely rethinking what a 3D printer is. It is no longer a big box sitting on a bench in a lab creating objects, but something that is handheld and portable. It is exciting to think about the new applications that could come out of this and how the field of 3D printing could change,” says senior author Jelena Notaros, the Robert J. Shillman Career Development Professor in Electrical Engineering and Computer Science (EECS), and a member of the Research Laboratory of Electronics.

Joining Notaros on the paper are Sabrina Corsetti, lead author and EECS graduate student; Milica Notaros PhD ’23; Tal Sneh, an EECS graduate student; Alex Safford, a recent graduate of the University of Texas at Austin; and Zak Page, an assistant professor in the Department of Chemical Engineering at UT Austin. The research appears today in Nature Light Science and Applications.

Printing with a chip

Experts in silicon photonics, the Notaros group previously developed integrated optical-phased-array systems that steer beams of light using a series of microscale antennas fabricated on a chip using semiconductor manufacturing processes. By speeding up or delaying the optical signal on either side of the antenna array, they can move the beam of emitted light in a certain direction.

Such systems are key for lidar sensors, which map their surroundings by emitting infrared light beams that bounce off nearby objects. Recently, the group has focused on systems that emit and steer visible light for augmented-reality applications.

They wondered if such a device could be used for a chip-based 3D printer.

At about the same time they started brainstorming, the Page Group at UT Austin demonstrated specialized resins that can be rapidly cured using wavelengths of visible light for the first time. This was the missing piece that pushed the chip-based 3D printer into reality.

“With photocurable resins, it is very hard to get them to cure all the way up at infrared wavelengths, which is where integrated optical-phased-array systems were operating in the past for lidar,” Corsetti says. “Here, we are meeting in the middle between standard photochemistry and silicon photonics by using visible-light-curable resins and visible-light-emitting chips to create this chip-based 3D printer. You have this merging of two technologies into a completely new idea.”

Their prototype consists of a single photonic chip containing an array of 160-nanometer-thick optical antennas. (A sheet of paper is about 100,000 nanometers thick.) The entire chip fits onto a U.S. quarter.

When powered by an off-chip laser, the antennas emit a steerable beam of visible light into the well of photocurable resin. The chip sits below a clear slide, like those used in microscopes, which contains a shallow indentation that holds the resin. The researchers use electrical signals to nonmechanically steer the light beam, causing the resin to solidify wherever the beam strikes it.

A collaborative approach

But effectively modulating visible-wavelength light, which involves modifying its amplitude and phase, is especially tricky. One common method requires heating the chip, but this is inefficient and takes a large amount of physical space.

Instead, the researchers used liquid crystal to fashion compact modulators they integrate onto the chip. The material’s unique optical properties enable the modulators to be extremely efficient and only about 20 microns in length.

A single waveguide on the chip holds the light from the off-chip laser. Running along the waveguide are tiny taps which tap off a little bit of light to each of the antennas.

The researchers actively tune the modulators using an electric field, which reorients the liquid crystal molecules in a certain direction. In this way, they can precisely control the amplitude and phase of light being routed to the antennas.

But forming and steering the beam is only half the battle. Interfacing with a novel photocurable resin was a completely different challenge.

The Page Group at UT Austin worked closely with the Notaros Group at MIT, carefully adjusting the chemical combinations and concentrations to zero-in on a formula that provided a long shelf-life and rapid curing.

In the end, the group used their prototype to 3D print arbitrary two-dimensional shapes within seconds.

Building off this prototype, they want to move toward developing a system like the one they originally conceptualized — a chip that emits a hologram of visible light in a resin well to enable volumetric 3D printing in only one step.

“To be able to do that, we need a completely new silicon-photonics chip design. We already laid out a lot of what that final system would look like in this paper. And, now, we are excited to continue working towards this ultimate demonstration,” Jelena Notaros says.

This work was funded, in part, by the U.S. National Science Foundation, the U.S. Defense Advanced Research Projects Agency, the Robert A. Welch Foundation, the MIT Rolf G. Locher Endowed Fellowship, and the MIT Frederick and Barbara Cronin Fellowship.

© Credit: Sampson Wilcox, RLE

The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Exploring frontiers of mechanical engineering

From cutting-edge robotics, design, and bioengineering to sustainable energy solutions, ocean engineering, nanotechnology, and innovative materials science, MechE students and their advisors are doing incredibly innovative work. The graduate students highlighted here represent a snapshot of the great work in progress this spring across the Department of Mechanical Engineering, and demonstrate the ways the future of this field is as limitless as the imaginations of its practitioners.

Democratizing design through AI

Lyle Regenwetter
Hometown: Champaign, Illinois
Advisor: Assistant Professor Faez Ahmed
Interests: Food, climbing, skiing, soccer, tennis, cooking

Lyle Regenwetter finds excitement in the prospect of generative AI to "democratize" design and enable inexperienced designers to tackle complex design problems. His research explores new training methods through which generative AI models can be taught to implicitly obey design constraints and synthesize higher-performing designs. Knowing that prospective designers often have an intimate knowledge of the needs of users, but may otherwise lack the technical training to create solutions, Regenwetter also develops human-AI collaborative tools that allow AI models to interact and support designers in popular CAD software and real design problems. 

Solving a whale of a problem 

Loïcka Baille
Hometown: L’Escale, France
Advisor: Daniel Zitterbart
Interests: Being outdoors — scuba diving, spelunking, or climbing. Sailing on the Charles River, martial arts classes, and playing volleyball

Loïcka Baille’s research focuses on developing remote sensing technologies to study and protect marine life. Her main project revolves around improving onboard whale detection technology to prevent vessel strikes, with a special focus on protecting North Atlantic right whales. Baille is also involved in an ongoing study of Emperor penguins. Her team visits Antarctica annually to tag penguins and gather data to enhance their understanding of penguin population dynamics and draw conclusions regarding the overall health of the ecosystem.

Water, water anywhere

Carlos Díaz-Marín
Hometown: San José, Costa Rica
Advisor: Professor Gang Chen | Former Advisor: Professor Evelyn Wang
Interests: New England hiking, biking, and dancing

Carlos Díaz-Marín designs and synthesizes inexpensive salt-polymer materials that can capture large amounts of humidity from the air. He aims to change the way we generate potable water from the air, even in arid conditions. In addition to water generation, these salt-polymer materials can also be used as thermal batteries, capable of storing and reusing heat. Beyond the scientific applications, Díaz-Marín is excited to continue doing research that can have big social impacts, and that finds and explains new physical phenomena. As a LatinX person, Díaz-Marín is also driven to help increase diversity in STEM.

Scalable fabrication of nano-architected materials

Somayajulu Dhulipala
Hometown: Hyderabad, India
Advisor: Assistant Professor Carlos Portela
Interests: Space exploration, taekwondo, meditation.

Somayajulu Dhulipala works on developing lightweight materials with tunable mechanical properties. He is currently working on methods for the scalable fabrication of nano-architected materials and predicting their mechanical properties. The ability to fine-tune the mechanical properties of specific materials brings versatility and adaptability, making these materials suitable for a wide range of applications across multiple industries. While the research applications are quite diverse, Dhulipala is passionate about making space habitable for humanity, a crucial step toward becoming a spacefaring civilization.

Ingestible health-care devices

Jimmy McRae
Hometown: Woburn, Massachusetts
Advisor: Associate Professor Giovani Traverso
Interests: Anything basketball-related: playing, watching, going to games, organizing hometown tournaments 

Jimmy McRae aims to drastically improve diagnostic and therapeutic capabilities through noninvasive health-care technologies. His research focuses on leveraging materials, mechanics, embedded systems, and microfabrication to develop novel ingestible electronic and mechatronic devices. This ranges from ingestible electroceutical capsules that modulate hunger-regulating hormones to devices capable of continuous ultralong monitoring and remotely triggerable actuations from within the stomach. The principles that guide McRae’s work to develop devices that function in extreme environments can be applied far beyond the gastrointestinal tract, with applications for outer space, the ocean, and more.

Freestyle BMX meets machine learning

Eva Nates
Hometown: Narberth, Pennsylvania 
Advisor: Professor Peko Hosoi
Interests: Rowing, running, biking, hiking, baking

Eva Nates is working with the Australian Cycling Team to create a tool to classify Bicycle Motocross Freestyle (BMX FS) tricks. She uses a singular value decomposition method to conduct a principal component analysis of the time-dependent point-tracking data of an athlete and their bike during a run to classify each trick. The 2024 Olympic team hopes to incorporate this tool in their training workflow, and Nates worked alongside the team at their facilities on the Gold Coast of Australia during MIT’s Independent Activities Period in January.

Augmenting Astronauts with Wearable Limbs 

Erik Ballesteros
Hometown: Spring, Texas
Advisor: Professor Harry Asada
Interests: Cosplay, Star Wars, Lego bricks

Erik Ballesteros’s research seeks to support astronauts who are conducting planetary extravehicular activities through the use of supernumerary robotic limbs (SuperLimbs). His work is tailored toward design and control manifestation to assist astronauts with post-fall recovery, human-leader/robot-follower quadruped locomotion, and coordinated manipulation between the SuperLimbs and the astronaut to perform tasks like excavation and sample handling.

This article appeared in the Spring 2024 edition of the Department of Mechanical Engineering's magazine, MechE Connects

© Photo courtesy of Loïcka Baille.

Top row, l-r: Lyle Regenwetter, Loïcka Baille, Carlos Díaz-Marín. Bottom row, l-r: Somayajulu Dhulipala, Jimmy McRae, Eva Nates, and Erik Ballesteros.
  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Physicists arrange atoms in extremely close proximityJennifer Chu | MIT News
    Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a t
     

Physicists arrange atoms in extremely close proximity

Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.

They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a technique that allows them to arrange atoms in much closer proximity, down to a mere 50 nanometers. For context, a red blood cell is about 1,000 nanometers wide.

The physicists demonstrated the new approach in experiments with dysprosium, which is the most magnetic atom in nature. They used the new approach to manipulate two layers of dysprosium atoms, and positioned the layers precisely 50 nanometers apart. At this extreme proximity, the magnetic interactions were 1,000 times stronger than if the layers were separated by 500 nanometers.

What’s more, the scientists were able to measure two new effects caused by the atoms’ proximity. Their enhanced magnetic forces caused “thermalization,” or the transfer of heat from one layer to another, as well as synchronized oscillations between layers. These effects petered out as the layers were spaced farther apart.

“We have gone from positioning atoms from 500 nanometers to 50 nanometers apart, and there is a lot you can do with this,” says Wolfgang Ketterle, the John D. MacArthur Professor of Physics at MIT. “At 50 nanometers, the behavior of atoms is so much different that we’re really entering a new regime here.”

Ketterle and his colleagues say the new approach can be applied to many other atoms to study quantum phenomena. For their part, the group plans to use the technique to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer.

The team has published their results today in the journal Science. The study’s co-authors include lead author and physics graduate student Li Du, along with Pierre Barral, Michael Cantara, Julius de Hond, and Yu-Kun Lu — all members of the MIT-Harvard Center for Ultracold Atoms, the Department of Physics, and the Research Laboratory of Electronics at MIT.

Peaks and valleys

To manipulate and arrange atoms, physicists typically first cool a cloud of atoms to temperatures approaching absolute zero, then use a system of laser beams to corral the atoms into an optical trap.

Laser light is an electromagnetic wave with a specific wavelength (the distance between maxima of the electric field) and frequency. The wavelength limits the smallest pattern into which light can be shaped to typically 500 nanometers, the so-called optical resolution limit. Since atoms are attracted by laser light of certain frequencies, atoms will be positioned at the points of peak laser intensity. For this reason, existing techniques have been limited in how close they can position atomic particles, and could not be used to explore phenomena that happen at much shorter distances.

“Conventional techniques stop at 500 nanometers, limited not by the atoms but by the wavelength of light,” Ketterle explains. “We have found now a new trick with light where we can break through that limit.”

The team’s new approach, like current techniques, starts by cooling a cloud of atoms — in this case, to about 1 microkelvin, just a hair above absolute zero — at which point, the atoms come to a near-standstill. Physicists can then use lasers to move the frozen particles into desired configurations.

Then, Du and his collaborators worked with two laser beams, each with a different frequency, or color, and circular polarization, or direction of the laser’s electric field. When the two beams travel through a super-cooled cloud of atoms, the atoms can orient their spin in opposite directions, following either of the two lasers’ polarization. The result is that the beams produce two groups of the same atoms, only with opposite spins.

Each laser beam formed a standing wave, a periodic pattern of electric field intensity with a spatial period of 500 nanometers. Due to their different polarizations, each standing wave attracted and corralled one of two groups of atoms, depending on their spin. The lasers could be overlaid and tuned such that the distance between their respective peaks is as small as 50 nanometers, meaning that the atoms gravitating to each respective laser’s peaks would be separated by the same 50 nanometers.

But in order for this to happen, the lasers would have to be extremely stable and immune to all external noise, such as from shaking or even breathing on the experiment. The team realized they could stabilize both lasers by directing them through an optical fiber, which served to lock the light beams in place in relation to each other.

“The idea of sending both beams through the optical fiber meant the whole machine could shake violently, but the two laser beams stayed absolutely stable with respect to each others,” Du says.

Magnetic forces at close range

As a first test of their new technique, the team used atoms of dysprosium — a rare-earth metal that is one of the strongest magnetic elements in the periodic table, particularly at ultracold temperatures. However, at the scale of atoms, the element’s magnetic interactions are relatively weak at distances of even 500 nanometers. As with common refrigerator magnets, the magnetic attraction between atoms increases with proximity, and the scientists suspected that if their new technique could space dysprosium atoms as close as 50 nanometers apart, they might observe the emergence of otherwise weak interactions between the magnetic atoms.

“We could suddenly have magnetic interactions, which used to be almost neglible but now are really strong,” Ketterle says.

The team applied their technique to dysprosium, first super-cooling the atoms, then passing two lasers through to split the atoms into two spin groups, or layers. They then directed the lasers through an optical fiber to stabilize them, and found that indeed, the two layers of dysprosium atoms gravitated to their respective laser peaks, which in effect separated the layers of atoms by 50 nanometers — the closest distance that any ultracold atom experiment has been able to achieve.

At this extremely close proximity, the atoms’ natural magnetic interactions were significantly enhanced, and were 1,000 times stronger than if they were positioned 500 nanometers apart. The team observed that these interactions resulted in two novel quantum phenomena: collective oscillation, in which one layer’s vibrations caused the other layer to vibrate in sync; and thermalization, in which one layer transferred heat to the other, purely through magnetic fluctuations in the atoms.

“Until now, heat between atoms could only by exchanged when they were in the same physical space and could collide,” Du notes. “Now we have seen atomic layers, separated by vacuum, and they exchange heat via fluctuating magnetic fields.”

The team’s results introduce a new technique that can be used to position many types of atom in close proximity. They also show that atoms, placed close enough together, can exhibit interesting quantum phenomena, that could be harnessed to build new quantum materials, and potentially, magnetically-driven atomic systems for quantum computers.

“We are really bringing super-resolution methods to the field, and it will become a general tool for doing quantum simulations,” Ketterle says. “There are many variants possible, which we are working on.”

This research was funded, in part, by the National Science Foundation and the Department of Defense.

© Image: Courtesy of the researchers; MIT News

MIT physicists developed a technique to arrange atoms (represented as spheres with arrows) in much closer proximity than previously possible, down to 50 nanometers. The group plans to use the method to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer. In this image, the magnetic interaction is represented by the colorful lines.

How light can vaporize water without the need for heat

It’s the most fundamental of processes — the evaporation of water from the surfaces of oceans and lakes, the burning off of fog in the morning sun, and the drying of briny ponds that leaves solid salt behind. Evaporation is all around us, and humans have been observing it and making use of it for as long as we have existed.

And yet, it turns out, we’ve been missing a major part of the picture all along.

In a series of painstakingly precise experiments, a team of researchers at MIT has demonstrated that heat isn’t alone in causing water to evaporate. Light, striking the water’s surface where air and water meet, can break water molecules away and float them into the air, causing evaporation in the absence of any source of heat.

The astonishing new discovery could have a wide range of significant implications. It could help explain mysterious measurements over the years of how sunlight affects clouds, and therefore affect calculations of the effects of climate change on cloud cover and precipitation. It could also lead to new ways of designing industrial processes such as solar-powered desalination or drying of materials.

The findings, and the many different lines of evidence that demonstrate the reality of the phenomenon and the details of how it works, are described today in the journal PNAS, in a paper by Carl Richard Soderberg Professor of Power Engineering Gang Chen, postdocs Guangxin Lv and Yaodong Tu, and graduate student James Zhang.

The authors say their study suggests that the effect should happen widely in nature— everywhere from clouds to fogs to the surfaces of oceans, soils, and plants — and that it could also lead to new practical applications, including in energy and clean water production. “I think this has a lot of applications,” Chen says. “We’re exploring all these different directions. And of course, it also affects the basic science, like the effects of clouds on climate, because clouds are the most uncertain aspect of climate models.”

A newfound phenomenon

The new work builds on research reported last year, which described this new “photomolecular effect” but only under very specialized conditions: on the surface of specially prepared hydrogels soaked with water. In the new study, the researchers demonstrate that the hydrogel is not necessary for the process; it occurs at any water surface exposed to light, whether it’s a flat surface like a body of water or a curved surface like a droplet of cloud vapor.

Because the effect was so unexpected, the team worked to prove its existence with as many different lines of evidence as possible. In this study, they report 14 different kinds of tests and measurements they carried out to establish that water was indeed evaporating — that is, molecules of water were being knocked loose from the water’s surface and wafted into the air — due to the light alone, not by heat, which was long assumed to be the only mechanism involved.

One key indicator, which showed up consistently in four different kinds of experiments under different conditions, was that as the water began to evaporate from a test container under visible light, the air temperature measured above the water’s surface cooled down and then leveled off, showing that thermal energy was not the driving force behind the effect.

Other key indicators that showed up included the way the evaporation effect varied depending on the angle of the light, the exact color of the light, and its polarization. None of these varying characteristics should happen because at these wavelengths, water hardly absorbs light at all — and yet the researchers observed them.

The effect is strongest when light hits the water surface at an angle of 45 degrees. It is also strongest with a certain type of polarization, called transverse magnetic polarization. And it peaks in green light — which, oddly, is the color for which water is most transparent and thus interacts the least.

Chen and his co-researchers have proposed a physical mechanism that can explain the angle and polarization dependence of the effect, showing that the photons of light can impart a net force on water molecules at the water surface that is sufficient to knock them loose from the body of water. But they cannot yet account for the color dependence, which they say will require further study.

They have named this the photomolecular effect, by analogy with the photoelectric effect that was discovered by Heinrich Hertz in 1887 and finally explained by Albert Einstein in 1905. That effect was one of the first demonstrations that light also has particle characteristics, which had major implications in physics and led to a wide variety of applications, including LEDs. Just as the photoelectric effect liberates electrons from atoms in a material in response to being hit by a photon of light, the photomolecular effect shows that photons can liberate entire molecules from a liquid surface, the researchers say.

“The finding of evaporation caused by light instead of heat provides new disruptive knowledge of light-water interaction,” says Xiulin Ruan, professor of mechanical engineering at Purdue University, who was not involved in the study. “It could help us gain new understanding of how sunlight interacts with cloud, fog, oceans, and other natural water bodies to affect weather and climate. It has significant potential practical applications such as high-performance water desalination driven by solar energy. This research is among the rare group of truly revolutionary discoveries which are not widely accepted by the community right away but take time, sometimes a long time, to be confirmed.”

Solving a cloud conundrum

The finding may solve an 80-year-old mystery in climate science. Measurements of how clouds absorb sunlight have often shown that they are absorbing more sunlight than conventional physics dictates possible. The additional evaporation caused by this effect could account for the longstanding discrepancy, which has been a subject of dispute since such measurements are difficult to make.

“Those experiments are based on satellite data and flight data,“ Chen explains. “They fly an airplane on top of and below the clouds, and there are also data based on the ocean temperature and radiation balance. And they all conclude that there is more absorption by clouds than theory could calculate. However, due to the complexity of clouds and the difficulties of making such measurements, researchers have been debating whether such discrepancies are real or not. And what we discovered suggests that hey, there’s another mechanism for cloud absorption, which was not accounted for, and this mechanism might explain the discrepancies.”

Chen says he recently spoke about the phenomenon at an American Physical Society conference, and one physicist there who studies clouds and climate said they had never thought about this possibility, which could affect calculations of the complex effects of clouds on climate. The team conducted experiments using LEDs shining on an artificial cloud chamber, and they observed heating of the fog, which was not supposed to happen since water does not absorb in the visible spectrum. “Such heating can be explained based on the photomolecular effect more easily,” he says.

Lv says that of the many lines of evidence, “the flat region in the air-side temperature distribution above hot water will be the easiest for people to reproduce.” That temperature profile “is a signature” that demonstrates the effect clearly, he says.

Zhang adds: “It is quite hard to explain how this kind of flat temperature profile comes about without invoking some other mechanism” beyond the accepted theories of thermal evaporation. “It ties together what a whole lot of people are reporting in their solar desalination devices,” which again show evaporation rates that cannot be explained by the thermal input.

The effect can be substantial. Under the optimum conditions of color, angle, and polarization, Lv says, “the evaporation rate is four times the thermal limit.”

Already, since publication of the first paper, the team has been approached by companies that hope to harness the effect, Chen says, including for evaporating syrup and drying paper in a paper mill. The likeliest first applications will come in the areas of solar desalinization systems or other industrial drying processes, he says. “Drying consumes 20 percent of all industrial energy usage,” he points out.

Because the effect is so new and unexpected, Chen says, “This phenomenon should be very general, and our experiment is really just the beginning.” The experiments needed to demonstrate and quantify the effect are very time-consuming. “There are many variables, from understanding water itself, to extending to other materials, other liquids and even solids,” he says.

“The observations in the manuscript points to a new physical mechanism that foundationally alters our thinking on the kinetics of evaporation,” says Shannon Yee, an associate professor of mechanical engineering at Georgia Tech, who was not associated with this work. He adds, “Who would have thought that we are still learning about something as quotidian as water evaporating?”

“I think this work is very significant scientifically because it presents a new mechanism,” says University of Alberta Distinguished Professor Janet A.W. Elliott, who also was not associated with this work. “It may also turn out to be practically important for technology and our understanding of nature, because evaporation of water is ubiquitous and the effect appears to deliver significantly higher evaporation rates than the known thermal mechanism. …  My overall impression is this work is outstanding. It appears to be carefully done with many precise experiments lending support for one another.”

The work was partly supported by an MIT Bose Award. The authors are currently working on ways to make use of this effect for water desalination, in a project funded by the Abdul Latif Jameel Water and Food Systems Lab and the MIT-UMRP program.

© Photo: Bryce Vickmark

Researchers at MIT have discovered a new phenomenon: that light can cause evaporation of water from its surface without the need for heat. Pictured is a lab device designed to measure the “photomolecular effect,” using laser beams.
  • ✇WePlayGames.net: Home for all Gamers
  • The Town of Light: A Hard Look at Mental Health’s Ugly PastPetko
    Title: The Town of LightType of Game: Psychological Horror, AdventureDeveloper: LKAPublisher: Wired ProductionsReleased: February 26, 2016Platforms Available: PC, PlayStation 4, Xbox One, Nintendo SwitchPlatform Reviewed: PlayStation 4Level of Maturity: Mature 17+Reading Time: 7 minutes Not What You’d Expect The Town of Light seemed like a classic horror exploration adventure game from the very beginning. Still, the first few minutes were very deceiving, and the game is much more of a dram
     

The Town of Light: A Hard Look at Mental Health’s Ugly Past

Od: Petko
22. Červenec 2024 v 19:21

Title: The Town of Light
Type of Game: Psychological Horror, Adventure
Developer: LKA
Publisher: Wired Productions
Released: February 26, 2016
Platforms Available: PC, PlayStation 4, Xbox One, Nintendo Switch
Platform Reviewed: PlayStation 4
Level of Maturity: Mature 17+
Reading Time: 7 minutes

Not What You’d Expect

The Town of Light seemed like a classic horror exploration adventure game from the very beginning. Still, the first few minutes were very deceiving, and the game is much more of a drama and a trip into the protagonist’s own past. So don’t expect heart attacks or a classic ghost story. The Town of Light builds tension with its story.

WePlayGames.net Youtube Channel: The Town of Light Game Trailer

A Grim Blast from the Past

The entire game is set in the present day. Still, every sliver of the story harkens back to the 1930s to 1940s and a sanatorium located near the Italian town of Volterra. The sanatorium was used to accommodate the mentally ill. However, more than 70 years ago, the treatment methods were quite different. The sanatorium was full of pain, suffering, and injustice, and whoever was declared mentally ill at that time ceased to exist as a human being and was deprived not only of their rights but also of personal freedom. This was also the case for Renee, a girl of only 16, who ended up there because of family strife – but the story’s background is more complex. You can taste it in the form of the girl’s diary before playing. It didn’t take long for this place to take the most important things from Renée – youth, humanity, but also a girl’s innocence.

Back to Where It All Went Wrong

Being thrown into the story works brilliantly, and when the adult Renée returns to the crime scene, I found myself staring at the screen with my mouth open. The entry was strong, and some moments were so interesting. When you add in the mental breakdown and the hint of schizophrenia expressed by the main character’s dialogue, the real goosebumps have already set in. What actually happened, and who is Reneé after all these years? Curiosity drove me constantly forward and the reason I kept going, finger jammed into the controller stick. The ending didn’t leave you waiting for long – the last pieces of the branching and election-influenced story fall into place after some 4 hours. The hardly influential bitter ending then raises more questions, but it’s not bad. The story aspect of the game may bring to mind some clichés, but as a whole, I have little to fault it for and can only recommend it. Unfortunately, however, it’s more or less downhill from there.

Rough Around the Edges

From a technical standpoint, the game looks solid by the standards from which it sprang. However, I still encountered several bouncing objects, a few minor bugs, and annoying memory leaks and frame rate drops. On top of that, there was also the game’s poor dubbing and generally unconvincing audio. In short, the fault was not with my admittedly ancient PlayStation 4 but with the optimization as far as the first half of my criticism of the technical side of the game so far is concerned. On the other hand, the game’s environments provided a number of pleasing details in the form of ants running on the walls or fluorescent lights on the ceilings that had to be warmed up before they could be fully lit. I was also pleased with the reasonably credible treatment of the real-life prototype, which I watched in retrospect after playing the game out of curiosity on the Internet.

A Slow Walk Through History

Another shortcoming is definitely the pace of the game. The player character is far too slow in most passages, and it feels like the length of the game is artificially stretched by the character’s slow movement. Add to that the fact that the developers send you back and forth over and over again, with Renee gradually recalling a series of events in different corners of the sanatorium. Unsurprisingly, the very next event is usually at the other end of the game map. The game sends you where the sun doesn’t shine over and over again, and whether you want it to or not, the story begins to suffer. So that aforementioned squeezed finger on the forward lever suddenly signifies not only a desire to explore what awaits you next but also a wish: “May I finally be there, dammit!” And the promise that something interesting would be around the corner. It’s not just a silly joke when this title was initially created as a virtual tour, and the decision to make it a game came later.

A Story Worth Telling, Despite the Bumps

Fortunately, each successive corner provides another interesting piece of narrative. And even though the game has its obvious technical and gameplay flaws, and you will get lost more than once during such a tour, it’s still worth the wait. The Italian developers took on a fascinating topic and went on to think about how medical practice was conducted in mental institutions in the first half of the twentieth century. It’s not a pretty visit, even uninteresting from a gameplay point of view. Still, the narrative and Renee’s words thankfully pull the game out of a possible sub-par state. It is because of this aspect of the game that I would recommend The Town of Light, but I would like to warn that it is definitely redeemed by something. This time, The target audience will be even narrower than usual for other games I’ve reviewed for this site so far, which is something to consider before buying this game to see if you belong in that group.

The Bottom Line

The Town of Light takes you on a journey through the history of an Italian sanatorium in the first half of the twentieth century. It offers a great story and extensive lore of the setting, but its potential could be better in a not-so-compelling production design and an overall weak technical aspect. Those who are fans of a good script and story will find something to like, but those who want something more from every aspect of the game might as well go a little further afield.

Where to Buy The Town of Light

Steam (PC): Available for $19.99. You can purchase it directly from Steam.

Xbox Store (Xbox One): Available for $19.99. Check it out on the Xbox Store.

PlayStation Store (PS4): Available for $19.99. You can find it on the PlayStation Store.

Nintendo Shop (Switch): Available for $9.99. Purchase it from the Nintendo Shop.

Official Page: Visit the official The Town of Light page for more information.

The post The Town of Light: A Hard Look at Mental Health’s Ugly Past appeared first on WePlayGames.net: Home for Top Gamers.

  • ✇Kotaku
  • Nobody Knows What Destiny 2’s Future Looks Like AnymoreMoises Taveras
    I always tell people that I’ve been with Destiny since the first alpha test. For some reason, it’s always been a point of pride for me. My own way of saying, “Hey, I’ve been behind this vision since the beginning. I’ve been there through the highs and the lows, and I’m still here.” But following a second round of…Read more...
     

Nobody Knows What Destiny 2’s Future Looks Like Anymore

1. Srpen 2024 v 23:25

I always tell people that I’ve been with Destiny since the first alpha test. For some reason, it’s always been a point of pride for me. My own way of saying, “Hey, I’ve been behind this vision since the beginning. I’ve been there through the highs and the lows, and I’m still here.” But following a second round of…

Read more...

  • ✇Make: DIY Projects and Ideas for Makers
  • Michael Walsh’s Solo Exhibition is now Open at the Mirus GalleryGillian Mutti
    Michael Walsh was born in Pittsburgh, Pennsylvania, and is currently based in Oakland, California. The artist's utilization of metal fabrication/casting, CAD, Virtual Reality modeling, and 3D printing create a unique approach to sculpture making. Michael has participated in both Pittsburgh Mini Maker Faire and Maker Faire Bay Area. In 2015, at the Pittsburgh Mini Maker Faire, he and a crew did a live metal casting demonstration, and at Maker Faire Bay Area 2016, his Cosmic Carousel sculptur
     

Michael Walsh’s Solo Exhibition is now Open at the Mirus Gallery

Michael Walsh’s Solo Exhibition is now Open at the Mirus Gallery

Michael Walsh was born in Pittsburgh, Pennsylvania, and is currently based in Oakland, California. The artist's utilization of metal fabrication/casting, CAD, Virtual Reality modeling, and 3D printing create a unique approach to sculpture making. Michael has participated in both Pittsburgh Mini Maker Faire and Maker Faire Bay Area. In 2015, at the Pittsburgh Mini Maker Faire, he and a crew did a live metal casting demonstration, and at Maker Faire Bay Area 2016, his Cosmic Carousel sculpture was a central focus of the event.

The post Michael Walsh’s Solo Exhibition is now Open at the Mirus Gallery appeared first on Make: DIY Projects and Ideas for Makers.

  • ✇Free Gamer - Open Source Games (Free/Libre)
  • Spotlight: Alex Gleason from Vegan on a Desert IslandHythlodaeus
    For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals. A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom,
     

Spotlight: Alex Gleason from Vegan on a Desert Island


For this month’s interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island’s many talking animals.

A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.

FG: Tell us a bit about yourself and your project to begin with.

Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.

FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?

Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.

The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.

While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.

I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.

FG: Why did you decide to translate this particular experience of yours into a video game?

Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.

The game conflates serious ethical topics with ironic humor

FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?

Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.

FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?

Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.

FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?

Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.

Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.

In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.


FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?

Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.

FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?

Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!

I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.

FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?

Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.

Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.

In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.

Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.

For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files

A glimpse into the development process

FG: When are you planning to release the game, and in which formats will it be released?

Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).

I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.

I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.

FG: Any tips for other Free Software or independent developers out there?

Alex:
  1. Put yourself out there.
  2. Good art and music goes a long way.
  3. Start it and don't stop.

FG: Alright, thank you very much for your time Alex.

Alex: Thanks so much for the opportunity!

Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI’s Riot channel or check their repository at Gitlab. You can also donate via the project’s Patreon or Liberapay.

All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.

Got any comments? Post them on our forum thread.

This post was retrieved from freegamer.blogspot.com.

  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Researchers demonstrate the first chip-based 3D printerAdam Zewe | MIT News
    Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic
     

Researchers demonstrate the first chip-based 3D printer

Imagine a portable 3D printer you could hold in the palm of your hand. The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Researchers from MIT and the University of Texas at Austin took a major step toward making this idea a reality by demonstrating the first chip-based 3D printer. Their proof-of-concept device consists of a single, millimeter-scale photonic chip that emits reconfigurable beams of light into a well of resin that cures into a solid shape when light strikes it.

The prototype chip has no moving parts, instead relying on an array of tiny optical antennas to steer a beam of light. The beam projects up into a liquid resin that has been designed to rapidly cure when exposed to the beam’s wavelength of visible light.

By combining silicon photonics and photochemistry, the interdisciplinary research team was able to demonstrate a chip that can steer light beams to 3D print arbitrary two-dimensional patterns, including the letters M-I-T. Shapes can be fully formed in a matter of seconds.

In the long run, they envision a system where a photonic chip sits at the bottom of a well of resin and emits a 3D hologram of visible light, rapidly curing an entire object in a single step.

This type of portable 3D printer could have many applications, such as enabling clinicians to create tailor-made medical device components or allowing engineers to make rapid prototypes at a job site.

“This system is completely rethinking what a 3D printer is. It is no longer a big box sitting on a bench in a lab creating objects, but something that is handheld and portable. It is exciting to think about the new applications that could come out of this and how the field of 3D printing could change,” says senior author Jelena Notaros, the Robert J. Shillman Career Development Professor in Electrical Engineering and Computer Science (EECS), and a member of the Research Laboratory of Electronics.

Joining Notaros on the paper are Sabrina Corsetti, lead author and EECS graduate student; Milica Notaros PhD ’23; Tal Sneh, an EECS graduate student; Alex Safford, a recent graduate of the University of Texas at Austin; and Zak Page, an assistant professor in the Department of Chemical Engineering at UT Austin. The research appears today in Nature Light Science and Applications.

Printing with a chip

Experts in silicon photonics, the Notaros group previously developed integrated optical-phased-array systems that steer beams of light using a series of microscale antennas fabricated on a chip using semiconductor manufacturing processes. By speeding up or delaying the optical signal on either side of the antenna array, they can move the beam of emitted light in a certain direction.

Such systems are key for lidar sensors, which map their surroundings by emitting infrared light beams that bounce off nearby objects. Recently, the group has focused on systems that emit and steer visible light for augmented-reality applications.

They wondered if such a device could be used for a chip-based 3D printer.

At about the same time they started brainstorming, the Page Group at UT Austin demonstrated specialized resins that can be rapidly cured using wavelengths of visible light for the first time. This was the missing piece that pushed the chip-based 3D printer into reality.

“With photocurable resins, it is very hard to get them to cure all the way up at infrared wavelengths, which is where integrated optical-phased-array systems were operating in the past for lidar,” Corsetti says. “Here, we are meeting in the middle between standard photochemistry and silicon photonics by using visible-light-curable resins and visible-light-emitting chips to create this chip-based 3D printer. You have this merging of two technologies into a completely new idea.”

Their prototype consists of a single photonic chip containing an array of 160-nanometer-thick optical antennas. (A sheet of paper is about 100,000 nanometers thick.) The entire chip fits onto a U.S. quarter.

When powered by an off-chip laser, the antennas emit a steerable beam of visible light into the well of photocurable resin. The chip sits below a clear slide, like those used in microscopes, which contains a shallow indentation that holds the resin. The researchers use electrical signals to nonmechanically steer the light beam, causing the resin to solidify wherever the beam strikes it.

A collaborative approach

But effectively modulating visible-wavelength light, which involves modifying its amplitude and phase, is especially tricky. One common method requires heating the chip, but this is inefficient and takes a large amount of physical space.

Instead, the researchers used liquid crystal to fashion compact modulators they integrate onto the chip. The material’s unique optical properties enable the modulators to be extremely efficient and only about 20 microns in length.

A single waveguide on the chip holds the light from the off-chip laser. Running along the waveguide are tiny taps which tap off a little bit of light to each of the antennas.

The researchers actively tune the modulators using an electric field, which reorients the liquid crystal molecules in a certain direction. In this way, they can precisely control the amplitude and phase of light being routed to the antennas.

But forming and steering the beam is only half the battle. Interfacing with a novel photocurable resin was a completely different challenge.

The Page Group at UT Austin worked closely with the Notaros Group at MIT, carefully adjusting the chemical combinations and concentrations to zero-in on a formula that provided a long shelf-life and rapid curing.

In the end, the group used their prototype to 3D print arbitrary two-dimensional shapes within seconds.

Building off this prototype, they want to move toward developing a system like the one they originally conceptualized — a chip that emits a hologram of visible light in a resin well to enable volumetric 3D printing in only one step.

“To be able to do that, we need a completely new silicon-photonics chip design. We already laid out a lot of what that final system would look like in this paper. And, now, we are excited to continue working towards this ultimate demonstration,” Jelena Notaros says.

This work was funded, in part, by the U.S. National Science Foundation, the U.S. Defense Advanced Research Projects Agency, the Robert A. Welch Foundation, the MIT Rolf G. Locher Endowed Fellowship, and the MIT Frederick and Barbara Cronin Fellowship.

© Credit: Sampson Wilcox, RLE

The tiny device could enable a user to rapidly create customized, low-cost objects on the go, like a fastener to repair a wobbly bicycle wheel or a component for a critical medical operation.

Exploring frontiers of mechanical engineering

From cutting-edge robotics, design, and bioengineering to sustainable energy solutions, ocean engineering, nanotechnology, and innovative materials science, MechE students and their advisors are doing incredibly innovative work. The graduate students highlighted here represent a snapshot of the great work in progress this spring across the Department of Mechanical Engineering, and demonstrate the ways the future of this field is as limitless as the imaginations of its practitioners.

Democratizing design through AI

Lyle Regenwetter
Hometown: Champaign, Illinois
Advisor: Assistant Professor Faez Ahmed
Interests: Food, climbing, skiing, soccer, tennis, cooking

Lyle Regenwetter finds excitement in the prospect of generative AI to "democratize" design and enable inexperienced designers to tackle complex design problems. His research explores new training methods through which generative AI models can be taught to implicitly obey design constraints and synthesize higher-performing designs. Knowing that prospective designers often have an intimate knowledge of the needs of users, but may otherwise lack the technical training to create solutions, Regenwetter also develops human-AI collaborative tools that allow AI models to interact and support designers in popular CAD software and real design problems. 

Solving a whale of a problem 

Loïcka Baille
Hometown: L’Escale, France
Advisor: Daniel Zitterbart
Interests: Being outdoors — scuba diving, spelunking, or climbing. Sailing on the Charles River, martial arts classes, and playing volleyball

Loïcka Baille’s research focuses on developing remote sensing technologies to study and protect marine life. Her main project revolves around improving onboard whale detection technology to prevent vessel strikes, with a special focus on protecting North Atlantic right whales. Baille is also involved in an ongoing study of Emperor penguins. Her team visits Antarctica annually to tag penguins and gather data to enhance their understanding of penguin population dynamics and draw conclusions regarding the overall health of the ecosystem.

Water, water anywhere

Carlos Díaz-Marín
Hometown: San José, Costa Rica
Advisor: Professor Gang Chen | Former Advisor: Professor Evelyn Wang
Interests: New England hiking, biking, and dancing

Carlos Díaz-Marín designs and synthesizes inexpensive salt-polymer materials that can capture large amounts of humidity from the air. He aims to change the way we generate potable water from the air, even in arid conditions. In addition to water generation, these salt-polymer materials can also be used as thermal batteries, capable of storing and reusing heat. Beyond the scientific applications, Díaz-Marín is excited to continue doing research that can have big social impacts, and that finds and explains new physical phenomena. As a LatinX person, Díaz-Marín is also driven to help increase diversity in STEM.

Scalable fabrication of nano-architected materials

Somayajulu Dhulipala
Hometown: Hyderabad, India
Advisor: Assistant Professor Carlos Portela
Interests: Space exploration, taekwondo, meditation.

Somayajulu Dhulipala works on developing lightweight materials with tunable mechanical properties. He is currently working on methods for the scalable fabrication of nano-architected materials and predicting their mechanical properties. The ability to fine-tune the mechanical properties of specific materials brings versatility and adaptability, making these materials suitable for a wide range of applications across multiple industries. While the research applications are quite diverse, Dhulipala is passionate about making space habitable for humanity, a crucial step toward becoming a spacefaring civilization.

Ingestible health-care devices

Jimmy McRae
Hometown: Woburn, Massachusetts
Advisor: Associate Professor Giovani Traverso
Interests: Anything basketball-related: playing, watching, going to games, organizing hometown tournaments 

Jimmy McRae aims to drastically improve diagnostic and therapeutic capabilities through noninvasive health-care technologies. His research focuses on leveraging materials, mechanics, embedded systems, and microfabrication to develop novel ingestible electronic and mechatronic devices. This ranges from ingestible electroceutical capsules that modulate hunger-regulating hormones to devices capable of continuous ultralong monitoring and remotely triggerable actuations from within the stomach. The principles that guide McRae’s work to develop devices that function in extreme environments can be applied far beyond the gastrointestinal tract, with applications for outer space, the ocean, and more.

Freestyle BMX meets machine learning

Eva Nates
Hometown: Narberth, Pennsylvania 
Advisor: Professor Peko Hosoi
Interests: Rowing, running, biking, hiking, baking

Eva Nates is working with the Australian Cycling Team to create a tool to classify Bicycle Motocross Freestyle (BMX FS) tricks. She uses a singular value decomposition method to conduct a principal component analysis of the time-dependent point-tracking data of an athlete and their bike during a run to classify each trick. The 2024 Olympic team hopes to incorporate this tool in their training workflow, and Nates worked alongside the team at their facilities on the Gold Coast of Australia during MIT’s Independent Activities Period in January.

Augmenting Astronauts with Wearable Limbs 

Erik Ballesteros
Hometown: Spring, Texas
Advisor: Professor Harry Asada
Interests: Cosplay, Star Wars, Lego bricks

Erik Ballesteros’s research seeks to support astronauts who are conducting planetary extravehicular activities through the use of supernumerary robotic limbs (SuperLimbs). His work is tailored toward design and control manifestation to assist astronauts with post-fall recovery, human-leader/robot-follower quadruped locomotion, and coordinated manipulation between the SuperLimbs and the astronaut to perform tasks like excavation and sample handling.

This article appeared in the Spring 2024 edition of the Department of Mechanical Engineering's magazine, MechE Connects

© Photo courtesy of Loïcka Baille.

Top row, l-r: Lyle Regenwetter, Loïcka Baille, Carlos Díaz-Marín. Bottom row, l-r: Somayajulu Dhulipala, Jimmy McRae, Eva Nates, and Erik Ballesteros.
  • ✇MIT News - Nanoscience and nanotechnology | MIT.nano
  • Physicists arrange atoms in extremely close proximityJennifer Chu | MIT News
    Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a t
     

Physicists arrange atoms in extremely close proximity

Proximity is key for many quantum phenomena, as interactions between atoms are stronger when the particles are close. In many quantum simulators, scientists arrange atoms as close together as possible to explore exotic states of matter and build new quantum materials.

They typically do this by cooling the atoms to a stand-still, then using laser light to position the particles as close as 500 nanometers apart — a limit that is set by the wavelength of light. Now, MIT physicists have developed a technique that allows them to arrange atoms in much closer proximity, down to a mere 50 nanometers. For context, a red blood cell is about 1,000 nanometers wide.

The physicists demonstrated the new approach in experiments with dysprosium, which is the most magnetic atom in nature. They used the new approach to manipulate two layers of dysprosium atoms, and positioned the layers precisely 50 nanometers apart. At this extreme proximity, the magnetic interactions were 1,000 times stronger than if the layers were separated by 500 nanometers.

What’s more, the scientists were able to measure two new effects caused by the atoms’ proximity. Their enhanced magnetic forces caused “thermalization,” or the transfer of heat from one layer to another, as well as synchronized oscillations between layers. These effects petered out as the layers were spaced farther apart.

“We have gone from positioning atoms from 500 nanometers to 50 nanometers apart, and there is a lot you can do with this,” says Wolfgang Ketterle, the John D. MacArthur Professor of Physics at MIT. “At 50 nanometers, the behavior of atoms is so much different that we’re really entering a new regime here.”

Ketterle and his colleagues say the new approach can be applied to many other atoms to study quantum phenomena. For their part, the group plans to use the technique to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer.

The team has published their results today in the journal Science. The study’s co-authors include lead author and physics graduate student Li Du, along with Pierre Barral, Michael Cantara, Julius de Hond, and Yu-Kun Lu — all members of the MIT-Harvard Center for Ultracold Atoms, the Department of Physics, and the Research Laboratory of Electronics at MIT.

Peaks and valleys

To manipulate and arrange atoms, physicists typically first cool a cloud of atoms to temperatures approaching absolute zero, then use a system of laser beams to corral the atoms into an optical trap.

Laser light is an electromagnetic wave with a specific wavelength (the distance between maxima of the electric field) and frequency. The wavelength limits the smallest pattern into which light can be shaped to typically 500 nanometers, the so-called optical resolution limit. Since atoms are attracted by laser light of certain frequencies, atoms will be positioned at the points of peak laser intensity. For this reason, existing techniques have been limited in how close they can position atomic particles, and could not be used to explore phenomena that happen at much shorter distances.

“Conventional techniques stop at 500 nanometers, limited not by the atoms but by the wavelength of light,” Ketterle explains. “We have found now a new trick with light where we can break through that limit.”

The team’s new approach, like current techniques, starts by cooling a cloud of atoms — in this case, to about 1 microkelvin, just a hair above absolute zero — at which point, the atoms come to a near-standstill. Physicists can then use lasers to move the frozen particles into desired configurations.

Then, Du and his collaborators worked with two laser beams, each with a different frequency, or color, and circular polarization, or direction of the laser’s electric field. When the two beams travel through a super-cooled cloud of atoms, the atoms can orient their spin in opposite directions, following either of the two lasers’ polarization. The result is that the beams produce two groups of the same atoms, only with opposite spins.

Each laser beam formed a standing wave, a periodic pattern of electric field intensity with a spatial period of 500 nanometers. Due to their different polarizations, each standing wave attracted and corralled one of two groups of atoms, depending on their spin. The lasers could be overlaid and tuned such that the distance between their respective peaks is as small as 50 nanometers, meaning that the atoms gravitating to each respective laser’s peaks would be separated by the same 50 nanometers.

But in order for this to happen, the lasers would have to be extremely stable and immune to all external noise, such as from shaking or even breathing on the experiment. The team realized they could stabilize both lasers by directing them through an optical fiber, which served to lock the light beams in place in relation to each other.

“The idea of sending both beams through the optical fiber meant the whole machine could shake violently, but the two laser beams stayed absolutely stable with respect to each others,” Du says.

Magnetic forces at close range

As a first test of their new technique, the team used atoms of dysprosium — a rare-earth metal that is one of the strongest magnetic elements in the periodic table, particularly at ultracold temperatures. However, at the scale of atoms, the element’s magnetic interactions are relatively weak at distances of even 500 nanometers. As with common refrigerator magnets, the magnetic attraction between atoms increases with proximity, and the scientists suspected that if their new technique could space dysprosium atoms as close as 50 nanometers apart, they might observe the emergence of otherwise weak interactions between the magnetic atoms.

“We could suddenly have magnetic interactions, which used to be almost neglible but now are really strong,” Ketterle says.

The team applied their technique to dysprosium, first super-cooling the atoms, then passing two lasers through to split the atoms into two spin groups, or layers. They then directed the lasers through an optical fiber to stabilize them, and found that indeed, the two layers of dysprosium atoms gravitated to their respective laser peaks, which in effect separated the layers of atoms by 50 nanometers — the closest distance that any ultracold atom experiment has been able to achieve.

At this extremely close proximity, the atoms’ natural magnetic interactions were significantly enhanced, and were 1,000 times stronger than if they were positioned 500 nanometers apart. The team observed that these interactions resulted in two novel quantum phenomena: collective oscillation, in which one layer’s vibrations caused the other layer to vibrate in sync; and thermalization, in which one layer transferred heat to the other, purely through magnetic fluctuations in the atoms.

“Until now, heat between atoms could only by exchanged when they were in the same physical space and could collide,” Du notes. “Now we have seen atomic layers, separated by vacuum, and they exchange heat via fluctuating magnetic fields.”

The team’s results introduce a new technique that can be used to position many types of atom in close proximity. They also show that atoms, placed close enough together, can exhibit interesting quantum phenomena, that could be harnessed to build new quantum materials, and potentially, magnetically-driven atomic systems for quantum computers.

“We are really bringing super-resolution methods to the field, and it will become a general tool for doing quantum simulations,” Ketterle says. “There are many variants possible, which we are working on.”

This research was funded, in part, by the National Science Foundation and the Department of Defense.

© Image: Courtesy of the researchers; MIT News

MIT physicists developed a technique to arrange atoms (represented as spheres with arrows) in much closer proximity than previously possible, down to 50 nanometers. The group plans to use the method to manipulate atoms into configurations that could generate the first purely magnetic quantum gate — a key building block for a new type of quantum computer. In this image, the magnetic interaction is represented by the colorful lines.

How light can vaporize water without the need for heat

It’s the most fundamental of processes — the evaporation of water from the surfaces of oceans and lakes, the burning off of fog in the morning sun, and the drying of briny ponds that leaves solid salt behind. Evaporation is all around us, and humans have been observing it and making use of it for as long as we have existed.

And yet, it turns out, we’ve been missing a major part of the picture all along.

In a series of painstakingly precise experiments, a team of researchers at MIT has demonstrated that heat isn’t alone in causing water to evaporate. Light, striking the water’s surface where air and water meet, can break water molecules away and float them into the air, causing evaporation in the absence of any source of heat.

The astonishing new discovery could have a wide range of significant implications. It could help explain mysterious measurements over the years of how sunlight affects clouds, and therefore affect calculations of the effects of climate change on cloud cover and precipitation. It could also lead to new ways of designing industrial processes such as solar-powered desalination or drying of materials.

The findings, and the many different lines of evidence that demonstrate the reality of the phenomenon and the details of how it works, are described today in the journal PNAS, in a paper by Carl Richard Soderberg Professor of Power Engineering Gang Chen, postdocs Guangxin Lv and Yaodong Tu, and graduate student James Zhang.

The authors say their study suggests that the effect should happen widely in nature— everywhere from clouds to fogs to the surfaces of oceans, soils, and plants — and that it could also lead to new practical applications, including in energy and clean water production. “I think this has a lot of applications,” Chen says. “We’re exploring all these different directions. And of course, it also affects the basic science, like the effects of clouds on climate, because clouds are the most uncertain aspect of climate models.”

A newfound phenomenon

The new work builds on research reported last year, which described this new “photomolecular effect” but only under very specialized conditions: on the surface of specially prepared hydrogels soaked with water. In the new study, the researchers demonstrate that the hydrogel is not necessary for the process; it occurs at any water surface exposed to light, whether it’s a flat surface like a body of water or a curved surface like a droplet of cloud vapor.

Because the effect was so unexpected, the team worked to prove its existence with as many different lines of evidence as possible. In this study, they report 14 different kinds of tests and measurements they carried out to establish that water was indeed evaporating — that is, molecules of water were being knocked loose from the water’s surface and wafted into the air — due to the light alone, not by heat, which was long assumed to be the only mechanism involved.

One key indicator, which showed up consistently in four different kinds of experiments under different conditions, was that as the water began to evaporate from a test container under visible light, the air temperature measured above the water’s surface cooled down and then leveled off, showing that thermal energy was not the driving force behind the effect.

Other key indicators that showed up included the way the evaporation effect varied depending on the angle of the light, the exact color of the light, and its polarization. None of these varying characteristics should happen because at these wavelengths, water hardly absorbs light at all — and yet the researchers observed them.

The effect is strongest when light hits the water surface at an angle of 45 degrees. It is also strongest with a certain type of polarization, called transverse magnetic polarization. And it peaks in green light — which, oddly, is the color for which water is most transparent and thus interacts the least.

Chen and his co-researchers have proposed a physical mechanism that can explain the angle and polarization dependence of the effect, showing that the photons of light can impart a net force on water molecules at the water surface that is sufficient to knock them loose from the body of water. But they cannot yet account for the color dependence, which they say will require further study.

They have named this the photomolecular effect, by analogy with the photoelectric effect that was discovered by Heinrich Hertz in 1887 and finally explained by Albert Einstein in 1905. That effect was one of the first demonstrations that light also has particle characteristics, which had major implications in physics and led to a wide variety of applications, including LEDs. Just as the photoelectric effect liberates electrons from atoms in a material in response to being hit by a photon of light, the photomolecular effect shows that photons can liberate entire molecules from a liquid surface, the researchers say.

“The finding of evaporation caused by light instead of heat provides new disruptive knowledge of light-water interaction,” says Xiulin Ruan, professor of mechanical engineering at Purdue University, who was not involved in the study. “It could help us gain new understanding of how sunlight interacts with cloud, fog, oceans, and other natural water bodies to affect weather and climate. It has significant potential practical applications such as high-performance water desalination driven by solar energy. This research is among the rare group of truly revolutionary discoveries which are not widely accepted by the community right away but take time, sometimes a long time, to be confirmed.”

Solving a cloud conundrum

The finding may solve an 80-year-old mystery in climate science. Measurements of how clouds absorb sunlight have often shown that they are absorbing more sunlight than conventional physics dictates possible. The additional evaporation caused by this effect could account for the longstanding discrepancy, which has been a subject of dispute since such measurements are difficult to make.

“Those experiments are based on satellite data and flight data,“ Chen explains. “They fly an airplane on top of and below the clouds, and there are also data based on the ocean temperature and radiation balance. And they all conclude that there is more absorption by clouds than theory could calculate. However, due to the complexity of clouds and the difficulties of making such measurements, researchers have been debating whether such discrepancies are real or not. And what we discovered suggests that hey, there’s another mechanism for cloud absorption, which was not accounted for, and this mechanism might explain the discrepancies.”

Chen says he recently spoke about the phenomenon at an American Physical Society conference, and one physicist there who studies clouds and climate said they had never thought about this possibility, which could affect calculations of the complex effects of clouds on climate. The team conducted experiments using LEDs shining on an artificial cloud chamber, and they observed heating of the fog, which was not supposed to happen since water does not absorb in the visible spectrum. “Such heating can be explained based on the photomolecular effect more easily,” he says.

Lv says that of the many lines of evidence, “the flat region in the air-side temperature distribution above hot water will be the easiest for people to reproduce.” That temperature profile “is a signature” that demonstrates the effect clearly, he says.

Zhang adds: “It is quite hard to explain how this kind of flat temperature profile comes about without invoking some other mechanism” beyond the accepted theories of thermal evaporation. “It ties together what a whole lot of people are reporting in their solar desalination devices,” which again show evaporation rates that cannot be explained by the thermal input.

The effect can be substantial. Under the optimum conditions of color, angle, and polarization, Lv says, “the evaporation rate is four times the thermal limit.”

Already, since publication of the first paper, the team has been approached by companies that hope to harness the effect, Chen says, including for evaporating syrup and drying paper in a paper mill. The likeliest first applications will come in the areas of solar desalinization systems or other industrial drying processes, he says. “Drying consumes 20 percent of all industrial energy usage,” he points out.

Because the effect is so new and unexpected, Chen says, “This phenomenon should be very general, and our experiment is really just the beginning.” The experiments needed to demonstrate and quantify the effect are very time-consuming. “There are many variables, from understanding water itself, to extending to other materials, other liquids and even solids,” he says.

“The observations in the manuscript points to a new physical mechanism that foundationally alters our thinking on the kinetics of evaporation,” says Shannon Yee, an associate professor of mechanical engineering at Georgia Tech, who was not associated with this work. He adds, “Who would have thought that we are still learning about something as quotidian as water evaporating?”

“I think this work is very significant scientifically because it presents a new mechanism,” says University of Alberta Distinguished Professor Janet A.W. Elliott, who also was not associated with this work. “It may also turn out to be practically important for technology and our understanding of nature, because evaporation of water is ubiquitous and the effect appears to deliver significantly higher evaporation rates than the known thermal mechanism. …  My overall impression is this work is outstanding. It appears to be carefully done with many precise experiments lending support for one another.”

The work was partly supported by an MIT Bose Award. The authors are currently working on ways to make use of this effect for water desalination, in a project funded by the Abdul Latif Jameel Water and Food Systems Lab and the MIT-UMRP program.

© Photo: Bryce Vickmark

Researchers at MIT have discovered a new phenomenon: that light can cause evaporation of water from its surface without the need for heat. Pictured is a lab device designed to measure the “photomolecular effect,” using laser beams.
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