20,084 research outputs found

    The Lazarus project: A pragmatic approach to binary black hole evolutions

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    We present a detailed description of techniques developed to combine 3D numerical simulations and, subsequently, a single black hole close-limit approximation. This method has made it possible to compute the first complete waveforms covering the post-orbital dynamics of a binary black hole system with the numerical simulation covering the essential non-linear interaction before the close limit becomes applicable for the late time dynamics. To determine when close-limit perturbation theory is applicable we apply a combination of invariant a priori estimates and a posteriori consistency checks of the robustness of our results against exchange of linear and non-linear treatments near the interface. Once the numerically modeled binary system reaches a regime that can be treated as perturbations of the Kerr spacetime, we must approximately relate the numerical coordinates to the perturbative background coordinates. We also perform a rotation of a numerically defined tetrad to asymptotically reproduce the tetrad required in the perturbative treatment. We can then produce numerical Cauchy data for the close-limit evolution in the form of the Weyl scalar ψ4\psi_4 and its time derivative ∂tψ4\partial_t\psi_4 with both objects being first order coordinate and tetrad invariant. The Teukolsky equation in Boyer-Lindquist coordinates is adopted to further continue the evolution. To illustrate the application of these techniques we evolve a single Kerr hole and compute the spurious radiation as a measure of the error of the whole procedure. We also briefly discuss the extension of the project to make use of improved full numerical evolutions and outline the approach to a full understanding of astrophysical black hole binary systems which we can now pursue.Comment: New typos found in the version appeared in PRD. (Mostly found and collected by Bernard Kelly

    The program is the model: Enabling [email protected]

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-642-36089-3_7Revised Selected Papers of 5th International Conference, SLE 2012, Dresden, Germany, September 26-28, 2012The increasing application of Model-Driven Engineering in a wide range of domains, in addition to pure code generation, raises the need to manipulate models at runtime, as part of regular programs. Moreover, certain kinds of programming tasks can be seen as model transformation tasks, and thus we could take advantage of model transformation technology in order to facilitate them. In this paper we report on our works to bridge the gap between regular programming and model transformation by enabling the manipulation of Java APIs as models. Our approach is based on the specification of a mapping between a Java API (e.g., Swing) and a meta-model describing it. A model transformation definition is written against the API meta-model and we have built a compiler that generates the corresponding Java bytecode according to the mapping. We present several application scenarios and discuss the mapping between object-oriented meta-modelling and the Java object system. Our proposal has been validated by a prototype implementation which is also contributed.Work funded by the Spanish Ministry of Economy and Competitivity (TIN2011-24139), and the R&D programme of Madrid Region (S2009/TIC-1650)

    The Gate School Escape Room: An educational proposal

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    In recent years there has been much interest in the concept of innovation and its relevance in the educational field. In fact, educational innovation has broadened its perspective deepening beyond the physical architecture of spaces in which teaching and learning take place, and strengthening the idea of creating new learning environments in which pedagogical and psychosocial aspects are encompassed (Fraser and Fisher as cited in Davies et al., 2013). In this respect, and considering that educational innovation is still evolving, most researchers in the field agree that in order to create successful learning environments, educators should take a step forward, leaving their comfort zones aside and challenging themselves to spark innovation within the classroom; being necessary to highlight the willingness on the part of the teachers to explore and experiment with those new teaching and learning spaces.Departamento de Didáctica de la Lengua y LiteraturaMáster en Profesor de Educación Secundaria Obligatoria y Bachillerato, Formación Profesional y Enseñanzas de Idioma

    A Catalog of Patterns for Concept Lattice Interpretation in Software Reengineering

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    International audienceFormal Concept Analysis (FCA) provides an important approach in software reengineering for software understanding, design anomalies detection and correction. However, FCA-based approaches have two problems: (i) they produce lattices that must be interpreted by the user according to his/her understanding of the technique and different elements of the graph; and, (ii) the lattice can rapidly become so big that one is overwhelmed by the mass of information and possibilities. In this paper, we present a catalogue of important patterns in concept lattices, which can allow automating the task of lattice interpretation. The approach helps the reengineer to concentrate on the task of reengineering rather than understanding a complex lattice. We provide interpretation of these patterns in a generalized manner and illustrate them on various contexts constructed from program information of different open-source systems. We also present a tool that allows automated extraction of the patterns from concept lattices

    The influence of a collaborative procurement approach using integrated design in construction on project team performance

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    Purpose – The purpose of the paper is to study the influence of procurement on the performance of integrated design teams. Design/methodology/approach – The research paradigm is based on Russian socio-constructivist approach to activity theory. Activity theory, as opposed to natural or social science, is a design science approach that focuses on the context aspect of project. A triangulation of qualitative research methods is used to investigate the dynamic of integrated teams in two different procurement contexts. Findings – The paper is conclusive regarding the influence of procurement on team efficiency. It demonstrates that traditional procurement processes reinforce socio-cognitive barriers that hinder team efficiency. It also illustrates how new procurement modes can transform the dynamic of relationships between the client and the members of the supply chain, and have a positive impact on teamperformance. Practical implications – The paper demonstrates first that problems with integrated design team efficiency are related to context and not process – they are not technical but socio-cognitive; second that fragmented transactional contracting increases socio-cognitive barriers that hinder integrated design team performance; third that new forms of relational contracting may help to mitigate socio-cognitive barriers and improve integrated design team performance, fourth that changing the context through procurement does not address the problem of obsolete design practices. Originality/value – The paper brings together theories of production in lean construction and social learning as a rival approach to traditional project management theory for demonstrating the importance of context on team performance

    The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty

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    Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products

    The Wikipedia imaginaire: a new media history beyond Wikipedia.org (2001–2022)

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    This paper presents a media biography of Wikipedia’s data that focuses on the interpretative flexibility of Wikipedia and digital knowledge between the years 2001 and 2022. To do so, I not only follow a strand of media historians who argue that the imagination is an important component for understanding how media change, but I also argue that Wikipedia’s data has been incorporated, re-imagined, and repurposed by sociotechnical projects in ways that have often been side-lined despite acting as the boundary lines of what is considered digital knowledge. It combines Patrice Flichy’s longitudinal theory of technical development as an imaginaire, Frederik Lesage and Simone Natale’s historical approach of biographies of media with an analysis of the interpretative flexibility of new media. Through an eclectic corpus of project websites, new articles, press releases, and blogs, I demonstrate the unexpected ways the online encyclopedia has permeated throughout digital culture over the past twenty years through projects like the Citizendium, Everipedia, Google Search and AI software. As a result of this analysis, I explain how this array of meanings and materials constitutes the Wikipedia imaginaire: a collective activity of sociotechnical development that is fundamental to understanding the ideological and utopian meaning of knowledge with digital culture

    Interdiscursive Readings in Cultural Consumer Research

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    The cultural consumption research landscape of the 21st century is marked by an increasing cross-disciplinary fermentation. At the same time, cultural theory and analysis have been marked by successive ‘inter-’ turns, most notably with regard to the Big Four: multimodality (or intermodality), interdiscursivity, transmediality (or intermediality), and intertextuality. This book offers an outline of interdiscursivity as an integrative platform for accommodating these notions. To this end, a call for a return to Foucault is issued via a critical engagement with the so-called practice-turn. This re-turn does not seek to reconstitute venerably Foucauldianism, but to theorize ‘inters-’ as vanishing points that challenge the integrity of discrete cultural orders in non-convergent manners. The propounded interdiscursivity approach is offered as a reading strategy that permeates the contemporary cultural consumption phenomena that are scrutinized in this book, against a pan-consumptivist framework. By drawing on qualitative and mixed methods research designs, facilitated by CAQDAS software, the empirical studies that are hosted here span a vivid array of topics that are directly relevant to both traditional and new media researchers, such as the consumption of ideologies in Web 2.0 social movements, the ability of micro-celebrities to act as cultural game-changers, the post-loyalty abjective consumption ethos. The theoretically novel approaches on offer are coupled with methodological innovations in areas such as user-generated content, artists’ branding, and experiential consumption

    Discourse Analysis as Potential for Re-Visioning Music Education

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    Discourse analysis holds great potential for re-visioning the field of music education. This paper explores works from Foucault, Blommaert, Scollon and Scollon, as well as others, to suggest a theoretical and methodological approach to analyzing discourse in settings of music transmission that takes into consideration who we are, what we do, and how we do it. Discourse is defined in this paper as meaningful, mediated language-in-place. By analyzing acts of speech as well as cultural objects (such as instruments, mallets, and bows) and concepts (such as a conducting gestures or solfege syllables) used as mediational means in situ, we can reveal how discursive sources of power dominance, inequality, and bias are initiated, perpetuated, (re)produced, and transformed in sites of music transmission. Analyzing such models may help develop a more flexible way of understanding and visioning music education—one that blurs boundaries between musics, ways of knowing music, and spaces where musicking takes place
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