Engineers find a new way to convert carbon dioxide into useful products

Engineers find a new way to convert carbon dioxide into useful products

MIT chemical engineers have devised an efficient way to convert carbon dioxide to carbon monoxide, a chemical precursor that can be used to generate useful compounds such as ethanol and other fuels.

If scaled up for industrial use, this process could help to remove carbon dioxide from power plants and other sources, reducing the amount of greenhouse gases that are released into the atmosphere.

“This would allow you to take carbon dioxide from emissions or dissolved in the ocean, and convert it into profitable chemicals. It’s really a path forward for decarbonization because we can take CO2, which is a greenhouse gas, and turn it into things that are useful for chemical manufacture,” says Ariel Furst, the Paul M. Cook Career Development Assistant Professor of Chemical Engineering and the senior author of the study.

The new approach uses electricity to perform the chemical conversion, with help from a catalyst that is tethered to the electrode surface by strands of DNA. This DNA acts like Velcro to keep all the reaction components in close proximity, making the reaction much more efficient than if all the components were floating in solution.

Furst has started a company called Helix Carbon to further develop the technology. Former MIT postdoc Gang Fan is the lead author of the paper, which appears in the Journal of the American Chemical Society Au. Other authors include Nathan Corbin PhD ’21, Minju Chung PhD ’23, former MIT postdocs Thomas Gill and Amruta Karbelkar, and Evan Moore ’23.

Breaking down CO2

Converting carbon dioxide into useful products requires first turning it into carbon monoxide. One way to do this is with electricity, but the amount of energy required for that type of electrocatalysis is prohibitively expensive.

To try to bring down those costs, researchers have tried using electrocatalysts, which can speed up the reaction and reduce the amount of energy that needs to be added to the system. One type of catalyst used for this reaction is a class of molecules known as porphyrins, which contain metals such as iron or cobalt and are similar in structure to the heme molecules that carry oxygen in blood. 

During this type of electrochemical reaction, carbon dioxide is dissolved in water within an electrochemical device, which contains an electrode that drives the reaction. The catalysts are also suspended in the solution. However, this setup isn’t very efficient because the carbon dioxide and the catalysts need to encounter each other at the electrode surface, which doesn’t happen very often.

To make the reaction occur more frequently, which would boost the efficiency of the electrochemical conversion, Furst began working on ways to attach the catalysts to the surface of the electrode. DNA seemed to be the ideal choice for this application.

“DNA is relatively inexpensive, you can modify it chemically, and you can control the interaction between two strands by changing the sequences,” she says. “It’s like a sequence-specific Velcro that has very strong but reversible interactions that you can control.”

To attach single strands of DNA to a carbon electrode, the researchers used two “chemical handles,” one on the DNA and one on the electrode. These handles can be snapped together, forming a permanent bond. A complementary DNA sequence is then attached to the porphyrin catalyst, so that when the catalyst is added to the solution, it will bind reversibly to the DNA that’s already attached to the electrode — just like Velcro.

Once this system is set up, the researchers apply a potential (or bias) to the electrode, and the catalyst uses this energy to convert carbon dioxide in the solution into carbon monoxide. The reaction also generates a small amount of hydrogen gas, from the water. After the catalysts wear out, they can be released from the surface by heating the system to break the reversible bonds between the two DNA strands, and replaced with new ones.

An efficient reaction

Using this approach, the researchers were able to boost the Faradaic efficiency of the reaction to 100 percent, meaning that all of the electrical energy that goes into the system goes directly into the chemical reactions, with no energy wasted. When the catalysts are not tethered by DNA, the Faradaic efficiency is only about 40 percent.

This technology could be scaled up for industrial use fairly easily, Furst says, because the carbon electrodes the researchers used are much less expensive than conventional metal electrodes. The catalysts are also inexpensive, as they don’t contain any precious metals, and only a small concentration of the catalyst is needed on the electrode surface.

By swapping in different catalysts, the researchers plan to try making other products such as methanol and ethanol using this approach. Helix Carbon, the company started by Furst, is also working on further developing the technology for potential commercial use.

The research was funded by the U.S. Army Research Office, the CIFAR Azrieli Global Scholars Program, the MIT Energy Initiative, and the MIT Deshpande Center.

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Stellar Blade Feature – Angel From Heaven

Introduction

Stellar Blade’s development was announced in 2019 by Korean developer Shift Up Second EVE Studio for current-gen consoles, boasting talent from the popular MMO Blade & Soul. It wasn’t until 2021, however, that we got our first proper look at Stellar Blade during a PlayStation showcase, where it was shown with its former title, Project Eve.

For those not paying close attention to Korean video game news, it felt like it came out of nowhere. In the trailer, a beautiful woman is seen fighting a hybrid monster robot. She uses a sword to break off one of the cyborg creature’s arms to use as a weapon before being thrown through a wall, revealing the fight was happening on a space station all along. As she careens through space further and further away from the station, it is revealed that a much larger, much creepier creature with too many eyes has grafted itself onto the facility from the outside. It’s an attention-grabbing first look, and the trailer only gets more interesting from there as the woman (whose name is Eve) is seen pulling off more acrobatic combat moves on an Earth that has experienced some kind of apocalypse.

Stellar Blade Feature – Angel From Heaven

Considering Eve, her combat style, settings in both space and on a ravaged Earth, and a robot floating behind Eve offering help and advice, many were quick to compare the game to Nier: Automata. Speaking with Stellar Blade’s game director, Hyung-Tae Kim, and its technical director Dong-Gi Lee, through a translator, that is not entirely by accident, even if the final game will likely showcase plenty of differences between the two.

“You’re probably aware of this, but Yoko Taro’s Nier: Automata was the biggest inspiration for Stellar Blade,” Kim says. “That was even the starting point or motivation to make this game, so I’m very grateful for that.” Both Kim and Lee are quick to detail other points of inspiration. The two specifically call out anime and manga like Ghost in the Shell and Battle Angel Alita but add, “While Nier: Automata did give motive to the progression of the story, the combat itself is different. Of course, they share a common factor of being an action game, but we tried to make the combat flashier yet tense.”

A Game With An Ending

A Game With An Ending

After playing Nier: Automata, but before Kim, Lee, and the Shift Up team were diving into the minutiae of making Stellar Blade, development began in 2018 with a much simpler desire: to make a video game with an ending. During that time, development in Korea was focused predominantly on the mobile market, with few focused on console development, which led to some barriers. “It was pretty tough to get all the developers of console games into one team […] mobile games – they have their own, I guess, pros, because you get to enjoy the world that you love whenever you want, it continues on, and it’s maintained constantly, but then there is a market where only that kind of game exists,” Kim says. “That balance needed to be broken.”

Combat For Everyone

Combat For Everyone

Stellar Blade’s combat is flashy in all gameplay footage to date, with Eve pulling off pre-determined moves and throwing the titular Stellar Blade into the air while her long hair twirls around the action, but those impressive animations don’t explain what players are doing moment-to-moment. Eve can learn various combos, but it’s not the kind of action game where you are memorizing a series of useful inputs and trying to execute the right ones at the right moments. Every encounter begins with the decision of going in offensively or defensively. Enemies will not wait for Eve to make a move, and she can defend, parry, or use evasive maneuvers. Countering enemies will put them in a groggy state, which opens the window to use combos or “Beta Skills,” as Kim and Lee refer to them. “There is also what’s called the Balance Gauge, and if you succeed in consecutive parrying, you can deal a huge blow to the enemies,” Kim says. “Other combat options include assassination, ranged attacks, and more, depending on the situation.”

Boss battles carry a similar strategy. Kim refers to them as “the most important content in Stellar Blade” and adds that there will be a level of pattern recognition required to defeat them. Kim says combat is being designed in such a way that it will require proactive effort from the player, but it is not trying to make an overly challenging game like so many that are inspired by From Software titles like Sekiro: Shadows Die Twice. Difficult modes will exist for players who want them, but so will story modes. “Another mode exists for someone who wants to focus more on the narrative part of the game,” Kim says, “But that doesn’t necessarily mean that we got rid of the fun of the battle itself.”

Heaven And (Destroyed) Earth

Heaven And (Destroyed) Earth

In the world of Stellar Blade, Eve is an airborne squad member from space, but she is human. She has a secret that distinguishes her from her coworkers (that Kim and Lee were not ready to share), but otherwise, she is at the same level as the other members of her squad. “Humanity has been defeated by these enemies called Naytibas that appeared out of nowhere one day on Earth, and so humanity, they took this space elevator, and they escaped to an off-world colony,” Kim says. That’s where privileged humans live, but many have continued to survive on Earth and Eve and her peers have come back down to try and take the world back from the Naytibas. Of course, as is often the case in science fiction, not everything is as it seems. Eve is surprised to find humans living on Earth. Everyone had been told there were no survivors.

Many of the humans Eve meets on Earth call her an angel, considering where she came from, and welcome her assistance in the form of sidequests. “You can see it as an angel that descended from outer space with a sword,” Kim says. Defeating the Naytibas is the main mission, but many need help on an immediate and smaller scale. Kim does not intend for these sidequests to break the format. When asked what sidequests from other games have influenced the ones in Stellar Blade, he replied, “Let’s see… The side quests were not influenced by certain games specifically. I should say that they were influenced by all the games that I have played all this time.”

For example, there is one series of consecutive sidequests where Eve is trying to help a broken woman in an old pub in Xion, a location where humans have found refuge after the apocalypse. The woman used to be a singer, but now she is struggling to even stay alive. The missions Eve completes will help her recover mentally and physically, though Kim teases an unexpected ending. “There are some choices that alter the results,” Kim says when asked if the player will be making story decisions in these moments, “But honestly, I wouldn’t say you have much freedom. But there certainly are important decisions to be made.”

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Costumes serve as one of the rewards for completing sidequests but don’t expect wearing different outfits to change Eve’s statistics. The goal is to make sure no singular clothing item is emphasized. They want players to choose the outfits based on personal preference rather than statistical significance. Approximately 30 costumes will be discoverable throughout the course of the game, whether by just stumbling across them, receiving them as rewards, or creating them through found recipes. The team also plans to add more after release.

Kim used the terms “ingredients” and “recipes” when describing creating certain costumes, but Stellar Blade won’t have players crafting new weapons – The Stellar Blade is Eve’s only weapon. It can be improved to swing faster or deliver more critical hits, but they want players to fully focus on the titular sword.

To The Future

To The Future

Every new look at Stellar Blade showcases footage of a game that looks stunning in action. I also appreciate Kim’s candid appreciation for Nier: Automata and its storytelling. It’s rare developers are so straightforward about the games that inspired them, and it is refreshing to hear someone love a game so much that they wanted to make one like it. The feeling of combat remains Stellar Blade’s primary question mark as I, unfortunately, did not get a chance to go hands-on, but I am already invested in finding out Eve’s secret, what the Naytibas are, and what is happening on this version of Earth.

“When the world experiences an apocalypse, people develop these uncanny religious tendencies, and it will be interesting to see the changes in them,” Kim says, wrapping up our discussion. A compelling seed planted for a science fiction narrative.


This article originally appeared in Issue 364 of Game Informer

Bethesda Gives A Small Update On The Elder Scrolls 6

If you’ve been paying attention to our Game Gauntlet, a bracket where our readers decide the best game of all time, you might have noticed one contender has been an unstoppable force – The Elder Scrolls V: Skyrim. It nuked Fallout 3, omnislashed Final Fantasy VII, felled Elden Ring (without using spirit ashes), and survived the hordes of The Last of Us. Skyrim was a groundbreaking open-world adventure when it was first released, and fans clearly have plenty of love for it in the 13 years since then and now, so it’s no surprise the gaming community has been clamoring for news about a sequel for years now. Luckily, we do have a minor update for fans who need something to tide them over just a little longer.

Thirty years ago, The Elder Scrolls series began with The Elder Scrolls: Arena, so Bethesda put together a little celebratory post touring through each game in the franchise. The post, which you can read in its entirety below, ends with a small section about the highly anticipated next entry.

The relevant section says, “Last but not least, yes, we are in development on the next chapter – The Elder Scrolls VI. Even now, returning to Tamriel and playing early builds has us filled with the same joy, excitement, and promise of adventure.”

There’s really not much to go on, but as Kotaku points out, this does confirm that the series will stay on the continent of Tamriel rather than venturing off to other areas in the fantasy world, along with the fact that the game is at least in a playable state. That said, there’s no telling how far off from release it still is; the last we heard was from Microsoft’s private documents that were leaked during its acquisition of Activision Blizzard, which put the release date somewhere 2026 or later.

For more Bethesda, check out the news about The Elder Scrolls’ newest spin-off,  read our Starfield review, and see which Xbox games are coming to other platforms.

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