92,931 research outputs found
Perspectives of Integrated āNext Industrial Revolutionā Clusters in Poland and Siberia
RozdziaÅ z: Functioning of the Local Production Systems in Central and Eastern European Countries and Siberia. Case Studies and Comparative Studies, ed. Mariusz E. SokoÅowicz.The paper presents the mapping of potential next industrial revolution clusters in Poland and Siberia. Deindustrialization of the cities and struggles with its consequences are one of the fundamental economic problems in current global economy. Some hope to find an answer to that problem is associated with the idea of next industrial revolution and reindustrialization initiatives. In the paper, projects aimed at developing next industrial revolution clusters are analyzed. The objective of the research was to examine new industrial revolution paradigm as a platform for establishing university-based trans-border industry clusters in Poland and Siberia47 and to raise awareness of next industry revolution initiatives.Monograph financed under a contract of execution of the international scientific project within 7th Framework Programme of the European Union, co-financed by Polish Ministry of Science and Higher Education (title: āFunctioning of the Local Production Systems in the Conditions of Economic Crisis (Comparative Analysis and Benchmarking for the EU and Beyondā)). Monografia sfinansowana w oparciu o umowÄ o wykonanie projektu miÄdzy narodowego w ramach 7. Programu Ramowego UE, wspĆ³Åfinansowanego ze ÅrodkĆ³w Ministerstwa Nauki i Szkolnictwa Wyższego (tytuÅ projektu: āFunkcjonowanie lokalnych systemĆ³w produkcyjnych w warunkach kryzysu gospodarczego (analiza porĆ³wnawcza i benchmarking w wybranych krajach UE oraz krajach trzecichā))
Challenges and complexities in application of LCA approaches in the case of ICT for a sustainable future
In this work, three of many ICT-specific challenges of LCA are discussed.
First, the inconsistency versus uncertainty is reviewed with regard to the
meta-technological nature of ICT. As an example, the semiconductor technologies
are used to highlight the complexities especially with respect to energy and
water consumption. The need for specific representations and metric to
separately assess products and technologies is discussed. It is highlighted
that applying product-oriented approaches would result in abandoning or
disfavoring of new technologies that could otherwise help toward a better
world. Second, several believed-untouchable hot spots are highlighted to
emphasize on their importance and footprint. The list includes, but not limited
to, i) User Computer-Interfaces (UCIs), especially screens and displays, ii)
Network-Computer Interlaces (NCIs), such as electronic and optical ports, and
iii) electricity power interfaces. In addition, considering cross-regional
social and economic impacts, and also taking into account the marketing nature
of the need for many ICT's product and services in both forms of hardware and
software, the complexity of End of Life (EoL) stage of ICT products,
technologies, and services is explored. Finally, the impact of smart management
and intelligence, and in general software, in ICT solutions and products is
highlighted. In particular, it is observed that, even using the same
technology, the significance of software could be highly variable depending on
the level of intelligence and awareness deployed. With examples from an
interconnected network of data centers managed using Dynamic Voltage and
Frequency Scaling (DVFS) technology and smart cooling systems, it is shown that
the unadjusted assessments could be highly uncertain, and even inconsistent, in
calculating the management component's significance on the ICT impacts.Comment: 10 pages. Preprint/Accepted of a paper submitted to the ICT4S
Conferenc
Smart Microgrids: Overview and Outlook
The idea of changing our energy system from a hierarchical design into a set
of nearly independent microgrids becomes feasible with the availability of
small renewable energy generators. The smart microgrid concept comes with
several challenges in research and engineering targeting load balancing,
pricing, consumer integration and home automation. In this paper we first
provide an overview on these challenges and present approaches that target the
problems identified. While there exist promising algorithms for the particular
field, we see a missing integration which specifically targets smart
microgrids. Therefore, we propose an architecture that integrates the presented
approaches and defines interfaces between the identified components such as
generators, storage, smart and \dq{dumb} devices.Comment: presented at the GI Informatik 2012, Braunschweig Germany, Smart Grid
Worksho
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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