15 resultados para browser plug-in

em Universidad Politécnica de Madrid


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High power density is strongly preferable for the on-board battery charger of Plug-in Hybrid Electric Vehicle (PHEV). Wide band gap devices, such as Gallium Nitride HEMTs are being explored to push to higher switching frequency and reduce passive component size. In this case, the bulk DC link capacitor of AC-DC Power Factor Correction (PFC) stage, which is usually necessary to store ripple power of two times the line frequency in a DC current charging system, becomes a major barrier on power density. If low frequency ripple is allowed in the battery, the DC link capacitance can be significantly reduced. This paper focuses on the operation of a battery charging system, which is comprised of one Full Bridge (FB) AC-DC stage and one Dual Active Bridge (DAB) DC-DC stage, with charging current containing low frequency ripple at two times line frequency, designated as sinusoidal charging. DAB operation under sinusoidal charging is investigated. Two types of control schemes are proposed and implemented in an experimental prototype. It is proved that closed loop current control is the better. Full system test including both FB AC-DC stage and DAB DC-DC stage verified the concept of sinusoidal charging, which may lead to potentially very high power density battery charger for PHEV.

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This paper studies the effect of different penetration rates of plug-in hybrid electric vehicles (PHEVs) and electric vehicles (EV) in the Spanish electrical system. A stochastic model for the average trip evaluation and for the arriving and departure times is used to determine the availability of the vehicles for charging. A novel advanced charging algorithm is proposed, which avoids any communication among all agents. Its performance is determined through different charging scenarios.

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The paper presents the main elements of a project entitled ICT-Emissions that aims at developing a novel methodology to evaluate the impact of ICT-related measures on mobility, vehicle energy consumption and CO2 emissions of vehicle fleets at the local scale, in order to promote the wider application of the most appropriate ICT measures. The proposed methodology combines traffic and emission modelling at micro and macro scales. These will be linked with interfaces and submodules which will be specifically designed and developed. A number of sources are available to the consortium to obtain the necessary input data. Also, experimental campaigns are offered to fill in gaps of information in traffic and emission patterns. The application of the methodology will be demonstrated using commercially available software. However, the methodology is developed in such a way as to enable its implementation by a variety of emission and traffic models. Particular emphasis is given to (a) the correct estimation of driver behaviour, as a result of traffic-related ICT measures, (b) the coverage of a large number of current vehicle technologies, including ICT systems, and (c) near future technologies such as hybrid, plug-in hybrids, and electric vehicles. The innovative combination of traffic, driver, and emission models produces a versatile toolbox that can simulate the impact on energy and CO2 of infrastructure measures (traffic management, dynamic traffic signs, etc.), driver assistance systems and ecosolutions (speed/cruise control, start/stop systems, etc.) or a combination of measures (cooperative systems).The methodology is validated by application in the Turin area and its capacity is further demonstrated by application in real world conditions in Madrid and Rome.

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El presente proyecto tiene como objetivo la creación de un controlador MIDI económico que haga uso de la tecnología actual, y partiendo de la idea del instrumento clásico, el Theremin, desarrollado por Lev Serguéievich Termen. Para ello se ha dividido el proyecto en dos principales bloques, el primero, hardware y el segundo, software. En la parte del hardware, se explica cual ha sido la razón de la utilización del microprocesador Arduino Uno, sus características técnicas y el uso de sensores de ultrasonido, ya que proporcionan la característica de poder interactuar con el controlador a través de gestos con las manos, al igual que un Theremin clásico. Se explica el montaje de los dispositivos que conforman el controlador, así como la mejora realizada, con la utilización de 4 de estos sensores, para dar más capacidades de interactuación con el controlador MIDI. También se ve en ese apartado, como se programa la tarjeta de Arduino, para que se encargue de realizar medidas con los sensores y enviarlas por el puerto serial USB. En el apartado del software se da una introducción al entorno de programación Max/MSP. Se ve el plug in desarrollado con este lenguaje, para poder comunicar el controlador MIDI con un software de audio profesional (Ableton Live) y se explica con detalle los bloques que conforman el plug in de control de sensores y como es transformada la información que entrega el microprocesador Arduino por el puerto USB, en datos MIDI. También, se da una explicación sobre el manejo correcto del controlador a la hora de mover las manos sobre los sensores y de donde situar el instrumento para que no se produzcan problemas de interferencias con las señales que envían los ultrasonidos. Además, se proporciona un presupuesto del coste de los materiales, y otro del coste del desarrollo realizado por el ingeniero. ABSTRACT The aim of this Project is the creation of an economical MIDI controller that uses nowadays technology and that is based on the idea of the Theremin, a classical instrument conceived by Lev Serguéievich Termen. In order to accomplish this, the project has been divided into two sections: hardware and software. The hardware section explains why the microprocessor Arduino Uno has been chosen, sets out its technical specifications and the use of ultrasonic sensors. These sensors enable the user to interact with the controller through hand gestures like the Theremin. The assembly of the devices is exposed as well as the improvements made with the use of four of these sensors to offer more interactive capabilities with the MIDI controller. The Arduino singleboard programming that performs the measurements with the sensors and sends these measurements through the USB serial port is also explained here. The software section introduces Max/MSP programming environment as well as the plug in developed with this language that connects the MIDI controller with professional audio software (Ableton Live). The blocks that build the sensor controller plug in are explained in detail along with the way the Arduino delivers the information through the USB port into MIDI data. In addition, an explanation of the correct handling of the MIDI controller is given focusing on how the user should move his hands above the sensors and where to place the instrument to avoid interference problems with the signals sent. Also, a cost estimation of both materials and engineering is provided.

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Context. This thesis is framed in experimental software engineering. More concretely, it addresses the problems arisen when assessing process conformance in test-driven development experiments conducted by UPM's Experimental Software Engineering group. Process conformance was studied using the Eclipse's plug-in tool Besouro. It has been observed that Besouro does not work correctly in some circumstances. It creates doubts about the correction of the existing experimental data which render it useless. Aim. The main objective of this work is the identification and correction of Besouro's faults. A secondary goal is fixing the datasets already obtained in past experiments to the maximum possible extent. This way, existing experimental results could be used with confidence. Method. (1) Testing Besouro using different sequences of events (creation methods, assertions etc..) to identify the underlying faults. (2) Fix the code and (3) fix the datasets using code specially created for this purpose. Results. (1) We confirmed the existence of several fault in Besouro's code that affected to Test-First and Test-Last episode identification. These faults caused the incorrect identification of 20% of episodes. (2) We were able to fix Besouro's code. (3) The correction of existing datasets was possible, subjected to some restrictions (such us the impossibility of tracing code size increase to programming time. Conclusion. The results of past experiments dependent upon Besouro's data could no be trustable. We have the suspicion that more faults remain in Besouro's code, whose identification requires further analysis.

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One of the main objectives of European Commission related to climate and energy is the well-known 20-20-20 targets to be achieved in 2020: Europe has to reduce greenhouse gas emissions of at least 20% below 1990 levels, 20% of EU energy consumption has to come from renewable resources and, finally, a 20% reduction in primary energy use compared with projected levels, has to be achieved by improving energy efficiency. In order to reach these objectives, it is necessary to reduce the overall emissions, mainly in transport (reducing CO2, NOx and other pollutants), and to increase the penetration of the intermittent renewable energy. A high deployment of battery electric (BEVs) and plug-in hybrid electric vehicles (PHEVs), with a low-cost source of energy storage, could help to achieve both targets. Hybrid electric vehicles (HEVs) use a combination of a conventional internal combustion engine (ICE) with one (or more) electric motor. There are different grades of hybridation from micro-hybrids with start-stop capability, mild hybrids (with kinetic energy recovery), medium hybrids (mild hybrids plus energy assist) and full hybrids (medium hybrids plus electric launch capability). These last types of vehicles use a typical battery capacity around 1-2 kWh. Plug in hybrid electric vehicles (PHEVs) use larger battery capacities to achieve limited electric-only driving range. These vehicles are charged by on-board electricity generation or either plugging into electric outlets. Typical battery capacity is around 10 kWh. Battery Electric Vehicles (BEVs) are only driven by electric power and their typical battery capacity is around 15-20 kWh. One type of PHEV, the Extended Range Electric Vehicle (EREV), operates as a BEV until its plug-in battery capacity is depleted; at which point its gasoline engine powers an electric generator to extend the vehicle's range. The charging of PHEVs (including EREVs) and BEVs will have different impacts to the electric grid, depending on the number of vehicles and the start time for charging. Initially, the lecture will start analyzing the electrical power requirements for charging PHEVs-BEVs in Flanders region (Belgium) under different charging scenarios. Secondly and based on an activity-based microsimulation mobility model, an efficient method to reduce this impact will be presented.

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El concepto de algoritmo es básico en informática, por lo que es crucial que los alumnos profundicen en él desde el inicio de su formación. Por tanto, contar con una herramienta que guíe a los estudiantes en su aprendizaje puede suponer una gran ayuda en su formación. La mayoría de los autores coinciden en que, para determinar la eficacia de una herramienta de visualización de algoritmos, es esencial cómo se utiliza. Así, los estudiantes que participan activamente en la visualización superan claramente a los que la contemplan de forma pasiva. Por ello, pensamos que uno de los mejores ejercicios para un alumno consiste en simular la ejecución del algoritmo que desea aprender mediante el uso de una herramienta de visualización, i. e. consiste en realizar una simulación visual de dicho algoritmo. La primera parte de esta tesis presenta los resultados de una profunda investigación sobre las características que debe reunir una herramienta de ayuda al aprendizaje de algoritmos y conceptos matemáticos para optimizar su efectividad: el conjunto de especificaciones eMathTeacher, además de un entorno de aprendizaje que integra herramientas que las cumplen: GRAPHs. Hemos estudiado cuáles son las cualidades esenciales para potenciar la eficacia de un sistema e-learning de este tipo. Esto nos ha llevado a la definición del concepto eMathTeacher, que se ha materializado en el conjunto de especificaciones eMathTeacher. Una herramienta e-learning cumple las especificaciones eMathTeacher si actúa como un profesor virtual de matemáticas, i. e. si es una herramienta de autoevaluación que ayuda a los alumnos a aprender de forma activa y autónoma conceptos o algoritmos matemáticos, corrigiendo sus errores y proporcionando pistas para encontrar la respuesta correcta, pero sin dársela explícitamente. En estas herramientas, la simulación del algoritmo no continúa hasta que el usuario introduce la respuesta correcta. Para poder reunir en un único entorno una colección de herramientas que cumplan las especificaciones eMathTeacher hemos creado GRAPHs, un entorno ampliable, basado en simulación visual, diseñado para el aprendizaje activo e independiente de los algoritmos de grafos y creado para que en él se integren simuladores de diferentes algoritmos. Además de las opciones de creación y edición del grafo y la visualización de los cambios producidos en él durante la simulación, el entorno incluye corrección paso a paso, animación del pseudocódigo del algoritmo, preguntas emergentes, manejo de las estructuras de datos del algoritmo y creación de un log de interacción en XML. Otro problema que nos planteamos en este trabajo, por su importancia en el proceso de aprendizaje, es el de la evaluación formativa. El uso de ciertos entornos e-learning genera gran cantidad de datos que deben ser interpretados para llegar a una evaluación que no se limite a un recuento de errores. Esto incluye el establecimiento de relaciones entre los datos disponibles y la generación de descripciones lingüísticas que informen al alumno sobre la evolución de su aprendizaje. Hasta ahora sólo un experto humano era capaz de hacer este tipo de evaluación. Nuestro objetivo ha sido crear un modelo computacional que simule el razonamiento del profesor y genere un informe sobre la evolución del aprendizaje que especifique el nivel de logro de cada uno de los objetivos definidos por el profesor. Como resultado del trabajo realizado, la segunda parte de esta tesis presenta el modelo granular lingüístico de la evaluación del aprendizaje, capaz de modelizar la evaluación y generar automáticamente informes de evaluación formativa. Este modelo es una particularización del modelo granular lingüístico de un fenómeno (GLMP), en cuyo desarrollo y formalización colaboramos, basado en la lógica borrosa y en la teoría computacional de las percepciones. Esta técnica, que utiliza sistemas de inferencia basados en reglas lingüísticas y es capaz de implementar criterios de evaluación complejos, se ha aplicado a dos casos: la evaluación, basada en criterios, de logs de interacción generados por GRAPHs y de cuestionarios de Moodle. Como consecuencia, se han implementado, probado y utilizado en el aula sistemas expertos que evalúan ambos tipos de ejercicios. Además de la calificación numérica, los sistemas generan informes de evaluación, en lenguaje natural, sobre los niveles de competencia alcanzados, usando sólo datos objetivos de respuestas correctas e incorrectas. Además, se han desarrollado dos aplicaciones capaces de ser configuradas para implementar los sistemas expertos mencionados. Una procesa los archivos producidos por GRAPHs y la otra, integrable en Moodle, evalúa basándose en los resultados de los cuestionarios. ABSTRACT The concept of algorithm is one of the core subjects in computer science. It is extremely important, then, for students to get a good grasp of this concept from the very start of their training. In this respect, having a tool that helps and shepherds students through the process of learning this concept can make a huge difference to their instruction. Much has been written about how helpful algorithm visualization tools can be. Most authors agree that the most important part of the learning process is how students use the visualization tool. Learners who are actively involved in visualization consistently outperform other learners who view the algorithms passively. Therefore we think that one of the best exercises to learn an algorithm is for the user to simulate the algorithm execution while using a visualization tool, thus performing a visual algorithm simulation. The first part of this thesis presents the eMathTeacher set of requirements together with an eMathTeacher-compliant tool called GRAPHs. For some years, we have been developing a theory about what the key features of an effective e-learning system for teaching mathematical concepts and algorithms are. This led to the definition of eMathTeacher concept, which has materialized in the eMathTeacher set of requirements. An e-learning tool is eMathTeacher compliant if it works as a virtual math trainer. In other words, it has to be an on-line self-assessment tool that helps students to actively and autonomously learn math concepts or algorithms, correcting their mistakes and providing them with clues to find the right answer. In an eMathTeacher-compliant tool, algorithm simulation does not continue until the user enters the correct answer. GRAPHs is an extendible environment designed for active and independent visual simulation-based learning of graph algorithms, set up to integrate tools to help the user simulate the execution of different algorithms. Apart from the options of creating and editing the graph, and visualizing the changes made to the graph during simulation, the environment also includes step-by-step correction, algorithm pseudo-code animation, pop-up questions, data structure handling and XML-based interaction log creation features. On the other hand, assessment is a key part of any learning process. Through the use of e-learning environments huge amounts of data can be output about this process. Nevertheless, this information has to be interpreted and represented in a practical way to arrive at a sound assessment that is not confined to merely counting mistakes. This includes establishing relationships between the available data and also providing instructive linguistic descriptions about learning evolution. Additionally, formative assessment should specify the level of attainment of the learning goals defined by the instructor. Till now, only human experts were capable of making such assessments. While facing this problem, our goal has been to create a computational model that simulates the instructor’s reasoning and generates an enlightening learning evolution report in natural language. The second part of this thesis presents the granular linguistic model of learning assessment to model the assessment of the learning process and implement the automated generation of a formative assessment report. The model is a particularization of the granular linguistic model of a phenomenon (GLMP) paradigm, based on fuzzy logic and the computational theory of perceptions, to the assessment phenomenon. This technique, useful for implementing complex assessment criteria using inference systems based on linguistic rules, has been applied to two particular cases: the assessment of the interaction logs generated by GRAPHs and the criterion-based assessment of Moodle quizzes. As a consequence, several expert systems to assess different algorithm simulations and Moodle quizzes have been implemented, tested and used in the classroom. Apart from the grade, the designed expert systems also generate natural language progress reports on the achieved proficiency level, based exclusively on the objective data gathered from correct and incorrect responses. In addition, two applications, capable of being configured to implement the expert systems, have been developed. One is geared up to process the files output by GRAPHs and the other one is a Moodle plug-in set up to perform the assessment based on the quizzes results.

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En 1938 surge en la escena académica un nuevo hombre –el homo ludens–, que llega de la mano del historiador Johan Huizinga. Ante el inminente aumento del tiempo libre, a partir de la disminución de la jornada de trabajo por una creciente automatización de la industria, el homo ludens viene a complementar el tiempo de trabajo ocupado desde la Revolución Industrial por el homo faber. La validez y fuerza de la propuesta de Huizinga está basada en el Juego como generador de cultura y desde allí el estudio del comportamiento de la sociedad desde su aspecto lúdico. Aquí radica la fortaleza representativa del HOMO LUDENS para las vanguardias de posguerra, que se proponen incluirlo en sus debates culturales analíticos y propositivos. En la posguerra Europa vivía el triunfalismo de la guerra en medio de sociedades y ciudades ruinosas que necesitaban una urgente reconstrucción. Se oían otras realidades, tanto el ‘American way of life’ como “The Americans” (Robert Frank, 1958): la sociedad de la abundancia, el gusto popular, la inclusión de lo cotidiano y lo banal, la publicidad, los medios de comunicación de masas, el consumo, la reconversión de la industria bélica en doméstica, las telecomunicaciones, los robots, los nuevos materiales, la carrera espacial y la ciencia ficción. Inglaterra surge como natural vínculo social y cultural con Estados Unidos, convirtiéndose en catalizador de las ideas vanguardistas. Ese panorama efervescente, ‘los años pop’, surge como una realidad cultural que representaba la complejidad, el caos, y la fascinación de la imaginería de un futuro presente, ilustrado en las propuestas artísticas de la época. Surgían, tanto desde Estados Unidos como desde Europa, ideas novedosas sobre la utilización lúdica del tiempo libre, como forma de potenciar la naturaleza creativa del ser humano: el Independent Group, Charles y Ray Eames, el Black Mountain Collage, el Theatre of Action, The Factory, la Internacional Situacionista y la Generación Beat. Estos grupos de gran impacto cultural basaron sus acciones en la utilización del Juego en sus propuestas, esencialmente bajo la in¬ fluencia dadá y singularmente de Marcel Duchamp cuyas propuestas revolucionaron la historia del arte del siglo XX. Todos ellos exploraron permanentemente la unión del arte a la vida a través de experiencias lúdicas, sirviendo como motivadores de las propuestas arquitectónico-urbanísticas en estudio en esta investigación. Estas principales son: de Alison y Peter Smithson “Berlín Hauptstadt” (1957); de ARCHIGRAM “Plug-in city” (1963-1964) e Instant City (1968); de Yona Friedman “Arquitectura Móvil” (1957); de Cederic Price “Fun Palace” (1960-1961); y de Constant Nieuwenhuys “New Babylon” (1959-64). La investigación fue conducida por una búsqueda ‘flexible’ de conceptos, hechos, personajes y proyectos. Desde el análisis de los escritos, gráficos, estudios y trabajos realizados por los protagonistas de la vanguardia, así como de una lectura contextual de la época enriquecida e ilustrada con hechos significativos y anécdotas divertidas, se opera en simultaneidad con una multiplicidad de fuentes. Se maneja un gran volumen de información proveniente de áreas de conocimiento muy diferentes (filosofía, arte, arquitectura, antropología, sociología, sicología, etc.), trabajándose con un objeto de estudio ‘vivo’, abierto y en constante reorganización. Pretende además de comunicar sus dérives, como construcción de discursos históricos, estimular el planteamiento de nuevas derivas. A través de un proceso minucioso se buscaron las relaciones entre los conceptos de Juego teóricos elaborados por distintos pensadores a partir de Kant y Schiller, que tuvieran una clara relación con los procesos proyectuales de los Arquitectos de la vanguardia en estudio. Dos factores son claves: el carácter de seriedad del Juego y la decisión de situar la investigación en el lugar del juego-play (juego libre y sin reglas). Se concluye sobre la estrecha relación Arquitectura y Juego en la vanguardia estudiada, profundizando en: el acto creativo del proyectar como proceso lúdico –por parte del Arquitecto–; el desarrollo de un homo ludens destinatario/usuario; las nuevas herramientas disciplinares desarrolladas: soporte topológico, plug-in, fragmentación, flexibilidad, on-off, transportabilidad. Una nueva arquitectura lúdica desde la que se profundiza en los aportes disciplinares teóricos y prácticos bajo este enfoque: la Arquitectura desde el automovimiento, lo efímero, el fragmento, el azar e indeterminación, lo ficticio, el vacío.

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Web development is currently driven by model-view-controller (MVC) frameworks. How has content management adapted to this scenario? This paper reviews content management features in Ruby on Rails framework and its most popular plug-ins. These features are distributed among the different layers of the MVC architecture

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Recently we have seen a large increase in the amount of geospatial data that is being published using RDF and Linked Data principles. Eorts such as the W3C Geo XG, and most recently the GeoSPARQL initiative are providing the necessary vocabularies to pub- lish this kind of information on the Web of Data. In this context it is necessary to develop applications that consume and take advantage of these geospatial datasets. In this paper we present map4rdf, a faceted browsing tool for exploring and visualizing RDF datasets enhanced with geospatial information.

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Over the last few decades, the ever-increasing output of scientific publications has led to new challenges to keep up to date with the literature. In the biomedical area, this growth has introduced new requirements for professionals, e.g., physicians, who have to locate the exact papers that they need for their clinical and research work amongst a huge number of publications. Against this backdrop, novel information retrieval methods are even more necessary. While web search engines are widespread in many areas, facilitating access to all kinds of information, additional tools are required to automatically link information retrieved from these engines to specific biomedical applications. In the case of clinical environments, this also means considering aspects such as patient data security and confidentiality or structured contents, e.g., electronic health records (EHRs). In this scenario, we have developed a new tool to facilitate query building to retrieve scientific literature related to EHRs. Results: We have developed CDAPubMed, an open-source web browser extension to integrate EHR features in biomedical literature retrieval approaches. Clinical users can use CDAPubMed to: (i) load patient clinical documents, i.e., EHRs based on the Health Level 7-Clinical Document Architecture Standard (HL7-CDA), (ii) identify relevant terms for scientific literature search in these documents, i.e., Medical Subject Headings (MeSH), automatically driven by the CDAPubMed configuration, which advanced users can optimize to adapt to each specific situation, and (iii) generate and launch literature search queries to a major search engine, i.e., PubMed, to retrieve citations related to the EHR under examination. Conclusions: CDAPubMed is a platform-independent tool designed to facilitate literature searching using keywords contained in specific EHRs. CDAPubMed is visually integrated, as an extension of a widespread web browser, within the standard PubMed interface. It has been tested on a public dataset of HL7-CDA documents, returning significantly fewer citations since queries are focused on characteristics identified within the EHR. For instance, compared with more than 200,000 citations retrieved by breast neoplasm, fewer than ten citations were retrieved when ten patient features were added using CDAPubMed. This is an open source tool that can be freely used for non-profit purposes and integrated with other existing systems.

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The educational platform Virtual Science Hub (ViSH) has been developed as part of the GLOBAL excursion European project. ViSH (http://vishub.org/) is a portal where teachers and scientist interact to create virtual excursions to science infrastructures. The main motivation behind the project was to connect teachers - and in consequence their students - to scientific institutions and their wide amount of infrastructures and resources they are working with. Thus the idea of a hub was born that would allow the two worlds of scientists and teachers to connect and to innovate science teaching. The core of the ViSH?s concept design is based on virtual excursions, which allow for a number of pedagogical models to be applied. According to our internal definition a virtual excursion is a tour through some digital context by teachers and pupils on a given topic that is attractive and has an educational purpose. Inquiry-based learning, project-based and problem-based learning are the most prominent approaches that a virtual excursion may serve. The domain specific resources and scientific infrastructures currently available on the ViSH are focusing on life sciences, nano-technology, biotechnology, grid and volunteer computing. The virtual excursion approach allows an easy combination of these resources into interdisciplinary teaching scenarios. In addition, social networking features support the users in collaborating and communicating in relation to these excursions and thus create a community of interest for innovative science teaching. The design and development phases were performed following a participatory design approach. An important aspect in this process was to create design partnerships amongst all actors involved, researchers, developers, infrastructure providers, teachers, social scientists, and pedagogical experts early in the project. A joint sense of ownership was created and important changes during the conceptual phase were implemented in the ViSH due to early user feedback. Technology-wise the ViSH is based on the latest web technologies in order to make it cross-platform compatible so that it works on several operative systems such as Windows, Mac or Linux and multi-device accessible, such as desktop, tablet and mobile devices. The platform has been developed in HTML5, the latest standard for web development, assuring that it can run on any modern browser. In addition to social networking features a core element on the ViSH is the virtual excursions editor. It is a web tool that allows teachers and scientists to create rich mash-ups of learning resources provided by the e-Infrastructures (i.e. remote laboratories and live webcams). These rich mash-ups can be presented in either slides or flashcards format. Taking advantage of the web architecture supported, additional powerful components have been integrated like a recommendation engine to provide personalized suggestions about educational content or interesting users and a videoconference tool to enhance real-time collaboration like MashMeTV (http://www.mashme.tv/).

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The security of a passive plug-and-play QKD arrangement in the case of finite (resources) key lengths is analysed. It is assumed that the eavesdropper has full access to the channel so an unknown and untrusted source is assumed. To take into account the security of the BB84 protocol under collective attacks within the framework of quantum adversaries, a full treatment provides the well-known equations for the secure key rate. A numerical simulation keeping a minimum number of initial parameters constant as the total error sought and the number of pulses is carried out. The remaining parameters are optimized to produce the maximum secure key rate. Two main strategies are addressed: with and without two-decoy-states including the optimization of signal to decoy relationship.

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3D woven composites reinforced with either S2 glass, carbon or a hybrid combination of both and containing either polyethylene or carbon z-yarns were tested under low-velocity impact. Different impact energies (in the range of 21–316 J) were used and the mechanical response (in terms of the impact strength and energy dissipated) was compared with that measured in high-performance, albeit standard, 2D laminates. It was found that the impact strength in both 2D and 3D materials was mainly dependent on the in-plane fiber fracture. Conversely, the energy absorption capability was primarily influenced by the presence of z-yarns, having the 3D composites dissipated over twice the energy than the 2D laminates, irrespective of their individual characteristics (fiber type, compaction degree, porosity, etc.). X-ray microtomography revealed that this improvement was due to the z-yarns, which delayed delamination and maintained the structural integrity of the laminate, promoting energy dissipation by tow splitting, intensive fiber breakage under the tup and formation of a plug by out-of-plane shear.

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Existen en el mercado numerosas aplicaciones para la generación de reverberación y para la medición de respuestas al impulso acústicas. Sin embargo, éstas son de precios muy elevados y/o no se permite acceder a su código y, mucho menos, distribuir de forma totalmente libre. Además, las herramientas que ofrecen para la medición de respuestas al impulso requieren de un tedioso proceso para la generación de la señal de excitación, su reproducción y grabación y, finalmente, su post-procesado. Este procedimiento puede llevar en ocasiones al usuario a cometer errores debido a la falta de conocimientos técnicos. El propósito de este proyecto es dar solución a algunos de los inconvenientes planteados. Con tal fin se llevó a cabo el desarrollo e implementación de un módulo de reverberación por convolución particionada en tiempo real, haciendo uso de software gratuito y de libre distribución. En concreto, se eligió la estación digital de trabajo (DAW. Digital Audio Worksation) REAPER de la compañía Cockos. Además de incluir las funcionalidades básicas de edición y secuenciación presentes en cualquier DAW, el programa incluye un entorno para la implementación de efectos de audio en lenguaje JS (Jesusonic), y se distribuye con licencias completamente gratuitas y sin limitaciones de uso. Complementariamente, se propone una extensión para REAPER que permite la medición de respuestas al impulso de recintos acústicos de una forma completamente automatizada y amigable para el usuario. Estas respuestas podrán ser almacenadas y posteriormente cargadas en el módulo de reverberación, permitiendo aplicar sobre nuestras pistas de audio la respuesta acústica de cualquier recinto en el que se hayan realizado medidas. La implementación del sistema de medida de respuestas se llevó a cabo empleando la herramienta ReaScript de REAPER, que permite la ejecución de pequeños scripts Python. El programa genera un Barrido Sinusoidal Logarítmico que excita el recinto acústico cuya respuesta se desea medir, grabando la misma en un archivo .wav. Este procedimiento es sencillo, intuitivo y está al alcance de cualquier usuario doméstico, ya que no requiere la utilización de sofisticado instrumental de medida. ABSTRACT. There are numerous applications in the market for the generation of reverb and measurement of acoustic impulse responses. However, they are usually very costly and closed source. In addition, the provided tools for measuring impulse responses require tedious processes for the generation and reproduction of the excitation signal, the recording of the response and its final post-processing. This procedure can sometimes drive the user to make mistakes due to the lack of technical knowledge. The purpose of this project is to solve some of the mentioned problems. To that end we developed and implemented a real-time partitioned convolution reverb module using free open source software. Specifically, the chosen software was the Cockos’ digital audio workstation (DAW) REAPER. In addition to the basic features included in any DAW, such as editing and sequencing, the program includes an environment for implementing audio effects in JS (Jesusonic) language of free distribution and features an unrestricted license. As an extension for REAPER, we propose a fully automated and user-friendly method for measuring rooms’ acoustic impulse responses. These will be stored and then loaded into the reverb module, allowing the user to apply the acoustical response of any room where measurement have been taken to any audio track. The implementation of the impulse response measurement system was done using REAPER’s ReaScript tool that allows the execution of small Python scripts. The program generates a logarithmic sine sweep that excites the room and its response is recorded in a .wav file. This procedure is simple, intuitive and it is accessible to any home user as it does not require the use of sophisticated measuring equipment.