41,279 research outputs found

    Open source bioimage informatics for cell biology

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    Significant technical advances in imaging, molecular biology and genomics have fueled a revolution in cell biology, in that the molecular and structural processes of the cell are now visualized and measured routinely. Driving much of this recent development has been the advent of computational tools for the acquisition, visualization, analysis and dissemination of these datasets. These tools collectively make up a new subfield of computational biology called bioimage informatics, which is facilitated by open source approaches. We discuss why open source tools for image informatics in cell biology are needed, some of the key general attributes of what make an open source imaging application successful, and point to opportunities for further operability that should greatly accelerate future cell biology discovery

    Modeling and Analysis of Scholar Mobility on Scientific Landscape

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    Scientific literature till date can be thought of as a partially revealed landscape, where scholars continue to unveil hidden knowledge by exploring novel research topics. How do scholars explore the scientific landscape , i.e., choose research topics to work on? We propose an agent-based model of topic mobility behavior where scholars migrate across research topics on the space of science following different strategies, seeking different utilities. We use this model to study whether strategies widely used in current scientific community can provide a balance between individual scientific success and the efficiency and diversity of the whole academic society. Through extensive simulations, we provide insights into the roles of different strategies, such as choosing topics according to research potential or the popularity. Our model provides a conceptual framework and a computational approach to analyze scholars' behavior and its impact on scientific production. We also discuss how such an agent-based modeling approach can be integrated with big real-world scholarly data.Comment: To appear in BigScholar, WWW 201

    Research and Education in Computational Science and Engineering

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    Over the past two decades the field of computational science and engineering (CSE) has penetrated both basic and applied research in academia, industry, and laboratories to advance discovery, optimize systems, support decision-makers, and educate the scientific and engineering workforce. Informed by centuries of theory and experiment, CSE performs computational experiments to answer questions that neither theory nor experiment alone is equipped to answer. CSE provides scientists and engineers of all persuasions with algorithmic inventions and software systems that transcend disciplines and scales. Carried on a wave of digital technology, CSE brings the power of parallelism to bear on troves of data. Mathematics-based advanced computing has become a prevalent means of discovery and innovation in essentially all areas of science, engineering, technology, and society; and the CSE community is at the core of this transformation. However, a combination of disruptive developments---including the architectural complexity of extreme-scale computing, the data revolution that engulfs the planet, and the specialization required to follow the applications to new frontiers---is redefining the scope and reach of the CSE endeavor. This report describes the rapid expansion of CSE and the challenges to sustaining its bold advances. The report also presents strategies and directions for CSE research and education for the next decade.Comment: Major revision, to appear in SIAM Revie

    Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)

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    We describe the Meta-Institute for Computational Astrophysics (MICA), the first professional scientific organization based exclusively in virtual worlds (VWs). The goals of MICA are to explore the utility of the emerging VR and VWs technologies for scientific and scholarly work in general, and to facilitate and accelerate their adoption by the scientific research community. MICA itself is an experiment in academic and scientific practices enabled by the immersive VR technologies. We describe the current and planned activities and research directions of MICA, and offer some thoughts as to what the future developments in this arena may be.Comment: 15 pages, to appear in the refereed proceedings of "Facets of Virtual Environments" (FaVE 2009), eds. F. Lehmann-Grube, J. Sablating, et al., ICST Lecture Notes Ser., Berlin: Springer Verlag (2009); version with full resolution color figures is available at http://www.mica-vw.org/wiki/index.php/Publication

    Unproceedings of the Fourth .Astronomy Conference (.Astronomy 4), Heidelberg, Germany, July 9-11 2012

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    The goal of the .Astronomy conference series is to bring together astronomers, educators, developers and others interested in using the Internet as a medium for astronomy. Attendance at the event is limited to approximately 50 participants, and days are split into mornings of scheduled talks, followed by 'unconference' afternoons, where sessions are defined by participants during the course of the event. Participants in unconference sessions are discouraged from formal presentations, with discussion, workshop-style formats or informal practical tutorials encouraged. The conference also designates one day as a 'hack day', in which attendees collaborate in groups on day-long projects for presentation the following morning. These hacks are often a way of concentrating effort, learning new skills, and exploring ideas in a practical fashion. The emphasis on informal, focused interaction makes recording proceedings more difficult than for a normal meeting. While the first .Astronomy conference is preserved formally in a book, more recent iterations are not documented. We therefore, in the spirit of .Astronomy, report 'unproceedings' from .Astronomy 4, which was held in Heidelberg in July 2012.Comment: 11 pages, 1 figure, .Astronomy 4, #dotastr

    Discovery Is Never By Chance: Designing for (Un)Serendipity

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    Serendipity has a long tradition in the history of science as having played a key role in many significant discoveries. Computer scientists, valuing the role of serendipity in discovery, have attempted to design systems that encourage serendipity. However, that research has focused primarily on only one aspect of serendipity: that of chance encounters. In reality, for serendipity to be valuable chance encounters must be synthesized into insight. In this paper we show, through a formal consideration of serendipity and analysis of how various systems have seized on attributes of interpreting serendipity, that there is a richer space for design to support serendipitous creativity, innovation and discovery than has been tapped to date. We discuss how ideas might be encoded to be shared or discovered by ‘association-hunting’ agents. We propose considering not only the inventor’s role in perceiving serendipity, but also how that inventor’s perception may be enhanced to increase the opportunity for serendipity. We explore the role of environment and how we can better enable serendipitous discoveries to find a home more readily and immediately

    Do you see what I mean?

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    Visualizers, like logicians, have long been concerned with meaning. Generalizing from MacEachren's overview of cartography, visualizers have to think about how people extract meaning from pictures (psychophysics), what people understand from a picture (cognition), how pictures are imbued with meaning (semiotics), and how in some cases that meaning arises within a social and/or cultural context. If we think of the communication acts carried out in the visualization process further levels of meaning are suggested. Visualization begins when someone has data that they wish to explore and interpret; the data are encoded as input to a visualization system, which may in its turn interact with other systems to produce a representation. This is communicated back to the user(s), who have to assess this against their goals and knowledge, possibly leading to further cycles of activity. Each phase of this process involves communication between two parties. For this to succeed, those parties must share a common language with an agreed meaning. We offer the following three steps, in increasing order of formality: terminology (jargon), taxonomy (vocabulary), and ontology. Our argument in this article is that it's time to begin synthesizing the fragments and views into a level 3 model, an ontology of visualization. We also address why this should happen, what is already in place, how such an ontology might be constructed, and why now

    Towards a service-oriented e-infrastructure for multidisciplinary environmental research

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    Research e-infrastructures are considered to have generic and thematic parts. The generic part provids high-speed networks, grid (large-scale distributed computing) and database systems (digital repositories and data transfer systems) applicable to all research commnities irrespective of discipline. Thematic parts are specific deployments of e-infrastructures to support diverse virtual research communities. The needs of a virtual community of multidisciplinary envronmental researchers are yet to be investigated. We envisage and argue for an e-infrastructure that will enable environmental researchers to develop environmental models and software entirely out of existing components through loose coupling of diverse digital resources based on the service-oriented achitecture. We discuss four specific aspects for consideration for a future e-infrastructure: 1) provision of digital resources (data, models & tools) as web services, 2) dealing with stateless and non-transactional nature of web services using workflow management systems, 3) enabling web servce discovery, composition and orchestration through semantic registries, and 4) creating synergy with existing grid infrastructures
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