813 resultados para Scenic creation
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DNA assembly is among the most fundamental and difficult problems in bioinformatics. Near optimal assembly solutions are available for bacterial and small genomes, however assembling large and complex genomes especially the human genome using Next-Generation-Sequencing (NGS) technologies is shown to be very difficult because of the highly repetitive and complex nature of the human genome, short read lengths, uneven data coverage and tools that are not specifically built for human genomes. Moreover, many algorithms are not even scalable to human genome datasets containing hundreds of millions of short reads. The DNA assembly problem is usually divided into several subproblems including DNA data error detection and correction, contig creation, scaffolding and contigs orientation; each can be seen as a distinct research area. This thesis specifically focuses on creating contigs from the short reads and combining them with outputs from other tools in order to obtain better results. Three different assemblers including SOAPdenovo [Li09], Velvet [ZB08] and Meraculous [CHS+11] are selected for comparative purposes in this thesis. Obtained results show that this thesis’ work produces comparable results to other assemblers and combining our contigs to outputs from other tools, produces the best results outperforming all other investigated assemblers.
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UANL
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Rapport de recherche
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Despite the growing popularity of participatory video as a tool for facilitating youth empowerment, the methodology and impacts of the practice are extremely understudied. This paper describes a study design created to examine youth media methodology and the ethical dilemmas that arose in its attempted implementation. Specifically, elements that added “rigor” to the study (i.e., randomization, pre- and post-measures, and an intensive interview) conflicted with the fundamental tenets of youth participation. The paper concludes with suggestions for studying participatory media methodologies that are more in line with an ethics of participation.
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Cette thèse examine l'impact de la collaboration avec des instrumentistes particuliers sur la composition de quatre œuvres électroacoustiques. Assumant un rôle plus important que celui de consultant ou conseiller, les interprètes ont influencé les décisions de l'auteur / compositeur dans le cadre de multiples ateliers et d'enregistrements de ceux-ci. Cette thèse examine ainsi comment les outils médiatiques de la musique électroacoustique affectent et enrichissent les relations personnelles : ces outils favorisent la transcription et la traduction, qui à la fois soulignent et transforment la spécificité du son. Le dialogue de la collaboration permet par la suite non seulement une réconciliation plus facile entre les éléments médiatisés et directs dans une oeuvre, mais aussi l'ouverture de son potentiel d'interprétation. En se servant d'une méthodologie qui fait appel à une pratique d'auto-réflexion et récursivité, cette thèse explore des sujets tels que : l'analyse du style personnel dans un cadre linguistique; l'importance du contact physique dans la collaboration et sa traduction incomplète sur support; et les défis de la préservation de la musique électroacoustique pour média ou interprète particulier. Des exemples de la création collaborative de quatre œuvres, racontés de manière personnelle, sont tressés parmi le récit plus théorique de cette thèse, imitant le va-et-vient de la recherche-création.
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A new geometry (semiannular) for Josephson junction has been proposed and theoretical studies have shown that the new geometry is useful for electronic applications [1, 2]. In this work we study the voltage‐current response of the junction with a periodic modulation. The fluxon experiences an oscillating potential in the presence of the ac‐bias which increases the depinning current value. We show that in a system with periodic boundary conditions, average progressive motion of fluxon commences after the amplitude of the ac drive exceeds a certain threshold value. The analytic studies are justified by simulating the equation using finite‐difference method. We observe creation and annihilation of fluxons in semiannular Josephson junction with an ac‐bias in the presence of an external magnetic field.
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Open access iiiovemerit and open source software movement plays an important role in creation of knowledge, knowledge management and knowledge dissemination. Scholarly communication and publishing are increasingly taking place in the electronic environment. With a growing proportion of the scholarly record now existing only in digital format, serious issues regarding access and preservation are being raised that are central to future scholarship. Institutional Repositories provide access to past. present and future scholarly literature and research documentation; ensures its preservation; assists users in discovery and use; and offers educational programs to enable users to develop lifelong literacy. This paper explores these aspects on how IR of Cochin University of Science & Technology supports scientific community for knowledge creation. knowledge Management, and knowledge dissemination.
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We provide a new method for systematically structuring the top-down level of ontologies. It is based on an interactive, top-down knowledge acquisition process, which assures that the knowledge engineer considers all possible cases while avoiding redundant acquisition. The method is suited especially for creating/merging the top part(s) of the ontologies, where high accuracy is required, and for supporting the merging of two (or more) ontologies on that level.
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-Definitions -Value concepts -Value creation framework -Value creation and product development
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Short videos and Guides on how to print to various devices at WSA. Why 300dpi is important for printing, why PDF's are the defacto standard for printing and the how and where to get your files printed.
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Instead of using the technology for the mere recording and dissemination of lectures and other instructor-centred information, the project reported on in this article focused on enabling students to create their own podcasts for distribution to their peers. The article describes how engaging in the podcasting exercise promoted collaborative knowledge building among the student-producers, as evidenced through focus-group interviewing and an analysis of the products of their shared dialogue and reflection.
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Resumen tomado de la revista
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Desde el campo de la informática educativa, varios autores exponen el posible efecto positivo de incorporar videojuegos y simulaciones con elementos de juego en los procesos educativos. Esta postura continúa siendo objeto de debate y sus detractores identifican, dos problemas fundamentales, por un lado el excesivo coste de estas iniciativas y, por otro, su carácter limitado que obliga a que formen parte de variados procesos educativos.. En este trabajo se estudia cómo abordar estos dos problemas desde un punto de vista tecnológico. Se propone una plataforma menor que e-adventure, un entorno de desarrollo para juegos educativos. Esta plataforma aborda el primer problema planteando, un modelo de proceso de desarrollo inspirado en la aproximación documental al desarrollo de software. El modelo de proceso incluye la propuesta de un lenguaje de marcado extendido, XML, específico del dominio de las aventuras gráficas educativas. Este lenguaje es sencillo de utilizar y facilita la creación de este tipo de juegos e incluye construcciones específicamente educativas que dan soporte a la evaluación de la actividad del alumno y a patrones de aprendizaje adaptativo. El segundo problema se aborda proponiendo la integración de dichos juegos con plataformas de tele-enseñanza, LMS, que se emplean tanto en la enseñanza a través de internet como en aproximaciones del aprendizaje electrónico, e-learning, combinadas con la enseñanza tradicional.. Se incluye la implementación de un prototipo de la plataforma propuesta y varios juegos educativos desarrollados con ella, en colaboración con investigadores e instructores de otros campos..