Thursday, 29 November 2007

HARRY POTTER AND THE ORDER OF THE PHOENIX


Platform: Nintendo Wii
Format: PAL - This software is only compatible with the Nintendo Wii computer entertainment systems displaying the PAL logo
Publisher: Electronic Arts
Recommended Age: PG

In Harry Potter and the Order of the Phoenix, Harry returns for his fifth year of study at Hogwarts and discovers that much of the wizarding community is in denial about the teenager’s recent encounter with the evil Lord Voldemort, preferring to turn a blind eye to the news that Voldemort has returned. Fearing that Hogwarts’ venerable Headmaster, Albus Dumbledore, is lying about Voldemort’s return in order to undermine his power and take his job, the Minister for Magic, Cornelius Fudge, appoints a new Defence Against the Dark Arts teacher to keep watch over Dumbledore and the Hogwarts students. But Professor Dolores Umbridge’s Ministry-approved course of defensive magic leaves the young wizards woefully unprepared to defend themselves against the dark forces threatening them and the entire wizarding community, so at the prompting of his friends Hermione and Ron, Harry takes matters into his own hands. Meeting secretly with a small group of students who name themselves "Dumbledore’s Army," Harry teaches them how to defend themselves against the Dark Arts, preparing the courageous young wizards for the extraordinary battle that lies ahead.
With the ability to play multiple characters, including Harry Potter, Dumbledore and Sirius Black, the videogame of Harry Potter and the Order of the Phoenix offers fans the opportunity to wield a wand, explore all around Hogwarts, and experience one of the most exciting and dangerous years in the life of the Boy Who Lived.

Thursday, 8 November 2007

Games Hardware

Nintendo Gameboy Information

As the most successful console in gaming history, many of the stories regarding the Gameboy have passed into legend. Like the story of the senior designer, who got sacked for 'not' inventing the Gameboy for Sony. Created by gaming god, Gunpei Yokoi, and released in late 1989, the Gameboy was actually the second in a new generation of handheld consoles. In comparison, Atari's lynx was packed with power and with its full colour screen most industry watchers thought this battle would be over before it started. Enter a poor soviet computer engineer and his game Tetris, and Nintendo's black and white technological throw-back turned into a cultural phenomenon. Three generations later, the Gameboy has sold over 200 Million units, that's nearly four each for every man woman and child in the UK.

Thankfully this time around it didn't take Nintendo ten years to listen to their customers. In 2003 the GBA SP was released, adding a completely back-lit screen and novel fold up design. The public reaction was huge, and again the Gameboy's sales surged onwards.

Finally in 2005 Nintendo gave us the Gameboy Micro, a tiny pocket sized version of the SP, which despite its must-have looks, is the worst selling Gameboy variation to date. The Nintendo DS has now taken the Gameboy's baton and run with it, and still maintains GBA compatibility.

Over the years there have been many ingenious adaptors and add-ons for the Gameboy. Barcode readers were one of the first innovations, then the Gameboy Camera and printer which allowed you to photograph friends and make silly stickers with the results. In more recent times, Nintendo have encouraged us to use the Gameboy advance as a Gamecube controller, but only a couple of games used the facility to any great effect.

Compatibility has been the key to the Gameboy's longevity. You can still play original Gameboy games on the Gameboy advance, and the huge diversity of software released for the format is astounding. Strangely though, and in sharp contrast to Nintendo's current DS policy, software for the Gameboy had a very short shelf life. Nintendo's own titles tended to do most of the business, leaving thousands of Gameboy games available in the shops for only a few short weeks. With this in mind, i'm certain that the Gameboy will become one of the biggest areas of Nintendo collecting in the future.

Saturday, 8 September 2007

Perpetual Power Systems


Zero Emission Power

Power generation products that permit the production of electricity in remote areas as a power back-up facility or where the electricity users simply want to use Green Power.

Perpetual Power Systems include:
Solar Heat-Pump with Supercritical Generation
This unique product uses solar heat to energise refrigerant gas, which is used to produce electricity via a Supercritical Heat Engine with the exhaust gas energy being used to heat water or provide air conditioning. Vertical Axis Load-Sensing Wind Turbines
Incorporated a wind sensing intelligence system to deform the vertical blades enabling them to “catch” the wind on one side and “lift” or accelerate into the wind (like a sailboat) on the other side. The result is a highly efficient, low noise, low cost household, wind-powered generator. Water-Flow and Water Dynamics Sensing Turbines
Uses a number of proprietary technologies to “capture” water flow energy in both single and dual direction flow applications such as river and/or tidal movement. Zinc-Air Fuel-Cells and Redox-Hybrid Power Systems

Hybrid energy generation and storage module by integrating a fuel cell with its Redox-Gel battery. This combination provides all the benefits of zero emission power generation with the advantages of energy storage, surge protection and collection, particularly useful in zero emission vehicle applications where boost power is used to accelerate and braking energy is used to regenerate (recharge) the batteries.

Saturday, 28 July 2007

DESIGN OF AN IN-WHEEL MOTOR

FOR A SOLAR-POWERED ELECTRIC VEHICLE

This report has detailed a motor design, which has been optimised for high-efficiency, in-wheel operation. The design uses an axial field, air-gap winding in order to produce 1800 W at 1060 rev/min, with 6.0 kg of active mass at an efficiency of more than 97.5%. The design is thermally suitable for twice the required rating.

The paper reports the design of a very efficient, lightweight, direct-drive, in-wheel motor, ultimately placed in the single front wheel of the Aurora solar car (Figure 1). The efficiency of the motor was optimised, incorporating a mass penalty to allow for tyre rolling resistance. Cost was not considered in the design.

Direct-drive motors were first used in the World Solar Challenge in 1993 by 3 teams: Honda, Engineering College of Biel, and Northern Territory University (Storey et. al [1]). Several other teams followed in 1996. Aurora Vehicles Association introduced a novel “wing section” car shape in 1993, which required a single front wheel and two rear wheels, rather than the more common reverse configuration (Baddeley et. al [2]). The mass of the front wheel had to be low to avoid lifting on rough roads at high speed. The specification given below calls for a continuous torque per unit active mass of at least 3.24 Nm/kg, more than double the value previously achieved by the earlier direct-drive motors, or by a typical induction motor of similar rating (but of much lower efficiency), and a torque per unit volume of at least 3700 Nm/m3, also at least double that of a typical induction motor.

To win the race a car needs to convert the maximum amount of solar energy, and use this energy well. The solar cell efficiency (24% from the University of New South Wales) and the race rules limit the available power to about 1.8 kW for a single-seater car. In decreasing order, the losses are: aerodynamic drag, rolling resistance, controller and motor. A well designed car can potentially average 100 km/h. A typical internal combustion engine road car at this speed uses about 35 kW from the engine and about 140 kW from the fuel.