Indole is an important molecular motif in many biological molecules and exists in its deprotonated anionic form in the cyan fluorescent protein, an analogue of green fluorescent protein. However, the electronic structure of the deprotonated indole anion has been relatively unexplored. Here, we use a combination of anion photoelectron velocity-map imaging measurements and quantum chemistry calculations to probe the electronic structure of the deprotonated indole anion. We report vertical detachment energies (VDEs) of 2.45 ± 0.05 eV and 3.20 ± 0.05 eV, respectively. The value for D0 is in agreement with recent high-resolution measurements whereas the value for D1 is a new measurement. We find that the first electronically excited singlet state of the anion, S1(ππ*), lies above the VDE and has shape resonance character with respect to the D0 detachment continuum and Feshbach resonance character with respect to the D1 continuum.
This article reports on the use of a virtual world (Second Life) in computing education, and identifies the precursors of current virtual world systems. The article reviews the potential for virtual worlds as tools in computing education. It describes two areas where Second Life has been used in computing education: as a development environment; as a collaboration tool and to provide a environment for simulation. The benefits of virtual worlds for computing education (with a particular emphasis on Second Life) are discussed. Qualitative feedback from students is reported which, although not definitive, illustrates many of the benefits and disadvantages of using virtual worlds in computing education.
Abstract. This study was carried out to gather user requirements using a questionnaire survey. The study has investigated how people may use mobile location-aware technologies for learning purposes in cultural heritage contexts. This paper presents the results of this survey study and outlines a number of challenges for further development.
This paper introduces a list of guidelines for designing mobile location-based learning services with respect to cultural heritage sites. This list was set out based on the results of a userstudy in the field. The user study was carried out with adult endusers to evaluate a prototype mobile application that delivered information through mobile phones and smart eye glasses simultaneously regarding cultural heritage sites based on location. Augmented reality and location-based services are utilised in this app.
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