973 resultados para Luján Pérez, Pedro (1756-1815) - Biografía


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La imprenta, como cualquier otra tecnología, responde a unas demandas y produce un impacto en la ideología y el sistema de valores. En este caso afecta directamente a la posición de los autores, en su propia concepción, pero también en la relación con el texto y sus lectores. Entre el rechazo y la atracción, el efecto de la imprenta se traduce en un vértigo con directas manifestaciones en los textos y, sobre todo, en las declaraciones paratextuales. Se propone un acercamiento centrado de manera particular en la narrativa del siglo XVII, por su particular vinculación con la imprenta, distinta de la que mantenían la lírica o el teatro, y por los procesos de profesionalización de los autores que se dan en su espacio.

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La imprenta, como cualquier otra tecnología, responde a unas demandas y produce un impacto en la ideología y el sistema de valores. En este caso afecta directamente a la posición de los autores, en su propia concepción, pero también en la relación con el texto y sus lectores. Entre el rechazo y la atracción, el efecto de la imprenta se traduce en un vértigo con directas manifestaciones en los textos y, sobre todo, en las declaraciones paratextuales. Se propone un acercamiento centrado de manera particular en la narrativa del siglo XVII, por su particular vinculación con la imprenta, distinta de la que mantenían la lírica o el teatro, y por los procesos de profesionalización de los autores que se dan en su espacio.

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La imprenta, como cualquier otra tecnología, responde a unas demandas y produce un impacto en la ideología y el sistema de valores. En este caso afecta directamente a la posición de los autores, en su propia concepción, pero también en la relación con el texto y sus lectores. Entre el rechazo y la atracción, el efecto de la imprenta se traduce en un vértigo con directas manifestaciones en los textos y, sobre todo, en las declaraciones paratextuales. Se propone un acercamiento centrado de manera particular en la narrativa del siglo XVII, por su particular vinculación con la imprenta, distinta de la que mantenían la lírica o el teatro, y por los procesos de profesionalización de los autores que se dan en su espacio.

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This paper proposes a new methodology focused on implementing cost effective architectures on Cloud Computing systems. With this methodology the paper presents some disadvantages of systems that are based on single Cloud architectures and gives some advices for taking into account in the development of hybrid systems. The work also includes a validation of these ideas implemented in a complete videoconference service developed with our research group. This service allows a great number of users per conference, multiple simultaneous conferences, different client software (requiring transcodification of audio and video flows) and provides a service like automatic recording. Furthermore it offers different kinds of connectivity including SIP clients and a client based on Web 2.0. The ideas proposed in this article are intended to be a useful resource for any researcher or developer who wants to implement cost effective systems on several Clouds

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Lately, videoconference applications have experienced an evolution towards the World Wide Web. New technologies have given browsers real-time communications capabilities. In this context, WebRTC aims to provide this functionality by following and defining standards. Being a new effort, WebRTC still lacks advanced videoconferencing services such as session recording, media mixing and adjusting to varying network conditions. This paper analyzes these challenges and proposes an architecture based on a traditional communications entity, the Multipoint Control Unit or MCU as a solution.

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P2P applications are increasingly present on the web. We have identified a gap in current proposals when it comes to the use of traditional P2P overlays for real-time multimedia streaming. We analyze the possibilities and challenges to extend WebRTC in order to implement JavaScript APIs for P2P streaming algorithms.

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Today P2P faces two important challenges: design of mechanisms to encourage users' collaboration in multimedia live streaming services; design of reliable algorithms with QoS provision, to encourage the multimedia providers employ the P2P topology in commercial live streaming systems. We believe that these two challenges are tightly-related and there is much to be done with respect. This paper analyzes the effect of user behavior in a multi-tree P2P overlay and describes a business model based on monetary discount as incentive in a P2P-Cloud multimedia streaming system. We believe a discount model can boost up users' cooperation and loyalty and enhance the overall system integrity and performance. Moreover the model bounds the constraints for a provider's revenue and cost if the P2P system is leveraged on a cloud infrastructure. Our case study shows that a streaming system provider can establish or adapt his business model by applying the described bounds to achieve a good discount-revenue trade-off and promote the system to the users.

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Recommender systems in e-learning have proved to be powerful tools to find suitable educational material during the learning experience. But traditional user request-response patterns are still being used to generate these recommendations. By including contextual information derived from the use of ubiquitous learning environments, the possibility of incorporating proactivity to the recommendation process has arisen. In this paper we describe methods to push proactive recommendations to e-learning systems users when the situation is appropriate without being needed their explicit request. As a result, interesting learning objects can be recommended attending to the user?s needs in every situation. The impact of this proactive recommendations generated have been evaluated among teachers and scientists in a real e-learning social network called Virtual Science Hub related to the GLOBAL excursion European project. Outcomes indicate that the methods proposed are valid to generate such kind of recommendations in e-learning scenarios. The results also show that the users' perceived appropriateness of having proactive recommendations is high.

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The increase in CPU power and screen quality of todays smartphones as well as the availability of high bandwidth wireless networks has enabled high quality mobile videoconfer- encing never seen before. However, adapting to the variety of devices and network conditions that come as a result is still not a trivial issue. In this paper, we present a multiple participant videoconferencing service that adapts to different kind of devices and access networks while providing an stable communication. By combining network quality detection and the use of a multipoint control unit for video mixing and transcoding, desktop, tablet and mobile clients can participate seamlessly. We also describe the cost in terms of bandwidth and CPU usage of this approach in a variety of scenarios.