891 resultados para free and open source software
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The present study was carried out to determine the ileal digestibility of Arg and Lys in acutely heatstressed broilers using diets varying in Arg:Lys ratio, NaCl concentration, and Met Source. Male broilers were maintained at 22degreesC from 21 to 33 d of age and then at 32degreesC from 33 to 38 d of age. From 28 to 38 d of age, birds were fed a diet with an Arg:Lys ratio of 1.05 and 3 g of supplemental NaCl/kg of diet with or without L-arg free base to increase the Arg:Lys to 1.35, and with or without 3 g/kg of additional NaCl. Methionine was supplied as equimolar amounts of DL-Met or 2-hydroxy-4-(methylthio)-butanoic acid in a 2 x 2 x 2 design. At 38 d of age, digesta were collected from the terminal ileum, and amino acid analyses were conducted on feed and digesta samples and compared with acid-insoluble ash (dietary celite) to calculate the apparent ileal digestibilities of Lys and Arg. Increasing the NaCl concentration and the presence of HMB significantly decreased the digestibility of both Arg and Lys, whereas increasing the Arg:Lys ratio increased the digestibility of only Arg but did increase BW gain (P = 0.08). An interaction between dietary NaCl and Arg:Lys ratio as well as the 3-way interaction suggested that dietary NaCl could affect the apparent ileal digestibility of Arg and Lys at certain Arg:Lys ratios and the response may be influenced by the Met source.
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Extensible Business Reporting Language (XBRL) is being adopted by European regulators as a data standard for the exchange of business information. This paper examines the approach of XBRL International (XII) to the meta-data standard's development and diffusion. We theorise the development of XBRL using concepts drawn from a model of successful open source projects. Comparison of the open source model to XBRL enables us to identify a number of interesting similarities and differences. In common with open source projects, the benefits and progress of XBRL have been overstated and 'hyped' by enthusiastic participants. While XBRL is an open data standard in terms of access to the equivalent of its 'source code' we find that the governance structure of the XBRL consortium is significantly different to a model open source approach. The barrier to participation that is created by requiring paid membership and a focus on transacting business at physical conferences and meetings is identified as particularly critical. Decisions about the technical structure of XBRL, the regulator-led pattern of adoption and the organisation of XII are discussed. Finally areas for future research are identified.
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We report statistical time-series analysis tools providing improvements in the rapid, precision extraction of discrete state dynamics from time traces of experimental observations of molecular machines. By building physical knowledge and statistical innovations into analysis tools, we provide techniques for estimating discrete state transitions buried in highly correlated molecular noise. We demonstrate the effectiveness of our approach on simulated and real examples of steplike rotation of the bacterial flagellar motor and the F1-ATPase enzyme. We show that our method can clearly identify molecular steps, periodicities and cascaded processes that are too weak for existing algorithms to detect, and can do so much faster than existing algorithms. Our techniques represent a step in the direction toward automated analysis of high-sample-rate, molecular-machine dynamics. Modular, open-source software that implements these techniques is provided.
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In the article the theoretical aspects of planning of the systems of the controlled from distance diagnosing of level of know ledges of students are resulted on the basis of modern pedagogical theoretical and technological approaches. The practical results of creation of the systems of this type are resulted for organization of testing both in the structure of local networks of higher educational establishments and with access through the global network of Internet.
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ACM Computing Classification System (1998): H.5.2, H.2.8, J.2, H.5.3.
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The paper presents in brief the Bulgarian Digital Mathematical Library BulDML and the Czech Digital Mathematical Library DML-CZ. Both libraries use the open source software DSpace and both are partners in the European Digital Mathematics Library EuDML. We describe their content and metadata schemas; outline the architecture system and overview the statistics of its use.
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Starting from the Schumpeterian producer-driven understanding of innovation, followed by user-generated solutions and understanding of collaborative forms of co-creation, scholars investigated the drivers and the nature of interactions underpinning success in various ways. Innovation literature has gone a long way, where open innovation has attracted researchers to investigate problems like compatibilities of external resources, networks of innovation, or open source collaboration. Openness itself has gained various shades in the different strands of literature. In this paper the author provides with an overview and a draft evaluation of the different models of open innovation, illustrated with some empirical findings from various fields drawn from the literature. She points to the relevance of transaction costs affecting viable forms of (open) innovation strategies of firms, and the importance to define the locus of innovation for further analyses of different firm and interaction level formations.
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This paper discusses the advantages of database-backed websites and describes the model for a library website implemented at the University of Nottingham using open source software, PHP and MySQL. As websites continue to grow in size and complexity it becomes increasingly important to introduce automation to help manage them. It is suggested that a database-backed website offers many advantages over one built from static HTML pages. These include a consistency of style and content, the ability to present different views of the same data, devolved editing and enhanced security. The University of Nottingham Library Services website is described and issues surrounding its design, technological implementation and management are explored.
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Lo scopo della presente tesi è sviluppare un ambiente per l'ottimizzazione strutturale di componenti per applicazione aerospaziale utilizzando codici open-source. In particolare, il codice Salome viene utilizzato per il disegno automatico delle strutture, il programma Code Aster permette di effettuare l'analisi agli elementi finiti del componente, mentre Octave viene utilizzato per svolgere l'ottimizzazione basata su un algoritmo euristico e per integrare fra di loro i differenti codici. Le tecniche di ottimizzazione dei componenti stanno rivestendo sempre più importanza visto che le moderne tecniche di Additive Manufacturing permettono di realizzare strutture molto complesse che un tempo non era conveniente (o possibile) realizzare con asportazione di materiale. Nella prima parte della tesi si descrivono gli strumenti software utilizzati e la loro integrazione al fine di parametrizzare la generazione di geometrie ed effettuare in modo automatico analisi strutturali. Successivamente si descrivono tre casi di studio in cui la metodologia è stata sperimentata: un primo caso di validazione in cui si è applicato il metodo alla definizione della geometria di minimo peso per una trave a sbalzo con carico concentrato, un secondo test di ottimizzazione di un longherone per aeromobile, un terzo caso applicativo legato alla ottimizzazione di un serbatoio per fluidi in pressione da utilizzare su un satellite.
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Data la sempre maggiore richiesta di fabbisogno energetico, si è sviluppata una nuova filosofia nella gestione dei consumi energetici, il DSM (demand side management), che ha lo scopo di incoraggiare il consumatore ad usare energia in modo più intelligente e coscienzioso. Questo obiettivo, unito all’accumulo di energia da fonti rinnovabili, permetterà un abbassamento dell’utilizzo dell’energia elettrica proveniente dal consumo di fonti non rinnovabili e altamente inquinanti come quelle a combustibili fossili ed una diminuzione sia del consumo energetico, sia del costo per produrre energia che dell’energia stessa. L’home automation e la domotica in ambiente domestico rappresentano un esempio di DSM. L’obiettivo di questa tesi è quello di creare un sistema di home automation utilizzando tecnologie opensource. Sono stati utilizzati device come board Arduino UNO, Raspberry Pi ed un PC con sistema operativo GNU/Linux per creare una simulazione di un sistema di home automation abbinato alla gestione di celle fotovoltaiche ed energy storaging. Il sistema permette di poter spegnere un carico energetico in base a delle particolari circostanze come, per esempio, il superamento di una certa soglia di consumo di energia elettrica. Il software utilizzato è opensource e mira a poter ottimizzare il consumo energetico secondo le proprie finalità. Il tutto a dimostrare che si può creare un sistema di home automation da abbinare con il presente e futuro delle fonti rinnovabili utilizzando tecnologie libere in modo tale da preservare privacy e security oltre che customizzazione e possibilità di adattamento a diverse circostanze. Nella progettazione del sistema è stato implementato un algoritmo per gestire varie situazioni all’interno di un ambiente domestico. La realizzazione di tale algoritmo ha prodotto ottimi risultati nella raggiungimento degli obiettivi prefissati. Il progetto di questa tesi può essere ulteriormente ampliato ed il codice è reperibile in un repository pubblico.
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Developing Cyber-Physical Systems requires methods and tools to support simulation and verification of hybrid (both continuous and discrete) models. The Acumen modeling and simulation language is an open source testbed for exploring the design space of what rigorousbut- practical next-generation tools can deliver to developers of Cyber- Physical Systems. Like verification tools, a design goal for Acumen is to provide rigorous results. Like simulation tools, it aims to be intuitive, practical, and scalable. However, it is far from evident whether these two goals can be achieved simultaneously. This paper explains the primary design goals for Acumen, the core challenges that must be addressed in order to achieve these goals, the “agile research method” taken by the project, the steps taken to realize these goals, the key lessons learned, and the emerging language design.
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Alvin Toffler’s image of the prosumer (1970, 1980, 1990) continues to influence in a significant way our understanding of the user-led, collaborative processes of content creation which are today labelled “social media” or “Web 2.0”. A closer look at Toffler’s own description of his prosumer model reveals, however, that it remains firmly grounded in the mass media age: the prosumer is clearly not the self-motivated creative originator and developer of new content which can today be observed in projects ranging from open source software through Wikipedia to Second Life, but simply a particularly well-informed, and therefore both particularly critical and particularly active, consumer. The highly specialised, high end consumers which exist in areas such as hi-fi or car culture are far more representative of the ideal prosumer than the participants in non-commercial (or as yet non-commercial) collaborative projects. And to expect Toffler’s 1970s model of the prosumer to describe these 21st-century phenomena was always an unrealistic expectation, of course. To describe the creative and collaborative participation which today characterises user-led projects such as Wikipedia, terms such as ‘production’ and ‘consumption’ are no longer particularly useful – even in laboured constructions such as ‘commons-based peer-production’ (Benkler 2006) or ‘p2p production’ (Bauwens 2005). In the user communities participating in such forms of content creation, roles as consumers and users have long begun to be inextricably interwoven with those as producer and creator: users are always already also able to be producers of the shared information collection, regardless of whether they are aware of that fact – they have taken on a new, hybrid role which may be best described as that of a produser (Bruns 2008). Projects which build on such produsage can be found in areas from open source software development through citizen journalism to Wikipedia, and beyond this also in multi-user online computer games, filesharing, and even in communities collaborating on the design of material goods. While addressing a range of different challenges, they nonetheless build on a small number of universal key principles. This paper documents these principles and indicates the possible implications of this transition from production and prosumption to produsage.
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Alvin Tofflers Bild des Prosumers beeinflußt weiterhin maßgeblich unser Verständnis vieler heutzutage als „Social Media“ oder „Web 2.0“ beschriebener nutzergesteuerter, kollaborativer Prozesse der Inhaltserstellung. Ein genauerer Blick auf Tofflers eigene Beschreibung seines Prosumermodells offenbart jedoch, daß es fest im Zeitalter der Massenmedienvorherrschaft verankert bleibt: der Prosumer ist eben nicht jener aus eigenem Antrieb aktive, kreative Ersteller und Weiterbearbeiter neuer Inhalte, wie er heutzutage in Projekten von der Open-Source-Software über die Wikipedia bis hin zu Second Life zu finden ist, sondern nur ein ganz besonders gut informierter, und daher in seinem Konsumverhalten sowohl besonders kritischer als auch besonders aktiver Konsument. Hochspezialisierte, High-End-Konsumenten etwa im Hi-Fi- oder Automobilbereich stellen viel eher das Idealbild des Prosumers dar als das für Mitarbeiter in oft eben gerade nicht (oder zumindest noch nicht) kommerziell erfaßten nutzergesteuerten Kollaborationsprojekten der Fall ist. Solches von Tofflers in den 70ern erarbeiteten Modells zu erwarten, ist sicherlich ohnehin zuviel verlangt. Das Problem liegt also nicht bei Toffler selbst, sondern vielmehr in den im Industriezeitalter vorherrschenden Vorstellungen eines recht deutlich in Produktion, Distribution, und Konsum eingeteilten Prozesses. Diese Dreiteilung war für die Erschaffung materieller wie immaterieller Güter durchaus notwendig – sie ist selbst für die konventionellen Massenmedien zutreffend, bei denen Inhaltsproduktion ebenso aus kommerziellen Gründen auf einige wenige Institutionen konzentriert war wie das für die Produktion von Konsumgütern der Fall ist. Im beginnenden Informationszeitalter, beherrscht durch dezentralisierte Mediennetzwerke und weithin erhaltbare und erschwingliche Produktionsmittel, liegt der Fall jedoch anders. Was passiert, wenn Distribution automatisch erfolgt, und wenn beinahe jeder Konsument auch Produzent sein kann, anstelle einer kleinen Schar von kommerziell unterstützten Produzenten, denen bestenfallls vielleicht eine Handvoll von nahezu professionellen Prosumern zur Seite steht? Was geschieht, wenn sich die Zahl der von Eric von Hippel als ‚lead user’ beschriebenen als Produzenten aktiven Konsumenten massiv ausdehnt – wenn, wie Wikipedias Slogan es beschreibt, ‚anyone can edit’, wenn also potentiell jeder Nutzer aktiv an der Inhaltserstellung teilnehmen kann? Um die kreative und kollaborative Beteiligung zu beschreiben, die heutzutage nutzergesteuerte Projekte wie etwa die Wikipedia auszeichnet, sind Begriffe wie ‚Produktion’ und ‚Konsum’ nur noch bedingt nützlich – selbst in Konstruktionen wie 'nutzergesteuerte Produktion' oder 'P2P-Produktion'. In den Nutzergemeinschaften, die an solchen Formen der Inhaltserschaffung teilnehmen, haben sich Rollen als Konsumenten und Benutzer längst unwiederbringlich mit solchen als Produzent vermischt: Nutzer sind immer auch unausweichlich Produzenten der gemeinsamen Informationssammlung, ganz egal, ob sie sich dessens auch bewußt sind: sie haben eine neue, hybride Rolle angenommen, die sich vielleicht am besten als 'Produtzer' umschreiben lassen kann. Projekte, die auf solche Produtzung (Englisch: produsage) aufbauen, finden sich in Bereichen von Open-Source-Software über Bürgerjournalismus bis hin zur Wikipedia, und darüberhinaus auch zunehmend in Computerspielen, Filesharing, und selbst im Design materieller Güter. Obwohl unterschiedlich in ihrer Ausrichtung, bauen sie doch auf eine kleine Zahl universeller Grundprinzipien auf. Dieser Vortrag beschreibt diese Grundprinzipien, und zeigt die möglichen Implikationen dieses Übergangs von Produktion (und Prosumption) zu Produtzung auf.