Singapore Scientists Seek Power from Darkness through Shadow Energy

Dr. Swee Ching Tan holds a cardboard panel to cast a shadow over the shadow effect generator device next to an electrometer at a lab in the National University of Singapore June 26, 2020. (Reuters)
Dr. Swee Ching Tan holds a cardboard panel to cast a shadow over the shadow effect generator device next to an electrometer at a lab in the National University of Singapore June 26, 2020. (Reuters)
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Singapore Scientists Seek Power from Darkness through Shadow Energy

Dr. Swee Ching Tan holds a cardboard panel to cast a shadow over the shadow effect generator device next to an electrometer at a lab in the National University of Singapore June 26, 2020. (Reuters)
Dr. Swee Ching Tan holds a cardboard panel to cast a shadow over the shadow effect generator device next to an electrometer at a lab in the National University of Singapore June 26, 2020. (Reuters)

Scientists in Singapore are hoping to perfect a new method of power generation driven largely by shadows, with the hope that it could one day help highly urbanized cities power themselves.

The shadow-effect energy generator (SEG) being developed by the National University of Singapore has the potential to harness power like solar cells, but without needing open spaces with uninterrupted light.

To work effectively, the SEG requires both light and dark and, like solar panels, relies on light to shine on silicon to energize electrons.

However, using panels that feature a thin layer of either gold, silver, platinum or tungsten, the difference in light intensity drives electrons from lit areas towards the shade, creating electricity in the shaded areas.

“Our shadow effect generator comes in handy. It can be placed in those areas to harvest obstructed light,” said research team leader Dr. Swee Ching Tan.

The research is still in its early stages yet Tan’s team is already thinking about the potential of establishing a company to make SEG available for home use.

The panels the team have been testing are about 6 sq cm in size and capable of producing just 0.25 volts, meaning about 20 are needed to power a light bulb, or charge a cellphone.

The ideal environment for use would be cities, Tan said, with constantly shifting levels of light and shade throughout the day from clusters of tall buildings and the sun’s changing position in the sky.

“It’s not practical to place solar cells in such cities. So the device might come in handy in places like very densely populated cities, where skyscrapers are everywhere, where shadows are always persistent,” Tan said.



Ubisoft Unveils ‘Creative Houses’ Model as First-Quarter Bookings Miss Expectations

The logo of Ubisoft is seen in Montreuil, near Paris, France, July 13, 2020. (Reuters)
The logo of Ubisoft is seen in Montreuil, near Paris, France, July 13, 2020. (Reuters)
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Ubisoft Unveils ‘Creative Houses’ Model as First-Quarter Bookings Miss Expectations

The logo of Ubisoft is seen in Montreuil, near Paris, France, July 13, 2020. (Reuters)
The logo of Ubisoft is seen in Montreuil, near Paris, France, July 13, 2020. (Reuters)

France's lead videogame maker Ubisoft announced on Tuesday a sweeping reorganization of its internal structure, shifting to autonomous "Creative Houses" tailored to specific gaming genres, as it reported first-quarter net bookings that fell short of expectations.

The company said in a call that the leadership of each Creative House would be selected based on specific gaming genres, and could include those from creative or technical backgrounds, as part of the new approach.

"These units will reflect our diverse types of gaming experiences and will allow for enhanced quality, focus, autonomy and accountability," CEO and co-founder Yves Guillemot said in a statement.

The first such unit, jointly owned with China's Tencent, will manage flagship franchises including Assassin's Creed, Far Cry, and Rainbow Six. Co-CEOs Christophe Derennes and Charlie Guillemot will lead brand development across multiple platforms.

Ubisoft plans to roll out the full organizational changes by the end of the year.

The company reported first-quarter net bookings of 281.6 million euros ($305.7 million), missing its target of around 310 million euros and marking a 2.9% decline from the same period of last year.

It attributed the shortfall to a weaker-than-expected performance from the Rainbow Six Siege game and the delay of a partnership now expected in the second quarter.

Despite the miss, Ubisoft reiterated its full-year guidance and forecast second-quarter net bookings of approximately 450 million euros.

Upcoming releases include Anno 117: Pax Romana, a Prince of Persia remake, and mobile titles Rainbow Six Mobile and The Division Resurgence.