850 resultados para Collaborations and Networking


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One of the main outputs of the project is a collaborative platform which integrates a myriad of research and learning resources. This article presents the first prototype of this platform: the AFRICA BUILD Portal (ABP 1.0). The ABP is a Web 2.0 platform which facilitates the access, in a collaborative manner, to these resources. Through a usable web interface, the ABP has been designed to avoid, as much as possible, the connectivity problems of African institutions. In this paper, we suggest that the access to complex systems does not imply slow response rates, and that their development model guides the project to a natural technological transfer, adaptation and user acceptance. Finally, this platform aims to motivate research attitudes during the learning process and stimulate user?s collaborations.

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New digital artifacts are emerging in data-intensive science. For example, scientific workflows are executable descriptions of scientific procedures that define the sequence of computational steps in an automated data analysis, supporting reproducible research and the sharing and replication of best-practice and know-how through reuse. Workflows are specified at design time and interpreted through their execution in a variety of situations, environments, and domains. Hence it is essential to preserve both their static and dynamic aspects, along with the research context in which they are used. To achieve this, we propose the use of multidimensional digital objects (Research Objects) that aggregate the resources used and/or produced in scientific investigations, including workflow models, provenance of their executions, and links to the relevant associated resources, along with the provision of technological support for their preservation and efficient retrieval and reuse. In this direction, we specified a software architecture for the design and implementation of a Research Object preservation system, and realized this architecture with a set of services and clients, drawing together practices in digital libraries, preservation systems, workflow management, social networking and Semantic Web technologies. In this paper, we describe the backbone system of this realization, a digital library system built on top of dLibra.

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This paper presents the detection and identification of hydrocarbons through flu oro-sensing by developing a simple and inexpensive detector for inland water, in contrast to current systems, designed to be used for marine waters at large distances and being extremely costly. To validate the proposed system, three test-benches have been mounted, with various UV-Iight sources. Main application of this system would be detect hydrocarbons pollution in rivers, lakes or dams, which in fact, is of growing interest by administrations.

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In recent years, the establishment of cooperation networks between universities is one of the most important trends in higher education all over the world. Well recognized local and international university networks have been implemented in most educational institutions. It is common to find associations of various prestigious universities collaborating in a high-­‐technology research project including a very specialized teaching as well. This is the most common cooperation networks among higher education institutions in developed countries. An increasingly common type of networking between developed and developing universities is related to cooperation for development. This is the case of many universities in Africa that are needed for external help in order to improve its capabilities. Numerous memorandums of understanding regarding first world institutions that collaborate with universities in developing countries describe contributions of eventual visiting professors, teaching material and courses. But probably there exist another type of more important, but less explored association, such as networking among developing universities. The new goal, in this case, is not only the excellence but also the mutual development.

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El presente trabajo está enfocado a facilitar la realización de prácticas con equipamiento de laboratorio físico, permitiendo que se tenga acceso a diferentes escenarios virtuales (topologías de ejercicios) sin necesidad de variar la configuración física (conexionado) de dos kits de laboratorio oficial para CCNA Routing & Switching[1] y CCNA Security[2]. Para ello se plantea la creación de diferentes escenarios o topologías virtuales que puedan montarse sobre el mismo escenario de conexionado físico. Es necesario revisar y seleccionar los ejercicios prácticos más destacados en términos de importancia de las curriculas de CCNA Routing & Switching y CCNA Security. Naturalmente, estos ejercicios han de variar en sus interfaces, nomenclatura y documentación para que cuadren con las especificaciones disponibles del laboratorio físico, todo ello sin perder nada de su fundamento. Los escenarios físicos deben de ser lo más versátiles posibles para dar soporte a las topologías requeridas en los ejercicios prácticos de los cursos oficiales de CISCO CCNA Routing & Switching y CCNA Security, con el objetivo de realizar los mínimos cambios de configuración física posibles, y poder simultanear la realización de diferentes prácticas y entre alumnos de diferentes asignaturas. También se pretende posibilitar que los profesores desarrollen sus propios ejercicios prácticos compatibles con el conexionado físico escogido. Para ello se utilizará un servidor de acceso (Access Server) para que los alumnos puedan configurar de forma remota los diferentes equipos sin necesidad de acudir en persona al laboratorio, aunque esta también sea una opción más que viable. Los dos escenarios contarán con tres routers, tres switches y un firewall, de forma que han sido montados en su respectivo armario, al igual que sus conexiones y cableado. La deshabilitación de puertos en los diferentes equipos de red que forman el kit de laboratorio (routers, switches y firewalls) dará lugar a los diferentes escenarios virtuales. Se crearán VLANs en los switches para establecer diferentes conexiones. Estos escenarios deberán ofrecer la variedad necesaria para realizar las diferentes prácticas necesarias en las asignaturas “Tecnologías de Red CISCO: CCNA” [3], “Redes y Comunicaciones” [4] y “Diseño y Seguridad de Redes” [5]. Además, para facilitar y agilizar el cambio entre topologías, se debe automatizar la configuración básica de cada escenario virtual (activación/desactivación de puertos) en base a la topología deseada, y el establecimiento de una configuración inicial. De forma que los alumnos puedan comenzar los ejercicios de igual forma a lo que ven en los documentos explicativos, y en el caso de terminar su sesión (o cerrarla voluntariamente) que sus progresos en el mismo se guarden para posteriores sesiones de forma que puedan proseguir su tarea cuando deseen.---ABSTRACT---The present work is aimed at facilitating the experiments with equipment Physical Laboratory, allowing access to different virtual scenarios (topologies exercises) without changing the physical configuration (connection) with two kits of official laboratory for CCNA Routing & Switching[1] and CCNA Security[2]. This requires the creation of different scenarios or virtual topologies that can be mounted on the same physical connection scenario arises. It is necessary to review and select the most prominent practical exercises in terms of importance of curricula of CCNA Routing and Switching, and CCNA Security. Naturally, these exercises must vary in their interfaces, nomenclature and documentation available that fit the specifications of the physical laboratory, all without losing any of its foundation. The physical setting should be as versatile as possible to support topologies required in the practical exercises of official courses CISCO Routing and Switching CCNA, and CCNA Security, in order to make the minimum possible changes in physical configuration, and can simultaneous realization of different practices, and between students of different subjects. It also aims to enable teachers to develop their own practical exercises compatible with the physical connection chosen. For this, we will use an Access Server will be used by the students to access remotely to configure different computers without having to go in person to the laboratory, but this is also an other viable option. The two scenarios have three routers, three switches and a firewall, so that have been mounted in their respective rack, as well as their connections and wiring. Disabling ports on different network equipment that make up the lab kit (routers, switches and firewalls) will lead to different virtual scenarios. These scenarios should provide the variety needed to perform the necessary practices in different subjects "Network Technologies CISCO: CCNA"[3], "Networking and Communications"[4] and "Design and Network Security." [5] Moreover, to facilitate and expedite the exchange topologies, it was necessary to automate the basic configuration of each virtual setting (on/off ports) based on the desired topology, and the establishment of an initial configuration. So that, the students can begin the exercises equally to what they see on explanatory documents, and if they finish their session (or close voluntarily) their progress on the exercise will be saved for future sessions so that they can continue their work when they want.

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Una vez presentada la tecnología de Networking audio (redes de datos, protocolos actuales, etc.) se realizará un diseño de la instalación del sistema de audio, en el que el punto de partida es la parte creativa de la actividad en dicha instalación: un juego en el que la comunicación auditiva es lo fundamental. La instalación se compondrá de una sala central, tres salas de grupos, tres salas de cabinas de actores y ocho salas de pasaje. Esta actividad tan particular hará plantearse configuraciones, equipamiento y formas de trabajar especiales que, mediante la tecnología de audio vía red de datos y el equipamiento auxiliar a esta red, podría realizarse de la una forma óptima cumpliendo con todos los objetivos de la actividad, tanto técnicos como relativos al juego. El libro se dividirá en dos partes: La primera parte consistirá en una explicación de lo que son las redes de datos y los aspectos básicos para entenderlas desde un punto de vista práctico: qué es Ethernet, los componentes de una red... Una vez explicada la terminología específica de redes, se expondrán los protocolos que se usan para transmitir audio profesional a día de hoy. En la segunda parte, se empezará presentando la actividad que se realizará en nuestra instalación: un juego de rol. A continuación se conocerá el flujo de señales existentes para después, poner en práctica lo aprendido en la primera parte: diseñaremos una instalación audiovisual mediante networking audio. Un sistema de estas características necesita además de dispositivos en red, sistemas convencionales de audio. Durante el diseño y debido a las necesidades tan específicas de la instalación, se verá que ha sido necesario pensar en sistemas especiales para hacer posible la actividad para la que ha sido ideada nuestra instalación. Los objetivos de este proyecto son, desarrollar los puntos que tendría que tener en cuenta un integrador que se proponga diseñar un sistema de audio networking para una instalación audiovisual para, a continuación, poner en práctica estos conocimientos con la exposición del diseño de una instalación en la que se llevará a cabo una actividad lúdica y de aprendizaje en la que una óptima transmisión de señal de audio a tiempo real, es lo fundamental. ABSTRACT. Once introduced the Networking technology (data networks, current protocols, etc.), the audio installation design is being done. In which the starting point is the creative part of the activity will be made: one game in which the auditory communication is fundamental. The installation will consist of a central room, three meeting groups, three actor cabins rooms and eight passage rooms. This particular activity will consider configurations, equipment and forms of special working that through audio technology via data network and auxiliary equipment to this network, it could be done in an optimal way to meet all the goals of the activity, both technical and relative to the game. The book is divided into two parts: The first part consists of an explanation of what the data networks and the basics to understand from a practical point of view: what Ethernet is, the network components... Once specific network terminology is explained, the current protocols used to transmit professional audio are being showed. In the second part, it is introducing the activity to be made in our installation: a game. Then, the flow of existing signals are being known, we practice what I learned in the first part: we will design an audiovisual installation by audio networking. A system like this besides networked devices, it needs conventional audio systems. During the design and due to the very specific needs of the installation, you will see that it was necessary to think of special systems for this special activity. The goals of this project are to develop the points that an system integrator would have to consider to design a system of networking audio for an audiovisual installation, then put this knowledge into practice with the installation design where it will take place a fun and learning activity in which an optimal transmission of audio signal in real time, is basic.

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In this report we structurally and functionally define a binding domain that is involved in protein association and that we have designated EH (for Eps15 homology domain). This domain was identified in the tyrosine kinase substrate Eps15 on the basis of regional conservation with several heterogeneous proteins of yeast and nematode. The EH domain spans about 70 amino acids and shows approximately 60% overall amino acid conservation. We demonstrated the ability of the EH domain to specifically bind cytosolic proteins in normal and malignant cells of mesenchymal, epithelial, and hematopoietic origin. These observations prompted our search for additional EH-containing proteins in mammalian cells. Using an EH domain-specific probe derived from the eps15 cDNA, we cloned and characterized a cDNA encoding an EH-containing protein with overall similarity to Eps15; we designated this protein Eps15r (for Eps15-related). Structural comparison of Eps15 and Eps15r defines a family of signal transducers possessing extensive networking abilities including EH-mediated binding and association with Src homology 3-containing proteins.

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Non-traditional means of recruitment for the twenty-first century knowledge worker need to accompany traditional means of recruitment due to an increased usage of technology by the twenty-first century knowledge worker. In this capstone project, the author examined the recruiting efficacy of social networks. Non-traditional means of recruitment through social networks via the World Wide Web can help organizations compete for potential applicants and assist job seekers in securing employment. These means are cost effective for the employer. Examples of organizational usage in this investigation illustrate that social networking can improve efficacy for recruitment and generational needs.

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In this digital age organizations must focus on connecting with candidates and aspire for innovation in recruiting practices to remain competitive. This author investigated social networking to determine whether or not it provides reliable candidate information when recruiting for hire. Online media such as LinkedIn, Facebook, Twitter and MySpace, have become an integrated part of social and professional lives. Analysis of social networking revealed use for recruiting but posed challenges and advantages for organizations. A quantitative cross-sectional survey of social network members (N=136) indicated discrepancy in generational use of social networks and concerns regarding the validity and reliability of candidate information. Social networking promotes innovation in recruiting, however, by itself might not endorse equitability, validity and reliability.

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Central compact objects (CCOs) are X-ray sources lying close to the centre of supernova remnants, with inferred values of the surface magnetic fields significantly lower (≲1011 G) than those of standard pulsars. In this paper, we revise the hidden magnetic field scenario, presenting the first 2D simulations of the submergence and re-emergence of the magnetic field in the crust of a neutron star. A post-supernova accretion stage of about 10−4–10−3 M⊙ over a vast region of the surface is required to bury the magnetic field into the inner crust. When accretion stops, the field re-emerges on a typical time-scale of 1–100 kyr, depending on the submergence conditions. After this stage, the surface magnetic field is restored close to its birth values. A possible observable consequence of the hidden magnetic field is the anisotropy of the surface temperature distribution, in agreement with observations of several of these sources. We conclude that the hidden magnetic field model is viable as an alternative to the antimagnetar scenario, and it could provide the missing link between CCOs and the other classes of isolated neutron stars.

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The availability of a large amount of observational data recently collected from magnetar outbursts is now calling for a complete theoretical study of outburst characteristics. In this Letter (the first of a series dedicated to modeling magnetar outbursts), we tackle the long-standing open issue of whether or not short bursts and glitches are always connected to long-term radiative outbursts. We show that the recent detection of short bursts and glitches seemingly unconnected to outbursts is only misleading our understanding of these events. We show that, in the framework of the starquake model, neutrino emission processes in the magnetar crust limit the temperature, and therefore the luminosity. This natural limit to the maximum luminosity makes outbursts associated with bright persistent magnetars barely detectable. These events are simply seen as a small luminosity increase over the already bright quiescent state, followed by a fast return to quiescence. In particular, this is the case for 1RXS J1708–4009, 1E 1841–045, SGR 1806–20, and other bright persistent magnetars. On the other hand, a similar event (with the same energetics) in a fainter source will drive a more extreme luminosity variation and longer cooling time, as for sources such as XTE J1810–197, 1E 1547–5408, and SGR 1627–41. We conclude that the non-detection of large radiative outbursts in connection with glitches and bursts from bright persistent magnetars is not surprising per se, nor does it need any revision of the glitches and burst mechanisms as explained by current theoretical models.

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Soil and rock mechanics are disciplines with a strong conceptual and methodological basis. Initially, when engineering students study these subjects, they have to understand new theoretical phenomena, which are explained through mathematical and/or physical laws (e.g. consolidation process, water flow through a porous media). In addition to the study of these phenomena, students have to learn how to carry out estimations of soil and rock parameters in laboratories according to standard tests. Nowadays, information and communication technologies (ICTs) provide a unique opportunity to improve the learning process of students studying the aforementioned subjects. In this paper, we describe our experience of the incorporation of ICTs into the classical teaching-learning process of soil and rock mechanics and explain in detail how we have successfully developed various initiatives which, in summary, are: (a) implementation of an online social networking and microblogging service (using Twitter) for gradually sending key concepts to students throughout the semester (gradual learning); (b) detailed online virtual laboratory tests for a delocalized development of lab practices (self-learning); (c) integration of different complementary learning resources (e.g. videos, free software, technical regulations, etc.) using an open webpage. The complementary use to the classical teaching-learning process of these ICT resources has been highly satisfactory for students, who have positively evaluated this new approach.

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We present a purposeful initiative to open new grounds for teaching Geometrical Optics. It is based on the creation of an innovative education networking involving academic staff from three Spanish universities linked together around Optics. Nowadays, students demand online resources such as innovative multimedia tools for complementing the understanding of their studies. Geometrical Optics relies on basics of light phenomena like reflection and refraction and the use of simple optical elements such as mirrors, prisms, lenses, and fibers. The mathematical treatment is simple and the equations are not too complicated. But from our long time experience in teaching to undergraduate students, we realize that important concepts are missed by these students because they do not work ray tracing as they should do. Moreover, Geometrical Optics laboratory is crucial by providing many short Optics experiments and thus stimulating students interest in the study of such a topic. Multimedia applications help teachers to cover those student demands. In that sense, our educational networking shares and develops online materials based on 1) video-tutorials of laboratory experiences and of ray tracing exercises, 2) different online platforms for student self-examinations and 3) computer assisted geometrical optics exercises. That will result in interesting educational synergies and promote student autonomy for learning Optics.

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Social networking apps, sites and technologies offer a wide range of opportunities for businesses and developers to exploit the vast amount of information and user-generated content produced through social networking. In addition, the notion of second screen TV usage appears more influential than ever, with viewers continuously seeking further information and deeper engagement while watching their favourite movies or TV shows. In this work, the authors present SAM, an innovative platform that combines social media, content syndication and targets second screen usage to enhance media content provisioning, renovate the interaction with end-users and enrich their experience. SAM incorporates modern technologies and novel features in the areas of content management, dynamic social media, social mining, semantic annotation and multi-device representation to facilitate an advanced business environment for broadcasters, content and metadata providers, and editors to better exploit their assets and increase their revenues.

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There has been very little research that has studied the capacities that can be fostered to mitigate the risk for involvement in electronic bullying or victimization and almost no research examining positive electronic behavior. The primary goal of this dissertation was to use the General Aggression Model and Anxious Apprehension Model of Trauma to explore the underlying cognitive, emotional, and self-regulation processes that are related to electronic bullying, victimization, and prosocial behavior. In Study 1, we explored several potential interpretations of the General Aggression Model that would accurately describe the relationship that electronic self-conscious appraisal, cognitive reappraisal, and activational control may have with electronic bullying and victimization. In Study 2, we used the Anxious Apprehension Model of Trauma to explore rejection cognitions as the mediator of the relationships among emotionality (emotionality, shame, state emotion responses, and physiological arousal) and electronic bullying and victimization using structural equation modelling. In addition, we explored the role of rejection cognitions in mediating the relationship of moral disengagement with electronic bullying. In Study 3, we examined predictors of electronic prosocial behavior, such as bullying, victimization, time online, electronic proficiency, electronic self-conscious appraisals, emotionality, and self-regulation. All three studies supported the General Aggression Model as a framework to guide the study of electronic behavior, and suggest the importance of cognitive, emotional, and behavioral means of regulation in shaping electronic behavior. In addition, each study has implications for the development of high quality electronic bullying prevention and intervention research.