15 april 2025
Applied physics
Subject: Advanced photophysical strategies in modern OLEDs
Lecturer: PhD Glib Baryshnikov
Time: 13:15-14:00
Location: K2, Kåkenhus, Campus Norrköping
Abstract
Over the past few decades organic electronics became one of the most important fields of science for the humanity. Huge consumer success and impressive technical abilities of novel electronic devices have resulted in the necessity of further scientific investigations and developments in this field. The significant competitive potential of organic light emitting diodes (OLEDs) and a number of design and technological features, that are unique to this class of devices, have created preconditions for commercialization of OLEDs as basic elements in display technologies, automotive engineering, biomedicine and dynamic lighting systems. The lecture summarizes some new strategies for development of revolutionary emitters for OLEDs. The “new strategies” involves the usage of organic luminescent radicals (for orange-green region), metal-free phosphors (for red, green, blue regions) and doubly thermally activated delayed fluorescent dyes (for whole visible region) as OLED emitters. The successful implementation of these strategies includes a combination of computational design with organic synthesis, a comprehensive study of newly synthesized materials and the fabrication of devices to make a breakthrough in OLED performance and to support a sustainable development in this field.
28 February 2025
Computer Science
Subject: Gamification and Serious Games for Health and Learning
Lecturer: Aseel Berglund
Time: 10:15-11:00
Location: Alan Turing, E-huset, Campus Valla
Abstract
Gamification and serious games have a strong potential to improve user engagement, enhance outcome, and motivate certain behaviors in both healthcare and education. This lecture explores research at the intersection of computer science, health informatics, educational technology, and behavioral psychology, demonstrating how gamified approaches can enhance digital interventions across multiple domains. Special attention will be given to the methodological contributions in developing and assessing gamified applications, particularly in the context of increasing physical activity and reducing sedentary behavior. Through case studies and practical examples, attendees gain theoretical and practical insights into the design and implementation of serious games and adding immersive gaming elements into nongame contexts, like a website, learning management system or business’ intranet to increase participation.