#2D Material Report
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2 D Materials Market, Market Size, Market Share, Key Players | BIS Research
2D materials are substances that are just a few atoms thick, usually one layer. The most famous 2D material is graphene, discovered in 2004 by physicists Andre Geim and Konstantin Novoselov, which led to a Nobel Prize in Physics in 2010. Graphene is a single layer of carbon atoms arranged in a hexagonal lattice, with incredible mechanical strength, electrical conductivity, and thermal properties.
The 2D materials market is projected to reach $4,000.0 million by 2031 from $526.1 million in 2022, growing at a CAGR of 25.3% during the forecast period 2022-2031.
2 D Materials Overview
2 D Materials  focus on addressing the environmental, social, and economic challenges associated with mining activities while ensuring long-term resource availability.
Key components of Sustainable Mining
Reducing energy consumption
Minimizing greenhouse gas emissions
Conserving water
Market SegmentationÂ
1 By ApplicationÂ
â˘Â  Metallic Minerals
Industrial Metals
Precious Metals
Iron Ore
â˘Â  Non-Metallic Minerals
Coal
Others
By ProcessÂ
Underground Mining Surface Mining
By Mining EquipmentÂ
â˘Â  Drill Rigs
â˘Â  Bolters
â˘Â  Dozers
â˘Â  Loaders
By Energy Source
1 BatteryÂ
 Lithium-Ion Battery
 Lead Acid BatteryÂ
 Others
2 Hydrogen Fuel Cell
3 Bio-FuelÂ
By RegionÂ
North America - U.S., Canada, and Mexico
Europe - Germany, Russia, Sweden, Spain, and Rest-of-Europe
China
U.K.
Download the report and get more information @ 2 D Materials MarketÂ
.Major Key Players Â
â˘Â  NanoXplore Inc.
â˘Â  Cabot Corporation
â˘Â  Thomas Swan & Co. Ltd.
â˘Â  Ossila Ltd
â˘Â  ACS Material LLC
Download the sample page click here @ 2 D Materials MarketÂ
Demand â Drivers and Limitations
The following are the demand drivers for the global 2D materials market:
â˘Â  Growing adoption of 2D materials in energy storage â˘Â  Strong growth of 2D materials in the healthcare industry â˘Â  Growing demand for transparent conductive films in electronics industry
The market is expected to face some limitations as well due to the following challenges:
â˘Â  Lack of large-scale production of high-quality graphene â˘Â  High cost of production
Recent Developments in the Global 2D Materials Market
⢠In September 2021, Colloids Limited introduced a new infrastructure for customized polymeric materials using its ground-breaking graphanced graphene masterbatch advanced technologies. Due to its extraordinary qualities, graphene has attracted a lot of attention. Additionally, it has exceptional mechanical characteristics as well as superior thermal and electrical permeability.
⢠In December 2021, Black Swan Graphene Inc. signed a legally enforceable letter of intent to purchase Dragonfly Capital Corp., in a backward merger agreement for $31.5 million. On December 13, 2021, Black Swan Graphene Inc. and Dragonfly Capital Corp. agreed to exchange shares in an opposite merger transaction. Stockholders of Black Swan would then obtain 15.2 consideration shareholdings for every ordinary Black Swan share they own.
Challenges in the 2D Materials Market
Despite the excitement surrounding 2D materials, there are notable challenges that the industry must overcome:
Scalability of Production: Producing high-quality 2D materials at scale remains a challenge. Researchers are exploring various methods, such as chemical vapor deposition (CVD), but the cost and complexity of manufacturing must be addressed for widespread adoption.
Integration into Existing Technologies: For 2D materials to be fully integrated into mainstream applications, they must seamlessly work with existing materials and processes. Compatibility issues with traditional manufacturing methods could slow down the transition.
Cost of Raw Materials and Processing: Currently, the cost of producing 2D materials is relatively high. Developing cost-effective manufacturing techniques is crucial for making these materials economically viable.
The Future of 2D Materials
As the 2D materials market continues to evolve, we are likely to see a wave of disruptive innovations across multiple sectors. With ongoing research, improved production techniques, and increasing investment, these materials could fundamentally reshape industries ranging from electronics to energy and healthcare.
While challenges remain, the unique properties of 2D materials offer unprecedented opportunities for technological advancement. The next few years will be crucial in determining how quickly and effectively these materials can be integrated into real-world applications, but one thing is certain: 2D materials are poised to revolutionize the future of advanced materials.
Key QuestionsÂ
Q What are the main bottlenecks for scaling up 2D materials, and how can they be overcome?
Q Â Where do you see the greatest need for additional R&D efforts?
Q How does the supply chain function in the global 2D materials market for end users?
Q Â What are the key business and corporate strategies of 2D material manufacturers involved in the global 2D materials market?
Q What are the advantages of the emerging 2D materials that are entering the market, and how are they used in various applications?
Q Which applications (by end user) and products (by material type) segments are leading in terms of consumption of the 2D materials market, and which of them are expected to witness high demand growth during 2022-2031?
QÂ Which regions and countries are leading in terms of consumption of the global 2D materials market, and which of them are expected to witness high demand growth during 2021-2031?Â
Q What are the most promising opportunities for furthering the efficiency of 2D materials?
Q How has COVID-19 impacted the 2D materials market across the globe?
Q How the semiconductor crisis impacted the 2D materials market?
ConclusionÂ
The 2D materials market is set to grow exponentially as more industries recognize the potential of these atom-thin materials. With ongoing advancements in production techniques, new discoveries of 2D materials, and innovative applications across sectors, the future looks incredibly promising.Â
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The global 2D materials market is projected to reach $4,000.0 million by 2031 from $526.1 million in 2022, growing at a CAGR of 25.3% during the forecast period 2022-2031.
The demand for 2D materials is anticipated to grow with the increasing demand from the end-use industries such as composite and coatings, energy storage devices, electronics, semiconductors, pharmaceuticals, automobiles, and others.
Request A Free Sample Click Here
Furthermore, it is anticipated that during the projected period of 2022-2031, the increasing adoption of 2D materials in the healthcare industry and the increasing adoption of non-graphene 2D materials such as Mxene, TMDCs, Hexagonal boron nitride, and others are expected to further fuel the advancement of the global 2D materials market. However, the high cost of production is anticipated to hinder market growth in the upcoming future.
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Humans and Boredom II
The planet cracker.
A devilish name that somehow still does not do this type of Human ship justice. Arrays of massive gravity hooks capable of tearing out kilometers wide and deep chunks of mass from any celestial object one of them decides to settle in orbit of.
The process is slow and tedious and, luckily, unsuitable for any practical military application, but unimaginably rewarding nonetheless. Once a chunk has been lifted, a fleet of harvester drones meticulously tears it further apart and separates into individual minerals and any other categorizable substances. From there the internal refineries of the planet cracker process them further into more usable metals, alloys, resins, and countless other resources. Finally, another fleet of transport ships ferry those back to where they are needed.
The land based production capacity of an entire (small) planet, with a single (albeit metropolis sized) ship, crewed by no more than a hundred Humans and thousands of drones.
One of these immense beasts - The Hardy Gal - was stationed around one of Saturn's moons - Epimetheus - that was recently voted out of the global popularity contest "Who's Even Heard of This One?" and thus sentenced to become part of the Dyson Ring.
The drone fleet that was supposed to be tearing up the unfortunate little moon, however, was recently recalled for refitting after a report showed a key part was manufactured using an outdated guideline by a suspiciously licensed corporation, that was also caught up in an unrelated embezzlement scandal.
Suffice to say that chief Gravity Master Boris Fruischtyen didn't have much to do. Laws and regulations do not permit any unsupervised extraction results to just be left in orbit. Oh no, can't preemptively arrange chunks for processing later, nope, "efficiency? what's that?". *sigh* Lift, hold, harvest, repeat.
Boris would have nothing to do, except the gravity hook arrays were a set of fifty per array, and The Hardy Gal had eight arrays. Four hundred individually aim-able and moveable chunks of matter.
While his day job was not very productive for now, his social media activity shot through the roof. There's a lot you can draw with four hundred "pixels" and the literal cosmos as your canvas and backdrop.
His personal favorites were water features and creatures set against the blue of Saturn, and he arranged quite a few of the extinct whales and penguins too. Additionally, every day he would fulfill one of the audiences top ranking requests.
Through these he discovered he has a fascinatingly good sense for flower compositions, especially from unusual angles. It's odd. He's only ever seen flowers in images and videos, perhaps lacking actual real life flowers to compare to allows his imagination to fill in the gaps in a way referencing factual knowledge would limit him. Who knows.
Despite having access to a three dimensional canvas, he preferred to keep things flat.
"What can I say, 2D is better. *chuckle*"
However, that doesn't mean he keeps things simple. The gravity hooks are quite good at selective manipulation, they have to be to target certain spots beneath a whole lot of other matter (which is then raised alongside the "elevator" matter). He demonstrated how the same image can look wildly different if you just change the "pixels" from squares to spheres, or how certain material compositions change color when squeezed more densely.
His personal favorite part is the finishing touch. After he's had a drone go out and stream his latest piece from plenty of angles for the viewers, he gives the whole image a simultaneous and gentle push back towards the moon. After a few touching hours of people in chat saying farewell, sharing personal stories and just asking questions Boris is always happy to answer, the image impacts the surface where the majority of parts were extracted from in a spectacular show of minor impacts and a shower of debris. Too bad it doesn't have an atmosphere, just imagine how cool it'd look burning up on reentry.
#humans are deathworlders#humans are space oddities#humans are space orcs#humans are space australians#humanity fuck yeah#humans are artists#boredom#carionto
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Live Emotion Review from 4Gamer Part 1 - Rhythm Game
Lots of new info and images.
4Gamer has released a full report detailing the gameplay experience of Live Emotion. You can see their full report in Japanese on their official website.
Part 2 - Story Part 3 - Home Screen and MiniPri
Song Selection:

Some of the initially available songs are:
My Cutie... Drive me Crazy - Lv14, Sing attribute (pink icon).
OVER THE TOP - Lv16, Sing attribute
Michibiki Hikari - Lv12, Charm attribute (yellow icon)
KIRâMEKI EMOTION - Lv19, Sing attribute,
SONG LETTER - Lv.17, Dance attribute (blue icon)
GLORIOUS ANGELS - Lv16(?), Charm attribute
Maji Love 1000% - RAINBOW STAR ver.- Lv14, Charm attribute
QUARTETâNIGHT - Lv.??, Sing attribute.
At the bottom left of the image are various filters and search functions for songs. On the right are details for the selected song. In this case displaying the members that sing Kirameki Emotion, buttons underneath to check your ranking (the other has kanji I cant make out, potentially 'completion rewards'), and the option to swap between MV options (detailed later).
Song Difficulty:



Each song has four difficulties; Easy, Normal, Hard, and Expert.
Each difficulty has different amounts of lanes that notes will approach on. 2 on Easy, 4 on Normal, and 6 on Hard and Expert.
The song's 'Lv' refers to how hard it is in the chosen difficulty. For example, a Lv19 song on Hard will be harder than a Lv16 song on Hard.
Music Video Options:










Shots from each group's Live Emotion Theme Song MV showcasing alternate outfits. Likely from an initial set of Normal or Rare Pieces.

Not every song has a Music Video (MV). For songs that do, you can choose between:
2D/No MV - A static stage background. Or, in Live settings, the player can set up to 7 still illustrations as the background so you can still look at your favourite idol (presumably like this Kira above?)
Normal 3D - Unknown. Possibly a static front facing camera version of the MV.
Rich 3D - Also unknown, but maybe this is the versions of the MVs we've seen so far with different camera angles.
Clearing Songs:


Clearing a song with an MV unlocks Live Viewing, allowing you to watch the MV whenever you like.
Clearing any song will also reward you with materials needed to level up Pieces, and raise the Level and Affection of Emotional Pieces used.
It will also add a stamp to a point card called the 'Music Card'. Once the Music Card is fully stamped you can unlock a new song and the Music Card will reset. There will be different amounts of stamps added to the Card depending on conditions met.
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Specially designed transistors allow researchers to 'hear' defects in a promising nanomaterial
An international research team led by NYU Tandon School of Engineering and KAIST (Korea Advanced Institute of Science and Technology) has pioneered a new technique to identify and characterize atomic-scale defects in hexagonal boron nitride (hBN), a two-dimensional (2D) material often dubbed "white graphene" for its remarkable properties. This advance could accelerate the development of next-generation electronics and quantum technologies. The team reported that it was able to detect the presence of individual carbon atoms replacing boron atoms in hBN crystals. This discovery was made possible by listening to the electronic "noise" in specially designed transistors, akin to hearing a whisper in a quiet room.
Read more.
#Materials Science#Science#Nanotechnology#Defects#Transistors#White graphene#Boron nitride#Boron#Nitrides#2D materials#Materials characterization#Electronics#van der Waals
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How DO you think universe signatures work? I don't think I've seen many theories or discussions on it but I also haven't been looking for them either
HOHOOO UNIVERSE SIGNATURES. ok. as i was rewatching scenes so i could write this, my theories fucking blinked out of existence :) there is as much consistency to universe signatures as there is to the atsv timeline.
alright lets see how incoherent this gets
btw iâm not using the word âdimension.â incorrect scientific terminology in an animated spider man comic movie franchise about the multiverse? couldnât be me. i already let them keep their holograms*
itsv came out in 2018 and is reported to have taken four years to make. in 2014, we couldnât have made atsv; the technology hadnât been developed, because there wasnât yet a movie to demand it. (usually when the question comes up during production, the team has to invent an answer. like animating violetâs hair in the incredibles in 2004, or water in finding nemo in 2003, or fur for sully in the monsters inc movies, or the entire animation process of 2019âs klaus, or reflections on the cars in carsâ) this, combined with itsv being set entirely in milesâs own universe, means that the b teamâs (noir, peni, ham) universe signatures changing between universes can be attributed to 1. less worldbuilding than atsv and 2. lack of technological ability in 2014-2018 (no diss to the og animators obviously, itsv is fucking gorgeous)
but thatâs a boring doylist analysis. i wonder if we can get watsonian. atsv, which was likely produced from 2017 or so to 2023, explores four more universes, rather than sticking to milesâs. surely itâll have more answers!
i went through the entire movie to see what changes. not gonna bore yâall with a scene to scene analysis, so iâll summarize: the only person who substantially differs between dimensions is gwen (abstract in E-65, solid but still pastel in E-1610, slightly more painted in E-50101, abstract again in E-928 during emotional scenes). hobieâs collage changes to match the tone or color palette of the universe around him, but doesnât take on its signature. other than that, the only effect any universe has on every character is with its light, and the only effect to overpower a universe signature is a portal.
letâs pretend that in an infinite multiverse, such a thing as a standard can be set, and that standard is Comic Style. comparing it to itsv, where peni and ham gained depth from previously 2d-esque universes, it seems as though some things donât changeâgeneral color palette and extreme stylistic divergences from the aforementioned standard, eg when atsv peni is styled in 2dâand some change universallyâlike universe-specific volumetric light, eg in itsv when E-1610âs halftone-style light gives peni depth and in atsv when E-928âs holographic-style light does the same in a different way.
then portals. they distort the space around them in their style of origin: organic portals always have milesâs universeâs signature because thatâs where they were born; any portal opened with an E-928 watch has miguelâs orange holographic hexagon, no matter who uses them or where they open to; portals opened with hobieâs homemade watch are always collage, though they take on the color palette of the universe theyâre opened in. that means portals have to be watch-specific, prolly based on the materialsâ universe of origin, but in that case, hobieâs would look a lot like miguelâs since he harvested most if not all of the parts from E-928. so it has to be specific to either the person who made it or the universe it was made in.
but neither of those make sense! the degree of separation from universe/person that apparently applies to the watches doesnât apply to items left in other universes. E-1610âs rubikâs cube retains its color and volume in noirâs universe, but the sweater gwen leaves on milesâs bed isnât abstract, and the shoes she nicked from E-138 arenât scrappy. even hobieâs watch is rendered in strangely crisp 3d, brightly colored and noticeably not collage.
and of course, both universe-specific light theory and portals-overpower-all theory arenât totally consistent. hobieâs only properly illuminated when heâs in his base colors. but maybe thatâs a quirk of atsv? he doesnât glitch like paper in the radius of a portalârenaissance vulture didnât glitch like paper either, maybe thatâs just how glitching works! maybe itâs always that tv-signal-bright blocky mess! maybe there is one concrete rule in all this!!!!!

noirâs universe (during his intro scene, at least) comprises of three solid colors: black, light gray, and white, and volume/shadow is communicated through the intensity of halftone used. in itsv and in atsv heâs always in black and white, no matter the color of the light around him. heâs also the ONLY CHARACTER who glitches differently. noir breaks down in black and white!! when the team is lit up by gwenâs portal in atsvâs final scene heâs the only one not distorting in color!!!!! what the fuck man!!!!!!!!!
there isnât one cohesive multiversal rule for how universe signatures act and interact with different universes, much as iâd love to have one. it raises too many questions and doesnât give quite enough evidence to study. the closest i can theorize is color/style generally sticks and lighting/spatial physics generally doesnât, and since thatâs relatively simple, iâll use it. gwen gets her photo-booth-app watercolors and peni/pav/ham/noir get just a little more rendered.
theories i have seen floating around that i also enjoy
gwenâs universe requires people to be in tune with it, to reflect their emotionsâimplying that the floaty abstract art during her scene with her father is diagetic. so when sheâs not in her universe, sheâs not like her universe.
hobieâs universe signature necessitates that he doesnât conform to any other style
on that note, so would hamâs, because cartoon logic defeats reality logic
hope you enjoyed!! or at least were amused by my suffering <3
*do not get me started on holograms
#spider man: into the spiderverse#spider man: across the spider verse#fan theory#but not really#i just compiled my observations and shouted angrily at them for a while#this got way longer than i wanted it to be#considering how little evidence there actually is for any be-all end-all rule#also strangely i noticed that noirâs intro scene and last itsv scene donât match#like E-90214 are DIFFERENT in different scenes#the first one is solid but the last one is RENDERED?????#wh?????????#why isnt his own goddamn universe consistent#rude as hell of him#love he tho <3#thanks for asking anon!!#finally fucking changed the 298 to 928 idk how i did that smh
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MIT engineers grow âhigh-riseâ 3D chips
New Post has been published on https://thedigitalinsider.com/mit-engineers-grow-high-rise-3d-chips/
MIT engineers grow âhigh-riseâ 3D chips


The electronics industry is approaching a limit to the number of transistors that can be packed onto the surface of a computer chip. So, chip manufacturers are looking to build up rather than out.
Instead of squeezing ever-smaller transistors onto a single surface, the industry is aiming to stack multiple surfaces of transistors and semiconducting elements â akin to turning a ranch house into a high-rise. Such multilayered chips could handle exponentially more data and carry out many more complex functions than todayâs electronics.
A significant hurdle, however, is the platform on which chips are built. Today, bulky silicon wafers serve as the main scaffold on which high-quality, single-crystalline semiconducting elements are grown. Any stackable chip would have to include thick silicon âflooringâ as part of each layer, slowing down any communication between functional semiconducting layers.
Now, MIT engineers have found a way around this hurdle, with a multilayered chip design that doesnât require any silicon wafer substrates and works at temperatures low enough to preserve the underlying layerâs circuitry.
In a study appearing today in the journal Nature, the team reports using the new method to fabricate a multilayered chip with alternating layers of high-quality semiconducting material grown directly on top of each other.
The method enables engineers to build high-performance transistors and memory and logic elements on any random crystalline surface â not just on the bulky crystal scaffold of silicon wafers. Without these thick silicon substrates, multiple semiconducting layers can be in more direct contact, leading to better and faster communication and computation between layers, the researchers say.
The researchers envision that the method could be used to build AI hardware, in the form of stacked chips for laptops or wearable devices, that would be as fast and powerful as todayâs supercomputers and could store huge amounts of data on par with physical data centers.
âThis breakthrough opens up enormous potential for the semiconductor industry, allowing chips to be stacked without traditional limitations,â says study author Jeehwan Kim, associate professor of mechanical engineering at MIT. âThis could lead to orders-of-magnitude improvements in computing power for applications in AI, logic, and memory.â
The studyâs MIT co-authors include first author Ki Seok Kim, Seunghwan Seo, Doyoon Lee, Jung-El Ryu, Jekyung Kim, Jun Min Suh, June-chul Shin, Min-Kyu Song, Jin Feng, and Sangho Lee, along with collaborators from Samsung Advanced Institute of Technology, Sungkyunkwan University in South Korea, and the University of Texas at Dallas.
Seed pockets
In 2023, Kimâs group reported that they developed a method to grow high-quality semiconducting materials on amorphous surfaces, similar to the diverse topography of semiconducting circuitry on finished chips. The material that they grew was a type of 2D material known as transition-metal dichalcogenides, or TMDs, considered a promising successor to silicon for fabricating smaller, high-performance transistors. Such 2D materials can maintain their semiconducting properties even at scales as small as a single atom, whereas siliconâs performance sharply degrades.
In their previous work, the team grew TMDs on silicon wafers with amorphous coatings, as well as over existing TMDs. To encourage atoms to arrange themselves into high-quality single-crystalline form, rather than in random, polycrystalline disorder, Kim and his colleagues first covered a silicon wafer in a very thin film, or âmaskâ of silicon dioxide, which they patterned with tiny openings, or pockets. They then flowed a gas of atoms over the mask and found that atoms settled into the pockets as âseeds.â The pockets confined the seeds to grow in regular, single-crystalline patterns.
But at the time, the method only worked at around 900 degrees Celsius.
âYou have to grow this single-crystalline material below 400 Celsius, otherwise the underlying circuitry is completely cooked and ruined,â Kim says. âSo, our homework was, we had to do a similar technique at temperatures lower than 400 Celsius. If we could do that, the impact would be substantial.â
Building up
In their new work, Kim and his colleagues looked to fine-tune their method in order to grow single-crystalline 2D materials at temperatures low enough to preserve any underlying circuitry. They found a surprisingly simple solution in metallurgy â the science and craft of metal production. When metallurgists pour molten metal into a mold, the liquid slowly ânucleates,â or forms grains that grow and merge into a regularly patterned crystal that hardens into solid form. Metallurgists have found that this nucleation occurs most readily at the edges of a mold into which liquid metal is poured.
âItâs known that nucleating at the edges requires less energy â and heat,â Kim says. âSo we borrowed this concept from metallurgy to utilize for future AI hardware.â
The team looked to grow single-crystalline TMDs on a silicon wafer that already has been fabricated with transistor circuitry. They first covered the circuitry with a mask of silicon dioxide, just as in their previous work. They then deposited âseedsâ of TMD at the edges of each of the maskâs pockets and found that these edge seeds grew into single-crystalline material at temperatures as low as 380 degrees Celsius, compared to seeds that started growing in the center, away from the edges of each pocket, which required higher temperatures to form single-crystalline material.
Going a step further, the researchers used the new method to fabricate a multilayered chip with alternating layers of two different TMDs â molybdenum disulfide, a promising material candidate for fabricating n-type transistors; and tungsten diselenide, a material that has potential for being made into p-type transistors. Both p- and n-type transistors are the electronic building blocks for carrying out any logic operation. The team was able to grow both materials in single-crystalline form, directly on top of each other, without requiring any intermediate silicon wafers. Kim says the method will effectively double the density of a chipâs semiconducting elements, and particularly, metal-oxide semiconductor (CMOS), which is a basic building block of a modern logic circuitry.
âA product realized by our technique is not only a 3D logic chip but also 3D memory and their combinations,â Kim says. âWith our growth-based monolithic 3D method, you could grow tens to hundreds of logic and memory layers, right on top of each other, and they would be able to communicate very well.â
âConventional 3D chips have been fabricated with silicon wafers in-between, by drilling holes through the wafer â a process which limits the number of stacked layers, vertical alignment resolution, and yields,â first author Kiseok Kim adds. âOur growth-based method addresses all of those issues at once.âÂ
To commercialize their stackable chip design further, Kim has recently spun off a company, FS2 (Future Semiconductor 2D materials).
âWe so far show a concept at a small-scale device arrays,â he says. âThe next step is scaling up to show professional AI chip operation.â
This research is supported, in part, by Samsung Advanced Institute of Technology and the U.S. Air Force Office of Scientific Research.Â
#2-D#2023#2D materials#3d#ai#AI chip#air#air force#applications#Arrays#Artificial Intelligence#atom#atoms#author#Building#chip#Chip Design#chips#coatings#communication#computation#computer#computer chips#computing#craft#crystal#crystalline#data#Data Centers#Design
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Episode 22 - The Giant Ploomers (part 1)
Very glad to report that I am writing this liveblog from my pc yet again.
It's so nice to see him doing some actual work, instead of just Fucking Around.
Kittyyyyy.
I know that it's cartoon logic, and all, but like... It's so unserious that she is made fun of for this to me.
If I saw these in real life, I would think, "these people have a REALLY weird carpet that's made from the same fabric as underwear. And that's okay."
A kids cartoon being unrealistic. Smh, smh...
Guy who just realized he admitted to a weird fucking thing that most people would NOT understand. Including me. Because I don't understand.
Also, this entire moment is a Certified Kerubim Face Journey by far. There are like 20 different expressions here.
He is so... weird. And I both detest and love him for it.
Coward Simone vs. Joris, the bravest warrior of the World of Twelve.
Lou's birthday is somewhere in the summer. Quite funny, considering Joris's is in winter. That's two characters we can pinpoint (though, I wouldn't call "knowing the exact date of Joris's birth" pinpointing, but I digress.)
For some reason, I have so many Emotions about this goddamned tower being a reoccurring location for Lou and Kerubim.
It's a nice little spot, yeah, but through being a nice little spot, it gained ~emotional significance~
(Guy who thinks a lot voice)
I like it that Kerubim even as a young little boy has unrestricted access to huppermage materials that he's probably read. Bit of a win for the "Kerubim studied necromancy" truthers among us.
His ideas of gifts are "skull" and "spellbook"
Ouughughgh (keels over) do you think he chooses gifts for Joris's birthday like that too.
This spellbook is so cringe for immediately falling apart in his paws. What if I wanted to see Kerubim interact with Forbidden Materials, hm?
Cats are Liquid is an indie 2D platformer game from 2015, it is about depression, and it is available for free on Google Play.
I know it's very obvious, especially with bands being a thing, but records are a thing in the World of Twelve. Which is cool.
...God, you have no idea how hard it is not to use this moment to plug my character playlists for Kerubim, Joris, and Atcham.
This you?
This you?
This you - this you - this you?
Anyway, hot take, but:
I think this episode takes place before Dance Against Boowolves due to him becoming a bit okay with girly things in it.
Next time you say that Atom is the first nonbinary character in Krosmoz, remember Kerubim. You're making her sad.
If someone did this to me, ripping this shit off instead of peeling them slowly and gently, I would do unspeakable evils onto them.
She is a very patient and gentle soul for simply beating them up.
A fate worse than death, Keke. A fate worse than death.
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Things to know:
I do not think AI art is inherently evil and terrible. I believe that if the art is clearly labelled and that if the generators are collecting their data and operating their services ethically that it is a perfectly fine tool to use. Unfortunately, as far as I know, that is not currently the case.
the true problem with certain uses of AI is capitalism
In that vein, I hate when AI art gets shown around completely unlabelled. If you claim AI art is its own art form it is imperative to label it as such at least in your tags to prevent confusion between digital or traditional artwork that was created manually.
So many of these AI images are stolen from the accounts that originally posted them. Iâm not sure whether I personally consider that theft or if it is even legally theft, but in the process of reposting the picture they leave out important details like the fact it was AI generated in the first place.
These are all my personal opinions. This blog is not intended to be a place for me to open myself up to a bunch of discourse. I may reblog posts about AI but I will not engage with you if you are rude and incensed. That will get you blocked.
I myself am predominantly a digital artist (and sometimes a traditional artist when the mood strikes me) as well as a student of art history. This is my point of view as someone with knowledge in both historical artistic movements and the creation of art itself.
If you do not want to come across AI art I suggest blacklisting related tags. They will not always be labelled but many are.
Some tools that are called âAIâ have been around for years or serve extremely useful functions that do actually reduce the amount of tedious tasks a human would have had to perform previously. Such as generative fill tools in photoshop when used to edit a flaw from a photo, etc. AI has become a tech buzzword applied to any and every technology (usually for the sake of getting investors excited about it). This blog is mainly focused generative AI. Mainly images, but also sometimes LLMs (large language models) like ChatGPT or video/sound generation. I am not talking about the kinds of AI used by game devs to help NPCs function without coding every single one yourself or how in the Spiderverse movies they coded an âAIâ tool to help the 2D lines follow the 3D forms. There are many different kinds of tools called âAIâ and it has become a functionally useless term in some instances, as there are many varied forms it takes and often the classic idea of artificial intelligence from sci-fi (being a computer that thinks for itself) is not the actual implication.
If you are worried about energy usage involved in AI generation, please direct those criticisms to the organizations operating the models. They are the ones who are most responsible for that and the ones who can actually make a material change (and some indeed have been trying to).
The best thing you can do to âfightâ the negatives of AI is supporting independent artists.
We are all human beings who make mistakes (including me! please, I want you to always use your own critical thinking skills!) Give each other grace.
Post labelling
I will do my best to find the original source, including the original poster and what generator was used if I am able.
I will tag the posts with âai imageâ, their respective generator (if applicable) and âsynthographyâ a term for computer generated art intended to set it apart from other art forms
I may speculate on images used to synthesize the final artwork if something comes across as particularly obvious to me.
Post submission
Send me posts you suspect are AI generated but unlabelled as such
Send me posts that you know are AI generated but reposted and unlabelled
Do not harass the original poster. If they are a reposter, block and report them. If they are an AI enthusiast and you donât like AI, block them. If they turn out to be an artist posting their actual art for the love of god I hope you didnât personally accuse them of generating their art and if you did go apologize immediately and profusely.
Tags to blacklist to avoid AI
Generative Art
AI Generated
AI Art
Midjourney
Dalle 3
Synthography
If I reblog from youâŚ.
Sorry
I probably follow you on my main blog
It is not a negative reflection on you if you could not identify an AI generated image yourself. I personally do not just rely on my eyes for these and try my best to find the image source to verify ai generation when possible.
Some AI generated concepts look cool I donât blame you for reblogging them. I personally just wish people were more obvious about what is AI so that the average person can make better informed decisions about whether or not they want to share it. This is just so you can make that choice.
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Yes, yes, yes. I know we can argue that they could have just left the Titans alone when they realized they couldn't touch them but there's a lot of other factors I feel are missing. Like, what is their society like. We know they have a creed of sorts (what King read for Collie). How strict are their social rules? Are there consequences for failing to collect a species? Was killing the Titan's the decision of Collie's siblings alone or was it an order passed down from someone else? I'm just kinda disappointed about a lot of people jumping in the 2d "the Archivists are awful, abusive siblings who didn't care at all about the Collector" bandwagon when we genuinely have no actual context besides what little Collie actually says. Like, they can be bad, and also have depth.
We get so little information about whole collectors specie that it's even hard to speculate what might be true or not. Still it's not fully confirmed why they do collecting and preserving species of mortals. To many question marks, no answers. No infos about culture, history, biology literally nothing besides vague idea about how the war/genocide/assassination of titans looked like thanks to the murals in the palace. And considering that they developed sort of own architecture style, clothing, art, "job" system and sort of conventions/creed/law they probably have a lot of tight law frames to obey. Especially that they aware of their overwhelming power and effect they cause on environment of the planets they "visit". We know the goal is to preserve life, so destroying(on purpose or not) the planet and/or mortals on it is not ideal thing to do as they may lose some rare species or lead them to extinction without their consent. From the bedtime book we also can interpret that clearing is rather not usual activity and happened only in certain (resistance) circumstances. And as we assume goal is to preserve mortals(several examples for a specie most likely) it's a very tough, special and pretty disappointing decision to make and it should be ordered from the highest ring of council, not just some explorers. Exactly same as humans do when for example there is tiger/shark - an endangered but dangerous specie that kills people in some area and politics with uniformed services and environmentalists decide to hunt it down to end the danger they cause, not civilians not local sheriff. It is not nice, wanted decision, it is awful hurting ecosystem one, but humans chose their lifes as more valuable than the animal's. It might be something similar. Collectors who face resistance probably have to report it and then depending on level of danger mortals cause, they get the order from the top to enforce it. And exactly the same situation like in our world happens when the order is not executed, person responsible for it faces big, serious consequences of their disobedience and creating unwanted risk.
And I feel like collectors are race of perfectionist who can't stand chaos and not ended tasks so it probably also wasn't an option to choose from.
It would be also a pointless lost of energy to just enter new planet and leave it immediately after discovering that one specie cannot be collected. In cruel, brutal, cold universe not taking breaks to refill used energy and materials might be a death sentence/freeze sentence (they are immortals but being trapped for eternity in perfectly silent universe is equivalence as it leads to the death of the conscious). They most likely needed a break from vacuum anyway and "small riots" from locals was less dangerous than just going further and futher not really knowing how far is another planet proper to rest.
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Future of Motion Graphics Video in the Film Industry
Which is more attractive and will stay in your memory longer: words and an image that is static or the same but motion? For obvious reasons, text and videos will typically be the more popular choice. The audience is frequently more engaged by motion graphics since they convey ideas effectively and straightforwardly.
Videos and digital footage dominate content marketing methods in the modern digital environment because they encourage audience engagement and action. The majority of these videos are motion graphics in a variety of designs. The use of motion graphics video in the film business is increasing as interest in them rises daily, which bodes well for their future use in the global film industry.

What are motion graphics?
Graphic designs in motion are referred to as motion graphics video. Digital footage is produced by motion designers using animation, various visual effects, and audio techniques. To help the audience understand a topic, motion graphics are frequently utilized to animate abstract concepts, words, or objects on the screen.
Future scope for motion designers in the global film industry
The Bureau of Labour Statistics (BLS) reports that many advertising companies, motion picture studios, and VFX studios employ animators, multimedia, and motion designers. By 2030, the field of motion graphics is anticipated to grow by 16%.
Motion designers are crucial in connecting the dots to provide engaging material as 3D modeling, calligraphy, and other 2D arts become a key element of the global cinema business.
Film motion graphics
Although producing a motion graphics video is a labor-intensive and time-consuming process, businesses are developing procedural animation approaches to lessen the challenge and streamline production. Motion designers can now use procedural algorithms to apply straightforward, preset procedures to 3D objects. This motion design software has limitless potential.
The potential for motion graphics is growing as virtual reality and artificial intelligence (AI) take center stage in the upcoming decade. The major players in the global entertainment business, like Disney, Netflix, YouTube, and others, are actively seeking talented motion graphic designers to join them as the need for motion graphics videos rises.
TV stars
Before TV personalities were introduced, motion graphics, ads, serials, films, and other forms of media were less effective. The TV channels had two different groups later when motion graphics were added to their identities and shows.Â
The first one focuses on the channel's brand, which is more constrained and selective because it has predetermined guidelines that direct the creation of any further visual content. Additionally, the person who works on each presentation is more animated and open, especially in terms of the sort of graphics.Â
These forms of TV identities are created so that all of the visual elements associated with the channel may be visible on the screen, including the show's schedule and lower thirds, line breaks, TV logos that display on the screen, and end titles for some programs.
The majority of TV networks constantly produce new shows for their schedules; as a result, they create motion graphic structures for those programs, much like you do for the network. The work gets more dynamic because it is challenging. It typically has a lesser influence and a consistent desire, though.
TV shows are well known for their excellent use of intros. Some of these are straightforward edits of the shows' scenes, but most of them are exquisitely animated and created works like those from Daredevil, Game of Thrones, etc.Â
Movies' titles
When a motion graphics video was first used, it was in movie opening titles, and most movie opening credits list the people who worked on the film's creation. Before the introduction of motion graphics, we saw that these names were essentially static, but now we can see that they are doing more than merely listing the names of the films or their cast. These introductions now set the scene and create an engaging environment where viewers feel more connected.
The titles that are featured in various films today come in many distinct forms. It is difficult not to have animated titles in superhero movies, especially when they are about superheroes. Additionally, this is growing in popularity, and many designers are choosing to focus their careers in this area.
Some of the motion graphics are utilized in the movie itself in addition to the titles. Portray texting or videos playing on a TV in the background, it is typically shown as a visual interaction with an actor. Even the animations might interact with the characters at times.
Exchange of Information
Sharing information with the audience was constant and boring until motion graphics videos were invented. However, with the advent of motion graphics, you can now turn your idea into an animation by including the appropriate soundtrack and other characteristics, making the content more appealing and understandable for the audience.Â
Logo Designs
Motion graphics can be used to bring animation to your company's logos, websites, and other materials to make them more appealing. This makes it easier to produce stunning images and engage with the audience.
Post on social media
People rely on social media for everything, including information, entertainment, news, online courses, etc. More people may view your social media postings if you use motion graphics in your content.
Benefits and Drawbacks of Motion Graphics
Motion graphics have had a significant impact on the film business to make their content more appealing to the viewer, but everything has pros and cons. We shall discover the benefits and drawbacks of motion graphics in this part.
Pros:
The fact that motion graphics don't require physical space may be a good argument to use them. With traditional video, you have to pick an appropriate location, plan a time to shoot, and rehearse your lines. However, these elements are no longer necessary due to the development of motion graphics. Graphics have been quite helpful in COVID-19 constraints because of this motion.
It also has the benefit of requiring less labor from the client. The client doesn't need to put up any further effort once the goals have been defined. The rest is up to the explainer video production company, which will create the content by your instructions.
Movie titles, marketing, information exchange, and other contexts all use motion graphics.
Motion graphics video makes communication simpler and more efficient.
Cons:Â
Motion graphics can seem impersonal, which is one of its drawbacks. The advantage of traditional video is that viewers may see the location or person they would be meeting before they go there. If done incorrectly, a motion graphics video is little more than an animated brochure. The audience will find it more engaging if there is some live footage, photography, or voice-over used.Â
Conclusion
The channel's quality determines the relationship between what is considered to be good and bad in motion graphics as well as between what is thought to be bad and good. Let's assume that the motion graphics video in the bespoke eLearning material development for TV identity is effectively developed. In that scenario, it will assist you in identifying the appropriate audience and differentiating your channel from others. In contrast, as the introduction and title are the first things that the audience sees in a movie or television show, their quality can be a deciding factor.
#animation#character design#digital art#doodle#graphic design#digital illustration#branding#infographic
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Dissertation: Primary Research Methodology
Research design: Natural/Quasi Experiment
Sampling type: volunteer sampling/random sampling
I will be using a non-experimental research method: self reports. The data collection method will be through an online questionnaire.Â
This is because I want to get a range of information from a large and diverse sample pool. With an online survey, I can get responses from several different types of participants which would increase the generalizability of my study. Self reports allow participants to describe their own experiences which provides rich in-depth qualitative data. My research aims to find out audience preferences and opinions, so this is the best method for getting comprehensive answers to my aims. In addition, a self report is the easiest and most accessible research method for me and is much less costly and time consuming than conducting an experiment or interview.Â
Furthermore, Iâm using an anonymous questionnaire because social desirability bias will be reduced due to no interviewer being present.
I will make use of likert scales, rating scales, closed questions, and open questions in order to gather both quantitative and qualitative data. In addition, the range of different types of questions will reduce acquiescence bias.Â
The survey will also include filler questions to reduce demand characteristics.
In order to have a comprehensive understanding of the sample participants, I will include demographic questions that will help me assess the generalisability of the study: participants' age, nationality, location, occupation, gender, education, and film consumption habits. These questions are as follows:
What is your age?
What is your gender? (Man, Woman, Non-binary/other, Prefer not to say)
What is your nationality?
Where do you currently live? (Asia, Africa, Europe, North America, South America, Australia)
What is your occupation?Â
What is your highest level of education? (Secondary education or lower, High school diploma, Undergraduate degree, Postgraduate education or higher, other)
How often do you watch horror movies? (likert scale)
Aims
Is abject horror more or less effective through the medium of animation as opposed to live action?/ Is animation more effective that live action for depicting abject horror?
To what extent are audiences drawn to body genres?
To what extent do audiences experience strong physical/emotional responses to body genres?
Are body genre films enjoyed primarily by women? why?
Is abject horror enjoyed primarily by women? why?
Is body horror enjoyed primarily by women?
Hypothesis
Animation is just as effective as live action when approaching abject horror.
Body genre films are enjoyed primarily by women.
Abject horror is enjoyed primarily by women.
Controls
To avoid misinterpretations and maintain clarity, the study will include a definitions for terms the participants may not be familiar with:
Tear-Jerkers - films that are deliberately designed to evoke strong emotional responses, particularly sadness and tears, from the audience, often focusing on themes of tragedy, loss, or difficult situations. (E.g: Marley and Me, Titanic)
Body Horror- A subgenre or style of horror that involves depictions of the human body being transformed, damaged, or destroyed in unsettling ways. It is meant to provoke strong feelings of fear or disgust.
Medium -Â refer to the materials or techniques used to portray the film. Examples of medium include 2D animation, 3D animation, live-action, stop motion, etc.Â
standardized instructions
Obtain informed consent:
By proceeding with this questionnaire, you confirm that you are above the age of 15 and consent to participate in this research.
This survey is being conducted as part of an undergraduate research project for academic purposes only. Your participation is voluntary, and you may withdraw from the study at any time.
This survey aims to gather your personal reactions and observations regarding the following films. I am interested in your individual perspectives and interpretations. Please answer each question thoughtfully and honestly. There are no right or wrong answers.
The questionnaire will take approximately [time] minutes to complete. Your responses will remain anonymous.
Main Questions
Part 1
What kinds of film create the most intense emotional and/or physical responses in you? Check all that apply. (Horror, Erotica, Tear-Jerkers, None of these)
What themes and subject matter, if any, do you prefer to see in horror films?
Part 2
Please rate your enjoyment of the following films on a scale of 1 to 5, (1 being 'Not at all' and 5 is 'Extremely'). You may skip if you have not seen the film.
The substance (2024), I saw the Tv glow (2024), Annihilation (2018), The Fly(1986), Teeth (2008)
Part 3
Watch the following film clip from Jennifer's Body
What emotions, thoughts, reactions did this clip elicit?
To what extent did the visual style and medium influence your reaction? why?
Which other aspects of the clip contributed to how you felt? Check all that apply. (sound design, character design, casting, visual style, camera work, editing, character animation/acting, the medium, other)
Watch the following film clip from Jibaro in Love, Death, and Robots
What emotions, thoughts, reactions did this clip elicit?
To what extent did the visual style and medium influence your reaction?
In your opinion, what aspects of the film contributed to your response? check all that apply (sound design, character design, casting, visual style, camera work, editing, character animation/acting, the medium, other)
Based on the clips you just saw, which film elicited a more visceral emotional and/or physical response?
Sources
Types of survey questions (no date) SmartSurvey. Available at: https://www.smartsurvey.co.uk/survey-questions/types (Accessed: 12 March 2025).
Survey questions: Types, examples, and usage tips (no date) SurveyMonkey. Available at: https://www.surveymonkey.com/mp/survey-question-types/ (Accessed: 12 March 2025).
Pfeiffer Library: Research Methodologies: What are research designs? (no date) What are research designs? - Research Methodologies - Pfeiffer Library at Tiffin University. Available at: https://library.tiffin.edu/researchmethodologies/whatareresearchdesigns (Accessed: 12 March 2025).
Research methods: A-level psychology (no date) A. Available at: https://www.alevelpsychologytutor.co.uk/researchmethods (Accessed: 12 March 2025).
McLeod, S. (2023) Research methods in psychology, Simply Psychology. Available at: https://www.simplypsychology.org/research-methods.html (Accessed: 12 March 2025).
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Chinaâs 2D Transistor Could Transform Processors with Higher Speeds and Efficiency
An important breakthrough in transistor technology has been reported by researchers in China. They claim that a newly developed silicon-free transistor could significantly enhance processing speeds while reducing energy consumption. The transistor was designed using two-dimensional materials. This development, if successfully integrated into processors, has the potential to increase chipâŚ
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Ion irradiation offers promise for 2D material probing
Two-dimensional materials such as graphene promise to form the basis of incredibly small and fast technologies, but this requires a detailed understanding of their electronic properties. New research demonstrates that fast electronic processes can be probed by irradiating the materials with ions first. A collaboration involving researchers at the University of Illinois Urbana-Champaign and the University of Duisburg-Essen has shown that when graphene is irradiated with ions, or electrically charged atoms, the electrons that are ejected give information about the graphene's electronic behavior. Moreover, the Illinois group performed the first calculations involving high-temperature graphene, and the Duisburg-Essen group experimentally verified the predictions by irradiation. This research was reported in the journal Nano Letters.
Read more.
#Materials Science#Science#Ions#Radiation#2D materials#Materials Characterization#Graphene#University of Illinois
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Chinaâs 2D Transistor Could Transform Processors with Higher Speeds and Efficiency
An important breakthrough in transistor technology has been reported by researchers in China. They claim that a newly developed silicon-free transistor could significantly enhance processing speeds while reducing energy consumption. The transistor was designed using two-dimensional materials. This development, if successfully integrated into processors, has the potential to increase chipâŚ
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Future-Ready BIM Software: Elevate Your Designs with Innovation
Building Information Modeling (BIM) has revolutionized the architecture, engineering, and construction (AEC) industry by offering smarter, more efficient workflows. From project planning to facility management, BIM software enables seamless collaboration, cost reduction, and data-driven decision-making.
What is BIM Software?
BIM software allows professionals to create digital representations of buildings and infrastructure, integrating 3D models with data like material specifications, scheduling, and cost estimates. It enhances coordination among stakeholders and minimizes errors during construction.
Top BIM Software in 2025:
Here are the top BIM software tools transforming the industry:
1. Autodesk Revit: A widely used BIM tool, Autodesk Revit offers parametric modeling, collaboration features, and documentation tools. It supports architects, engineers, and contractors in design, visualization, and construction planning.
2. Graph iSOFT Archicad : Archicad is known for its user-friendly interface and powerful design capabilities. It provides seamless collaboration, automated documentation, and real-time visualization for architects and designers.
3. Bentley OpenBuildings Designer: This tool is ideal for large-scale infrastructure projects. It integrates structural, mechanical, and architectural elements, improving project coordination and efficiency.
4. Trimble Tekla Structures: Tekla Structures focuses on structural design and detailing. It is widely used in steel and concrete construction, offering high accuracy in modeling and fabrication.
5. Vectorworks Architect: This software is preferred by architects for its flexible design and modeling tools. It supports 2D and 3D workflows and offers BIM capabilities with enhanced visualization.
6. Dassault Systèmes CATIA: CATIA is a powerful BIM solution used in complex engineering and architectural projects. It is widely used in aerospace and industrial design, enabling precise modeling.
7. Nemetschek Allplan: Allplan is known for its robust structural and architectural modeling tools. It enables seamless collaboration between engineers and architects.
Case Studies: BIM Software in Action
Case Study 1: Sustainable Commercial Complex with Autodesk Revit
Project: Green Office Tower, Mumbai, India Challenge: The architectural firm needed to design a sustainable, energy-efficient commercial complex while minimizing material waste. Solution: Autodesk Revit's energy analysis tools helped optimize natural lighting and ventilation. Clash detection features prevented design errors, ensuring smooth coordination between architects, engineers, and contractors. Results: The project achieved a 30% reduction in energy consumption and a 15% cut in overall costs. The design team reported a 40% improvement in workflow efficiency due to streamlined collaboration.
Case Study 2: Precision in Bridge Construction with Tekla Structures
Project: Steel Bridge Project, Germany Challenge: The company needed a solution to improve accuracy in steel detailing and reduce material wastage. Solution: Tekla Structures enabled precise steel modeling, detailing, and fabrication planning, reducing manual errors. Integration with CNC machines ensured seamless prefabrication. Results: The firm reduced material waste by 15%, improved construction accuracy, and completed the project 20% ahead of schedule.
Case Study 3: High-Rise Residential Development with Archicad
Project: Luxury Apartment Complex, New York, USA Challenge: The real estate developer required a BIM solution to enhance collaboration between designers, engineers, and contractors for a 40-story residential tower. Solution: Graphisoft Archicad facilitated real-time collaboration, reducing communication gaps. The software's automated documentation streamlined approvals and compliance. Results: The project was completed 10% ahead of schedule, with a 12% reduction in costs. The BIM workflow significantly improved design accuracy, leading to fewer on-site reworks.
How to Choose the Right BIM Software:
Selecting the best BIM software depends on factors such as:
Project Type: Structural, architectural, or MEP-focused software.
Collaboration Needs: Cloud-based vs. desktop solutions.
Budget: Consider licensing costs and scalability.
Integration: Compatibility with other tools like AutoCAD, Rhino, or VR applications.
Conclusion:
BIM software continues to shape the future of construction by enhancing design accuracy, improving collaboration, and optimizing costs. With tools like Revit, Archicad, and Tekla Structures, AEC professionals can achieve greater efficiency and sustainability in their projects. Choosing the right BIM software ensures smoother project execution and long-term success in the industry.
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