We investigated the formation of a droplet from a single pore in a glass chip, which is a model system for droplet formation in membrane emulsification. Droplet formation was simulated with the lattice Boltzmann method, a method suitable for modeling on the mesoscale. We validated the lattice Boltzmann code with several benchmarks such as the flow profile in a rectangular channel, droplet deformation between two shearing plates, and a sessile drop on a plate with different wetting conditions. In all cases, the modeling results were in good agreement with the benchmark. A comparison of experimental droplet formation in a microchannel glass chip showed good quantitative agreement with the modeling results. With this code, droplet formation simulations with various interfacial tensions and various flow rates were performed. All resulting droplet sizes could be correlated quantitatively with the capillary number and the fluxes in the system.
For applications where droplet breakup and surfactant adsorption are strongly coupled, a diffuse interface model is developed. The model is based on a free energy functional, partly adapted from the sharp interface model of [Diamant and Andelman 34(8):575-580, (1996)]. The model is implemented as a 2D Lattice Boltzmann scheme, similar to existing microemulsion models, which are coupled to hydrodynamics. Contrary to these microemulsion models, we can describe realistic adsorption isotherms, such as the Langmuir isotherm. From the free energy, functional analytical expressions of equilibrium properties are derived, which compare reasonably with numerical results. Interfacial tension lowering scales with the logarithm of the area fraction of the interface unloaded with a surfactant: Δσ $ lnð1 À ψ 0 Þ: Furthermore, we show that adsorption kinetics are close to the classical relations of Ward and Tordai. Prelimary simulations of droplets in shear flow show promising results, with surfactants migrating to interfacial regions with highest curvature. We conclude that our diffuse interface model is very promising for apprehending the above-mentioned applications as membrane emulsification.
This article seeks to make the relationship between non-market game developers (modders) and the game developer company explicit through game technology. It investigates a particular type of modding, i.e. total conversion mod teams, whose organization can be said to conform to the high-risk, technologically-advanced, capital-intensive, proprietary practice of the developer company. The notion 'proprietary experience' is applied to indicate an industrial logic underlying many mod projects. In addition to a particular user-driven mode of cultural production, mods as proprietary extensions build upon proprietary technology and are not simple redesigned games, because modders tend to follow a particular marketing and industrial discourse with corresponding industrial-like practices
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