Friday, August 30, 2013

Beyond the beat-em-up: video games are good for young people

Research and media attention has usually focused on possible negative impacts of video games. But a clear case to support such links is yet to emerge and even people who argue that video games have a negative impact acknowledge that any such effect size is relatively small.
Now, there’s an emerging body of research focusing on the potential positive influences of video games.
Our research group conducted a comprehensive review of research papers and reports from around the world to explore the role of video games in young people’s lives.
We are interested in both gaming and positive psychology, so our aim was to investigate the current research linking video game play and flourishing mental health. We reviewed over 200 papers and mapped relevant connections and associations.
We found that playing video games positively influences young people’s emotional state, vitality, engagement, competence and self-acceptance. And that it’s associated with higher self-esteem, optimism, resilience, healthy relationships and social connections and functioning.
Clearly excessive video game play and technology use is not good for mental health and we acknowledge that excessive play is associated with negative outcomes, such as anxiety and insomnia.
But the overall picture turns the view that playing video games makes us socially isolated, aggressive, and lazy, on its head. Instead, our research suggests that, in the majority of cases, video games can actually contribute to three different aspects of young people’s well-being – emotional, social and psychological.
Here are some of our key findings:
  • moderate (non-excessive) levels of playing are associated with positive emotions and improved mood, improved emotion regulation and emotional stability and the reduction of emotional disturbances;
  • playing video games is a healthy means of relaxation, stress reduction and socialising; and
  • people who play video games in moderation have significantly less depressed mood and higher self-esteem (compared to those who don’t play or who play excessively).
Emerging research suggests that how young people play, as well as with whom they play, may be more important in terms of well-being than what they play.
Feelings of relatedness or flow while playing, and playing with people you know are better predictors of well-being than the genre of game played.
Our research opens the door to using video games in approaches to well-being. Translating this research into practical guidelines about gaming and well-being that can be used by parents and professionals is critical.
There are several ways of doing this. One is a “well-being rating system” that we are developing for games.
In contrast to existing rating systems, which highlight negative aspects of games, such as violence or offensive language, our rating system identifies their likely positive influences, such as which games are likely to foster teamwork and connections with others.
We know that video games captivate their audience, with more than 95% of Australian homes with children under the age of 18 owning a device for playing them.
Our research provides an opportunity to use video games as a way to empower young people to manage their own mental health and well-being, and potentially circumvent psychological distress.
Key questions remain for future research including identifying what constitutes a healthy or moderate amount of play for people at different stages of their lives and how best to leverage the well-being benefits of video games in a therapeutic setting.
Daniel Johnson teaches in the Bachelor of Games and Interactive Entertainment at Queensland University of Technology and has conducted consulting work for videogame development companies in the past.
Christian Jones has previously consulted for video game development companies.

Stuttering kids do just fine

Stuttering may be more common than previously thought, but preschool stutterers fair better than first thought, a study by The University of Melbourne, Murdoch Childrens Research Institute and The University of Sydney has found. 
A study of over 1600 children, which followed the children from infancy to four years old, found the cumulative incidence of stuttering by four years old was 11 per cent, more than twice what has previously been reported.
However, the study refutes the long held view that suggests developmental stuttering is associated with a range of poorer outcomes in the preschool period.  Interestingly, the study found the reverse was true, with stuttering associated with better language development, non-verbal skills with no identifiable effect on the child’s mental health or temperament at four years old.  

Surprisingly, researchers found that recovery from stuttering was low, 6.3 per cent, 12 months after onset.  Rates of recovery were higher in boys than girls, and in those who did not repeat whole words at onset than those who did.  The study boys were more likely to develop stuttering.  
Lead researcher, Professor Sheena Reilly said parents could be happy in knowing that they can take a ‘watch and wait’ approach to their child’s stuttering and it won’t be causing harm to their child’s language skills or social and emotional development. 

“Current best practice recommends waiting for 12 months before commencing treatment, unless the child is distressed, there is parental concern, or the child becomes reluctant to communicate. It may be that for many children treatment could be deferred slightly further,” she said.    
“Treatment is effective but is intensive and expensive, this watchful recommendation would therefore help target allocation of scarce resources to the small number of children who do not resolve and experience adverse outcomes, secure in the knowledge that delaying treatment for a year or slightly longer has been shown not to compromise treatment efficacy.”
Due to the low rates of recovery in the study, researchers were unable to determine what predicts which kids will recover from stuttering, but say this will be the focus of research moving forward. 
The study was published in Pediatrics.

Ocean acidification affects microbes

Disrupting just one process in the important relationship between microbes and bigger plants and animals that live in ocean floor sediment may have knock-on effects that could reduce the productivity of coastal ecosystems, according to international research published online in Philosophical Transactions of the Royal Society B.
Dr Bonnie Laverock, an Indian Ocean Marine Research Centre Research Fellow associated with The University of Western Australia, is the lead author of the paper which outlines the effects of ocean acidification on marine microorganisms.
Dr Laverock and her team from the UK and the US are the first to investigate the impacts of ocean acidification - caused by increasing concentrations of dissolved carbon dioxide - on the interactions between macro and micro-organisms in sediments.
"There has been very little work done so far on the microbial responses to ocean acidification in the benthic (sea floor) zone," she said.  "In particular, little is known about how microbial processes may be affected by the responses of larger animals or plants.
"We show that the presence of the mud shrimp can perform the useful task of increasing nitrification rates in coastal sediments, but that this enhanced ecosystem function is inhibited by ocean acidification.  Our results indicate the importance of multi-species interactions in determining how individual organisms or groups of organisms will respond to environmental change." 
Dr Laverock said previous studies had suggested that burrowing mud shrimp spent more time beating their pleopods (walking legs) to try to increase their oxygen supply in seas that are increasingly acidic.  The shrimps' distress - and consequent alteration of their relationship with the nitrogen-cycling microbes that live in their sediment burrows - was just one example of an interwoven system breaking down.
Dr Laverock carried out the practical work for the study at Plymouth Marine Laboratory and is now investigating the microbial processes contributing to ocean productivity in Western Australia.
"WA's coastlines support the highest diversity of seagrasses in the world, as well as a great diversity of kelps and seaweeds and a number of iconic species - such as dugongs and turtles - which rely on benthic productivity for food and/or shelter," she said.
"My work at UWA's Oceans Institute aims to examine these processes and the relationship between microbes and coastal productivity in WA now and in future oceans." 

Radioactive plume to reach US

The radioactive ocean plume from the 2011 Fukushima nuclear plant disaster will reach the shores of the US within three years from the date of the incident but is likely to be harmless according to new paper in the journal Deep-Sea Research 1.
While atmospheric radiation was detected on the US west coast within days of the incident, the radioactive particles in the ocean plume take considerably longer to travel the same distance.
In the paper, researchers from the Centre of Excellence for Climate System Science and others used a range of ocean simulations to track the path of the radiation from the Fukushima incident.
The models identified where it would likely travel through the world’s oceans for the next 10 years.
“Observers on the west coast of the United States will be able to see a measurable increase in radioactive material three years after the event,” said one of the paper’s authors, Dr Erik van Sebille.
“However, people on those coastlines should not be concerned as the concentration of radioactive material quickly drops below World Health Organisation safety levels as soon as it leaves Japanese waters.”
Two energetic currents off the Japanese coast - the Kuroshio Current and the Kurushio Extension – are primarily responsible for accelerating the dilution of the radioactive material, taking it well below WHO safety levels within four months.
Eddies and giant whirlpools – some tens of kilometres wide – and other currents in the open ocean continue this dilution process and direct the radioactive particles to different areas along the US west coast.
"Although some uncertainties remain around the total amount released and the likely concentrations that would be observed, we have shown unambiguously that the contact with the north-west American coasts will not be identical everywhere," said Dr. Vincent Rossi.
"Shelf waters north of 45°N will experience higher concentrations during a shorter period, when compared to the Californian coast. This late but prolonged exposure is due to the three-dimensional pathways of the plume. The plume will be forced down deeper into the ocean toward the subtropics before rising up again along the southern Californian shelf.”
Interestingly, the great majority of the radioactive material will stay in the North Pacific, with very little crossing south of the Equator in the first decade. Eventually over a number of decades, a measurable but otherwise harmless signature of the radiation will spread into other ocean basins, particularly the Indian and South Pacific oceans.
“Australia and other countries in the Southern Hemisphere will see little if any radioactive material in their coastal waters and certainly not at levels to cause concern,” Dr van Sebille said.
“For those interested in tracking the path of the radiation, we have developed a website to help them.
“Using this website, members of the public can click on an area in the ocean and track the movement of the radiation or any other form of pollution on the ocean surface over the next 10 years.”
The paper: Multi-decadal projections of surface and interior pathways of the Fukushima Cesium-137 radioactive plume. (dx.doi.org/10.1016/j.dsr.2013.05.015 )

From the sun to your home

A three-dimensional chessboard-like structure that may soon harness the sun to create power for your toaster, television, or the city you live in.
3D solar panels has been a concept College of Engineering and Computer Science PhD student Ross Edgar has been working on for the past three years.
The 3D solar structure is like nothing seen before, made of overlapping layers of non-overlapping panels (think chessboards on top of one another, with solar panels in the black squares of the upper board, and panels in the white squares of the lower board), also known as a double-layer orthogonal-offset panel, or DLOOP.
“The economic advantage of DLOOP technology is estimated at nine per cent, based on mechanical, thermal, land use and duty cycle gains,” Mr Edgar said.
“This model can be built cheaper and lighter because strong winds exert 20 per cent less force on DLOOP arrangements of photovoltaic panel.”
With the assistance of the National Computational Infrastructure’s supercomputer Mr Edgar has been able to calculate and understand the limitations of high-wind conditions on the DLOOP model.
He analysed nine to 81 square DLOOP models using computation software, and performed wind tunnel tests on scale models for some of these.
“I am now reasonably confident of optimisation options for high wind conditions and constraints,” Mr Edgar said.
“Now in my third year of research I hope to move onto thermal issues, using computation software for analysis of low to no wind conditions.
“It is expected up to eight per cent more energy will be produced by DLOOP photovoltaics at midday in summer because hot air is replaced by fresh via the vents.”
Mr Edgar’s hope is to produce a commercial DLOOP model, that delivers, as a minimum household requirement, 15-30KW hours of electricity per day.
“The DLOOP technology requires a tracking system and that means developing a purpose built product from the bottom up. Sitting panels on rooves is OK but for many, the capital cost, aspect or shading of this option will always be a barrier,” he said.
“In any case, it is unlikely that town planners will allow roof top solar tracking systems to become ubiquitous. So another way is needed.
“One possibility is to establish sites just outside urban areas where customers can lease an appropriate area with services to connect their tracking system to the grid.

Interacting with robots

A recent University of Auckland study has revealed a preference for humanlike features on a robot’s display screen.
The majority of participants (60 per cent) preferred the robot displaying the most humanlike skin-coloured 3D virtual face over a robot with no face display (30 per cent) and a robot with silver-coloured simplified human features (10 per cent).
As technology advances ‘socially assistive’ robots are being developed for healthcare. This includes as helpers for older people and at medical centres, in roles such as monitoring blood pressure.
“It’s important for robot designers to know how to make robots that interact effectively with humans, so that people feel comfortable interacting with the robots,” says study leader, Dr Elizabeth Broadbent from the University’s Department of Psychological Medicine. “One key dimension is robot appearance and how humanlike the robot should be.”
She says the study tested how appearance affected people’s perceptions of the robot’s personality and mind. They also tested people’s perception of the robot’s eeriness, (or the uneasy feeling or strangeness people experience when interacting with the robot). Researchers found that participants’ perception of the robot as unsociable and unfriendly was related to seeing it as more eerie. The study was a collaboration between researchers in health psychology and in robotics from The University of Auckland.
“In the future this research will help us design robots to help people continue living independently in their own homes when they need some help,” says Professor Bruce MacDonald from the University’s Department of Electrical and Computer Engineering.
The study aimed to understand the impact of robots with screens and give developers some advice about the design of faces for screen display, says Dr Broadbent.
Study participants interacted with each of the three types of robots in a random order while it helped them use a blood-pressure cuff and measured their blood pressure. Participants then rated the robots’ mind, personality and eeriness each time.
The robot with the most humanlike on-screen face display was most preferred and rated as having the most mind, being most humanlike, alive, sociable and amiable. The one with the silver face display was rated by participants as the most eerie, moderate in mind, human-likeness and amiability.
The robot with the no-face display was rated the least sociable and amiable. One of the measures used, the participants blood pressure reading, showed no difference between the robots face displays.
“These results suggest that the more humanlike a healthcare robot’s face display is, the more people attribute mind and positive personality characteristics to it,” says Dr Broadbent.
“Designers should be aware that the face on a robot’s display screen can affect both the perceived mind and personality of the robot,” she says.
The research was published in the online journal Plos One.

ANOTHER CREATIVITY

[Shea's] son [Alejandro] was born with Spinal Muscular Atrophy which limits his ability to move. The ability to explore one’s environment as a toddler is really important to development so [Shea] and his wife have been looking into assistive technology. Their health insurance paid for a medical stroller when he was nine-months old and has told the family they need to wait five years for a powered wheelchair. Rather than wait, [Shea] took it upon himself to hack a wheelchair his son could control.
He found a used adult-sized motorized wheelchair on eBay for about $800. Not cheap, but way more affordable than a brand new unit. This type of chair is made to be controlled with a joystick, an option not available to his son at this point. Foot control was an option if he could figure out how to build an interface.
After unsuccessfully trying to repair a broken digital kitchen scale [Shea] was inspired to reuse the sensors as pedal inputs. [Alejandro] has limited foot strength and the sensitive strain gauges are perfect for picking it up. Above you can see the sandal-based interface he built. The two feet working together affect steering as well as forward and reverse. The pedal system is connected to the wheelchair using a Digital to Analog converter chip to stand-in for the original analog joystick. After the break we’ve embedded a video of [Alejandro] exploring the outdoors in the finished chair.
In this case it’s fortunate that [Shea] has the skills to build something like this for his son. We hope this will inspire you to donate your time an know-how to help those in your own community who are in a similar situation. This really takes the concept of The Controller Project to the next level.

Friday, August 23, 2013

Pulsars: a GPS for the cosmos

Scientists have written software that could guide spacecraft to Alpha Centauri, show that the planet Nibiru doesn’t exist … and prove that the Earth goes around the Sun.
Dr George Hobbs (CSIRO) and his colleagues study pulsars — small spinning stars that deliver regular 'blips' or 'pulses' of radio waves and, sometimes, X-rays.
Usually the astronomers are interested in measuring, very precisely, when the pulsar pulses arrive in the solar system. Slight deviations from the expected arrival times can give clues about the behaviour of a pulsar itself, or whether it is orbiting another star, for instance.
"But we can also work backwards," said Dr Hobbs. "We can use information from pulsars to very precisely determine the position of our telescopes."
"If the telescopes were on board a spacecraft, then we could get the position of the spacecraft."
Observations of at least four pulsars, every seven days, would be required. "Each pulsar would have to be observed for about an hour," Dr Hobbs said. "Whether you can do them all at the same time or have to do them one after the other depends on where they are and exactly what kind of detector you use."
A paper describing in detail how the system would work has been accepted for publication by the journal Advances in Space Research.
Spacecraft within the solar system are usually tracked and guided from the ground: this is the role of CSIRO's Canberra Deep Space Communication Complex, for instance. But the further out the craft go, the less accurately we can measure their locations.
For voyages beyond the solar system, spacecraft would need an on-board ('autonomous') system for navigation. Gyroscopes and accelerometers are useful tools, but the position information they give becomes less accurate over time.
"Navigating with pulsars avoids these problems," said Deng Xinping, PhD student at the National Space Science Center in Beijing, who is first author on the paper describing the system.
Scientists proposed pulsar navigation as early as 1974. Putting it into practice has recently come closer, with the development of fairly small, lightweight X-ray detectors that could receive the X-ray pulses that certain pulsars emit. NASA is exploring the technique.
"For deep-space navigation, we would use pulsars that had been observed for many years with radio telescopes such as Parkes, so that the timing of their pulses is very well measured," said CSIRO's Dr Dick Manchester, a member of the research team. "Then on board the spacecraft you'd use an X-ray telescope, which is much smaller and lighter."
Dr Hobbs and his colleagues have made a very detailed simulation of a spacecraft navigating autonomously to Mars using this combination of technologies and their TEMPO2 software.
"The spacecraft can determine its position to within about 20 km, and its velocity to within 10 cm per second," said Dr Hobbs. "To our knowledge, this is the best accuracy anyone has ever been able to demonstrate."
"Unlike previous work, we've taken into account that real pulsars are not quite perfect, they have timing glitches and so on. We’ve allowed for that."
The same pulsar software can be used to work out the masses of objects in the solar system.
In 2010 Dr Hobbs and his colleagues used an earlier version of the software to 'weigh' the planets out as far as Saturn — to six decimal places.
The Earth is travelling around the Sun, and this movement affects exactly when pulsar signals arrive here. To remove this effect, astronomers calculate when the pulses would have arrived at the Solar System's centre of mass, around which all the planets orbit.
"If the pulsar signals appear to be coming in at the wrong time, we know that the masses of the planets that we are using in the equations must be wrong, and we can correct for this," Dr Hobbs explained.
The new version of the software lets the astronomers rule out unseen masses, including any supposedly undiscovered planets, such as the notorious Nibiru.
"Even if a planet is hard to see, there's no way to disguise its gravitational pull," Dr Hobbs said. "If we don’t detect the gravitational pull, then there’s no planet there. Full stop."
And what about showing that the Earth goes around the Sun? Yes, they can do that too.
"This was nailed a couple of hundred years ago," said Dr Hobbs. "But if you still need proof, we've got it."
CSIRO   
FRIDAY, 16 AUGUST 2013

Nanocrystals improve solar cells

An RMIT University research collaboration with top scientists in Australia and Japan is advancing next generation solar cells.
The development of cheaper and less toxic solar cells using nanotechnology is the focus of a collaborative research project conducted by RMIT, CSIRO and the Japan Science and Technology Agency.
The team is investigating the synthesis of semi-conductor inorganic nanocrystals using low-cost and abundant elements for printable solar cell applications.
The research was recently published in the high-impact Journal of the American Chemical Society.
The RMIT research team is led by Professor Yasuhiro Tachibana from RMIT’s School of Aerospace, Mechanical and Manufacturing Engineering.
"The focus of photovoltaic industries has been to reduce material and production costs for photovoltaic panels," Professor Tachibana said.
"As a result research into next generation solar cells has been of significant importance as it concentrates on developing novel low cost and low toxicity colloidal nanomaterials in order to meet industry requirements."
Colloidal nanocrystals can be used as an "ink", enabling solar cells to be quickly and cheaply fabricated with a printer.
Currently, cadmium or lead elements dominate colloidal nanocrystals synthesis, despite toxicity concerns.
The research team – which includes Dr Joel van Embden from the School of Aerospace, Mechanical and Manufacturing Engineering, and Professor Kay Latham from the School of Applied Sciences – has been exploring alternative elements to synthesise nanocrystals.
Dr van Embden said: "Synthesising entirely new nanocrystals was one of the most challenging tasks, since the initial reaction conditions are unknown.
"We have focused on incorporating the elements, copper and antimony, into nanocrystals, as they are low-cost, low-toxic and earth-abundant," he said.
In its research, the team has discovered the novel selective synthesis of tetrahedrite and famatinite copper antimony sulphide (CAS) nanocrystals.
Both nanocrystals display a brown-blackish colour with strong absorptions of visible and near-infrared light, suitable as a light absorber in solar cells.
The colloidal nanocrystal solutions (semiconductor nanocrystal inks) can readily be employed to prepare thin nanocrystal films.
Professor Tachibana said nanocrystal films could be fabricated on an electrode and applied to photovoltaic devices, thin-film thermoelectrics and transistors at a comparatively low cost compared with other methods.
The team has already confirmed electricity generation is possible from the nanocrystalline film under light.
Journal of the American Chemical Society, a weekly peer-reviewed scientific journal that publishes original research papers in all fields of chemistry, is the highest ranked journal in this field.
Professor Xinghuo Yu, Director of the RMIT Platform Technologies Research Institute, said the publication in the high-impact journal was an indication of the high standard of research conducted by the institute’s researchers.
"The institute brings together multi-disciplinary teams of academics to undertake high-impact industry-focused projects to solve complex research questions of national and global significance," Professor Yu said.
"The collaboration between the researchers at the School of Aerospace, Mechanical and Manufacturing Engineering and School of Applied Sciences has produced this successful outcome to benefit industry and the community."
RMIT UNIVERSITY   
FRIDAY, 23 AUGUST 2013

Protecting water from toxic waste

Scientists have devised a better way to protect groundwater from acids, heavy metals and toxic chemicals, helping to secure the Earth’s main freshwater supply.
The advance is a major step towards shielding groundwater from mining, industrial and domestic waste, all of which can contaminate the water for decades, rendering it unusable and undrinkable.
A team led by Professor Derek Eamus at The National Centre for Groundwater Research and Training (NCGRT) and University of Technology Sydney (UTS) has developed a cheaper and more efficient way to test the optimal design of ‘store-release covers’ – layers of soil and plants that prevent water from leaking into the waste and contaminating the aquifers underneath.
“Globally, mining produces millions of tons of waste known as tailings that are often stored above ground,” says Prof. Eamus. “Industrial and domestic waste are buried as landfill, with Australia alone burying over 21 million tonnes in 2010.”
This waste poses a big threat to groundwater, which makes up 97 per cent of the world’s fresh water and is thus a major element in global water security, Prof. Eamus explains.
When rain water travels through waste, it leaches toxic chemicals from discarded electronic equipment, batteries, detergents, solvents and pesticides. The contaminated water then drains into the aquifer below, which may be used for drinking or watering crops. Once polluted, groundwater is expensive and difficult to clean up.
One way to minimise the contamination is to cover the waste with a layer of soil, trees and plants, Prof. Eamus explains. Known as store-release covers, the soil soaks up rain water, allowing the vegetation to use it and release it back into the atmosphere. This siphons off enough water to prevent it from reaching the waste.
However, building store-release covers is expensive, slow and requires a lot of work, Prof. Eamus says. “To build a cover, we have to know what type of soil and plants to use, and how thick the soil layer should be.
“Also, every site has a different climate, vegetation and soil, so a lot of it is guess work, followed by hundreds of experiments. It can take years and years to optimise the design of a store-release cover.”
To solve this problem, the researchers ran a soil-plant-atmosphere model with different climate scenarios to test its effectiveness in designing store-release covers. To find out which covers work best, they looked at four factors: the depth of the soil layer, how much water it can hold, how much water a plant will use and the local rainfall.
They then applied the model to three different Australian climates: cool, wet winters with hot, dry summers in Perth; the monsoonal climate in Darwin; and evenly distributed rainfall across the year such as in Sydney.
“We found that an effective store-release cover has to have enough capacity to store any additional rain that falls in wetter years. The trees have to grow leaves that cover the entire ground, and their roots have to reach the bottom of the soil cover,” Prof. Eamus says.
“We don’t want the lower half of the store-release cover to have no roots, because water will gather there and seep through the waste. Also, having more leaves that cover the ground means more water will be used and transpired by the plant.”
“Now we know what makes an effective store-release cover, we can gather the information for these factors, as well as the rainfall average and extremes for any location, to optimise the design of a store-release cover anywhere in the world,” says Prof. Eamus.
“This model removes a lot of guesswork and decreases the number of experiments that we have to carry out. So not only are these covers cheaper to build, they will also be more efficient. This will encourage mining as well as waste management companies to build better covers for their waste.”
The model can also be used anywhere in the world to help tackle the global problem of groundwater pollution, Prof. Eamus says.
The study “Design of store-release covers to minimize deep drainage in the mining and waste-disposal industries: results from a modelling analyses based on ecophysiological principles” by Derek Eamus, Isa Yunusa, Daniel Taylor and Rhys Whitley was recently published in the journal Hydrological Processes. See: http://onlinelibrary.wiley.com/doi/10.1002/hyp.9482/abstract
The National Centre for Groundwater Research and Training is an Australian Government initiative, supported by the Australian Research Council and the National Water Commission.
SCINEWS   
WEDNESDAY, 21 AUGUST 2013

Poison makes magnesium tougher

In a discovery that could have major implications for the aerospace, automotive and electronics industries, scientists have found a way to dramatically reduce the corrosion rate of lightweight wonder metal magnesium: adding arsenic. 
Weighing in at two thirds less than aluminium, magnesium is the lightest structural metal. It has many potential industrial applications, but uptake is severely restricted by its poor resistance to corrosion. Identification of methods to restrict magnesium corrosion is the first step in engineering such technology into functional alloys.
For the first time, a group of researchers, led by Monash University’s Associate Professor Nick Birbilis, have created a magnesium alloy with significantly reduced corrosion rates by adding a cathodic 'poison' - arsenic.
They found that the addition of very low levels of arsenic to magnesium retards the corrosion reaction by effectively ‘poisoning’ the reaction before it can complete.
Once magnesium is available in a more stainless, or corrosion-resistant, form wider use will lead to significant weight and energy savings in transportation industries. It has been the subject of significant research efforts concentrating on developing light metals.
Associate Professor Birbilis, of the Monash Department of Materials Engineering, said the discovery would contribute to the birth of more 'stainless' magnesium products by exploiting cathodic poisons.
"This is a very important and timely finding. In an era of light-weighting for energy and emissions reductions, there is a great demand for magnesium alloys in everything from portable electronics to air and land transportation,” Associate Professor Birbilis said. 
“Magnesium products are rapidly evolving to meet the demands of industry, but presently are hindered by high corrosion rates. The arsenic effect we discovered is now being trialled as a functional additive to existing commercial alloys.
“Our breakthrough will help develop the next generation of magnesium products, which must be more stainless.”
The research, conducted with the University of Wales and CSIRO, is published in the journal Electrochemistry Communications.
MONASH UNIVERSITY   
TUESDAY, 20 AUGUST 2013

Growing cartilage with a 3D printer

A partnership between scientists at the University of Wollongong and St Vincent’s Hospital Melbourne has led to a breakthrough in tissue engineering, with researchers growing cartilage from stem cells to treat cancers, osteoarthritis and traumatic injury.
In work led by Associate Professor Damian Myers of St Vincent’s Hospital Melbourne – a node of the UOW-headquartered Australian Research Council Centre of Excellence for Electromaterials Science (ACES) – scaffolds fabricated on 3D printing equipment were used to grow cartilage over a 28-day period from stem cells that were extracted from tissue under the knee cap.
Professor Myers said this was the first time true cartilage had been grown, as compared to "fibrocartilage", which does not work long-term.
“We are trying to create a tissue environment that can ‘self-repair’ over many years, meaning the repaired site will not deteriorate,” he said.
"It's very exciting work, and we've done the hard yards to show that what we have cultured is what we want for use in surgery for cartilage repair.”
ACES Director Professor Gordon Wallace and his team developed customised fabrication equipment to deliver live cells inside a printed 3D structure. This cutting edge technology was utilised to deliver 3D printed scaffolds on which the cartilage was grown.
“ACES has established a biomedical 3D printing lab at St Vincent’s Hospital Melbourne in April this year. This has greatly accelerated progress by bringing clinicians and materials scientists face to face on a daily basis,” Professor Wallace said.
This research, which will soon move to pre-clinical trials to demonstrate repair of cartilage, is part of a wider limb regeneration project, involving Professor Wallace, Professor Mark Cook and Professor Peter Choong through the Aikenhead Centre for Medical Discovery. The aim is to eventually use a patient’s own stem cells to grow muscles, fat, bone and tendons.
Professor Wallace and his team are also working to develop custom-made 3D printed human organs.
“By 2025, it is feasible that we will be able to fabricate complete functional organs, tailored for an individual patient,” he said.
Professor Wallace will give a free public lecture on UOW’s research into 3D printing with stem cells on Thursday 15 August at the 2013 Bill Wheeler Symposium.
UNIVERSITY OF WOLLONGONG   
THURSDAY, 08 AUGUST 2013

Sunday, August 18, 2013

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