3 resultados para rituals - play and games
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
This thesis work contains an overview of potential alternative options to couple formate produced from CO2 with other coupling partners than formate itself. Ultimately, the intent is to produce high value chemicals from CO2 at a high selectivity and conversion, whilst keeping the required utility of electrons in the electrochemical CO2 conversion at a minimum. To select and find new coupling partners, a framework was developed upon which a broad variety of candidates were assessed and ranked. A multi-stage process was used to select first potential classes of molecules. For each class, a variety of commercially available compounds was analysed in depth for its potential suitability in the reaction with the active carbonite intermediate. This analysis has shown that a wide variety of factors come into play and especially the reactivity of the hydride catalyst poses a mayor challenge. The three major potential classes of compounds suitable for the coupling are carbon oxides (CO2 & CO), and aldehydes. As a second step the remaining options were ranked to identify which compound to test first. In this ranking the reactants sustainability, ease of commercial operation and commercial attractiveness of the compound were considered. The highest-ranking compounds that proposed the highest potential are CO2, benzaldehyde and para-formaldehyde. In proof-of-principle experiments CO2 could successfully be incorporated in the form of carbonate, oxalate and potentially formate. The overall incorporation efficiency based on the hydride consumption was shown to be 50%. It is suggested to continue this work with mechanistic studies to understand the reaction in detail as, based on further gained knowledge, the reaction can then be optimized towards optimal CO2 incorporation in the form of oxalate.
Resumo:
Questa tesi si pone l'obiettivo di presentare la teoria dei giochi, in particolare di quelli cooperativi, insieme alla teoria delle decisioni, inquadrandole formalmente in termini di matematica discreta. Si tratta di due campi dove l'indagine si origina idealmente da questioni applicative, e dove tuttavia sono sorti e sorgono problemi più tipicamente teorici che hanno interessato e interessano gli ambienti matematico e informatico. Anche se i contributi iniziali sono stati spesso formulati in ambito continuo e utilizzando strumenti tipici di teoria della misura, tuttavia oggi la scelta di modelli e metodi discreti appare la più idonea. L'idea generale è quindi quella di guardare fin da subito al complesso dei modelli e dei risultati che si intendono presentare attraverso la lente della teoria dei reticoli. Ciò consente di avere una visione globale più nitida e di riuscire agilmente ad intrecciare il discorso considerando congiuntamente la teoria dei giochi e quella delle decisioni. Quindi, dopo avere introdotto gli strumenti necessari, si considerano modelli e problemi con il fine preciso di analizzare dapprima risultati storici e solidi, proseguendo poi verso situazioni più recenti, più complesse e nelle quali i risultati raggiunti possono suscitare perplessità. Da ultimo, vengono presentate alcune questioni aperte ed associati spunti per la ricerca.
Resumo:
This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.