Facies Architecture and Reservoir Quality of Miocene Mt. Messenger Deep-Water Deposits, Taranaki Peninsula, New Zealand

Author(s):  
DOUGLAS W. JORDAN ◽  
DOUGLAS J. SCHULTZ ◽  
J. ALBERT CHERNG ◽  
Rob B. Kirk ◽  
Douglas W. Jordan
2021 ◽  
Vol 36 (1) ◽  
Author(s):  
Kuntadi Nugrahanto Nugrahanto ◽  
Ildem Syafri ◽  
Budi Muljana

As we may all be aware the oil and gas wellbores offshore Kutei and North Makassar have not optimally penetrated the objective strata, which is the Middle Miocene’s deep-water reservoirs.  Therefore, evaluating the quality of these reservoirs with onshore dataset then comparing them with the proven Late Miocene’s deep-water producing reservoirs had been very fundamental.  The study focuses on the assessment of QFL and sandstones litho-facies based on the rock samples from conventional-core and side-wall core, and well-logs data from forty wells onshore and offshore.  These rock samples are bounded by the key biostratigraphy intervals of M40M33, M45M40, M50M45 (Middle Miocene), and M65M50, M66M65, M70M66, M80M70 (Late Miocene).  Subdivisions of the reservoirs considered the sandstone litho facies, NTG ratio, sorting, and grain size, to come up with five groups in the Middle Miocene deltaic facies: FLU_SX, DC_SX, DC_SM, DC_SM, and DF_SC; and four groups in the Late Miocene deep-water facies: SSWS, MSWS, SSPS, and MSPS.  Core-based porosity and permeability further explain the relationship between the reservoir quality with the sandstones’ composition and litho facies, and concluded that high-energy depositional system is mainly associated with the FLU_SX, DC_SX, SSWS and MSWS being the reservoir with best quality.  Oppositely, the DF_SC, SSPS, and MSPS are classified the reservoir with worst to none quality.  A cross plot between core-based porosity and maximum burial depth is able to postulate the relational trend of decreasing reservoir quality with deeper depth.


2018 ◽  
Vol 98 ◽  
pp. 97-115 ◽  
Author(s):  
Daniel Bell ◽  
Ian A. Kane ◽  
Anna S.M. Pontén ◽  
Stephen S. Flint ◽  
David M. Hodgson ◽  
...  

2020 ◽  
Author(s):  
Hiran Thabrew ◽  
Karolina Stasiak ◽  
Harshali Kumar ◽  
Tarique Naseem ◽  
Christopher Frampton ◽  
...  

BACKGROUND Approximately 10% to 12% of New Zealand children and young people have long-term physical conditions (also known as chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse physical and mental healthcare, school absence, and poorer long-term outcomes. Recently, electronic health (eHealth) interventions, especially those based on the principles of Cognitive Behavior Therapy (CBT), have been shown to be as good as face-to-face therapy. Biofeedback techniques have also been shown to enhance relaxation during the treatment of anxiety. However, these modalities have rarely been combined. Young people with long-term physical conditions have expressed a preference for well-designed and technologically-based support to deal with psychological issues, especially anxiety. OBJECTIVE This study aimed to co-design and evaluate the (i) acceptability and (ii) usability of a CBT and biofeedback-based, 5-module eHealth game called ‘Starship Rescue’ and (iii) to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS Starship Rescue was co-designed with children and young people from a tertiary hospital in Auckland, New Zealand. Following this, 24 young people aged 10 to 17 years were enrolled in an open trial, during which they were asked to use the game for an 8-week period. Acceptability of the game to all participants was assessed using a brief, open-ended questionnaire, and more detailed feedback was obtained from a subset of 10 participants via semi-structured interviews. Usability was evaluated via the System Usability Scale (SUS) and device-recorded frequency and duration of access on completion of the game. Anxiety levels were measured prior to commencement, on completion of the game, and 3 months later using the Generalized Anxiety Disorder 7-item scale (GAD-7) and Spence Child Anxiety Scales (SCAS), and at the start of each module and at the end of the game using an embedded Likert/visual analog scale. Quality of life was measured prior to commencement and on completion of the game using the Pediatric Quality of Life Scale (PEDS-QL). RESULTS Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10 and a mean score of 71 out of 100 (SD 11.7; min 47.5; max 90) on the System Usability Scale (SUS). The mean time period for use of the game was just over 11-weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the GAD-7 (-4.6 (p=0.000)), SCAS (-9.6 (p=0.005)), and the Likert/visual analogue scales (-2.4 (p=0.001)). Quality of life also improved on the PedsQL scale (+4.3 (p=0.042)). All changes were sustained at 3-month follow-up. CONCLUSIONS This study provides preliminary evidence for Starship Rescue being an acceptable, usable and effective eHealth intervention for addressing anxiety in young people with long-term physical conditions. Further evaluation is planned via a more formal randomized controlled trial. CLINICALTRIAL Australian New Zealand Clinical Trials Network Registry (ANZCTR): ACTRN12616001253493p;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 (Archived by WebCite at http://www.webcitation.org/6sYB716lf)


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