The bio-oil phenol-formaldehyde (BPF) resin, prepared by using bio-oil as a substitute for phenol, has similar bonding strength but lower price to phenol-formaldehyde (PF) resin. As a common adhesive for outdoor wood, the aging performance of BPF resin is particularly important. The variations in mass, bonding strength, microstructure, atomic composition, and chemical structure of BPF resin under five aging conditions (heat treatment, water immersion, UV exposure, hydrothermal treatment, and weatherometer treatment) were characterized by scanning electron microscope, X-ray photoelectron spectroscopy, and Fourier transform infrared spectroscopy, respectively. Compared under five aging conditions, after aging 960 h, the mass loss of plywood and film was largest under hydrothermal treatment; the bonding strength of plywood, the surface roughness, and O/C ratio of the resin film changed most obviously under weatherometer treatment. FT-IR analysis showed that the decreased degree of peak intensity on CH2 and C–O–C characteristic peaks of BPF resin were weaker under water immersion, hydrothermal treatment, and weatherometer treatment than those of PF resin. The comparison of data between BPF and PF resins after aging 960 h showed that adding bio-oil could obviously weaken the aging effect of water but slightly enhance that of heat. The results could provide a basis for the aging resistance modification of BPF resin.
Objective: To explore changes in task/scheduling self-efficacy in children with visual impairments after playing exergames, using the participatory design (PD) method to guide students with visual impairments to engage in the design and test of exergames. Materials and Methods: A pre-/post-test was used with two experimental groups (nine high school students with visual impairments aged 18–21, nine junior high school students with visual impairments aged 14–17). Data were analyzed by an independent-/paired-sample t-test to assess changes in task/scheduling self-efficacy of different groups after gameplay. Data of three dimensions (psychological emotion, physical activity, and social interaction) were collected through texts, participative observations, live notetaking, and video recordings. These dimensions provide opportunities for children with visual impairments to improve their self-efficacy. Results: Exergames helped children with visual impairments to improve their task and scheduling self-efficacy. It confirmed that exergames can be useful to promote their psychological emotion, enhance levels of positive physical activity, and increase social opportunities to improve self-efficacy. Conclusion: Participants of various ages who engaged in exergames reported an improvement in both task and scheduling self-efficacy in terms of psychological emotion, physical activity, and social interaction. The PD approach may be useful in the design of products for people with visual impairments and may ultimately be helpful in supporting the social and physical needs of people with disabilities.
This paper aims to establish the gamification of tourism culture learning and demonstrate its feasibility. We did our research based on an immersive game called Travel Coser. The study explores how immersive games can be used to provide cultural learning to enhance the cultural experience of tourism by presenting a role-playing basis for enhancing cultural understanding. This article Outlines the design of the game, reports on the results of the preliminary validation, and discusses future developments.