23,890 research outputs found
Managing Research Data in Big Science
The project which led to this report was funded by JISC in 2010--2011 as part of its 'Managing Research Data' programme, to examine the way in which Big Science data is managed, and produce any recommendations which may be appropriate. Big science data is different: it comes in large volumes, and it is shared and exploited in ways which may differ from other disciplines. This project has explored these differences using as a case-study Gravitational Wave data generated by the LSC, and has produced recommendations intended to be useful variously to JISC, the funding council (STFC) and the LSC community. In Sect. 1 we define what we mean by 'big science', describe the overall data culture there, laying stress on how it necessarily or contingently differs from other disciplines. In Sect. 2 we discuss the benefits of a formal data-preservation strategy, and the cases for open data and for well-preserved data that follow from that. This leads to our recommendations that, in essence, funders should adopt rather light-touch prescriptions regarding data preservation planning: normal data management practice, in the areas under study, corresponds to notably good practice in most other areas, so that the only change we suggest is to make this planning more formal, which makes it more easily auditable, and more amenable to constructive criticism. In Sect. 3 we briefly discuss the LIGO data management plan, and pull together whatever information is available on the estimation of digital preservation costs. The report is informed, throughout, by the OAIS reference model for an open archive
Managing Research Data: Gravitational Waves
The project which led to this report was funded by JISC in 2010ā2011 as part of its
āManaging Research Dataā programme, to examine the way in which Big Science data
is managed, and produce any recommendations which may be appropriate.
Big science data is different: it comes in large volumes, and it is shared and
exploited in ways which may differ from other disciplines. This project has explored
these differences using as a case-study Gravitational Wave data generated by the LSC,
and has produced recommendations intended to be useful variously to JISC, the funding
council (STFC) and the LSC community.
In Sect. 1 we deļ¬ne what we mean by ābig scienceā, describe the overall data
culture there, laying stress on how it necessarily or contingently differs from other
disciplines.
In Sect. 2 we discuss the beneļ¬ts of a formal data-preservation strategy, and the
cases for open data and for well-preserved data that follow from that. This leads to our
recommendations that, in essence, funders should adopt rather light-touch prescriptions
regarding data preservation planning: normal data management practice, in the areas
under study, corresponds to notably good practice in most other areas, so that the only
change we suggest is to make this planning more formal, which makes it more easily
auditable, and more amenable to constructive criticism.
In Sect. 3 we brieļ¬y discuss the LIGO data management plan, and pull together
whatever information is available on the estimation of digital preservation costs.
The report is informed, throughout, by the OAIS reference model for an open
archive. Some of the reportās ļ¬ndings and conclusions were summarised in [1].
See the document history on page 37
Preservation of Data for Earth System Science- Towards a Content Standard
Various remote sensing agencies of the world have created a data rich environment for research and applications over the last three decades. Especially over the last decade, the volume and variety of data useful for Earth system science have increased quite rapidly. One of the key purposes of collecting these data and generating useful digital products containing derived geophysical parameters is to study the long-term trends in the Earth s behavior. Long-term observational data and derived products are essential for validating results from models that predict the future behavior of the Earth system. Given the significant resources expended in gathering the observational data and developing the derived products, it is important to preserve them for the benefit of future generations of users. Preservation involves maintaining the bits with no loss (or loss within scientifically acceptable bounds) as they move across systems as well as over time, ensuring readability over time, and providing for long-term understandability and repeatability of previously obtained results. In order to ensure long-term understandability and repeatability, it is necessary to identify all items of content that must be preserved and plan for such preservation. This paper discusses the need for a standard enumerating and describing such content items and reports on the progress made by NASA and the Federation of Earth Science Information Partners (ESIP Federation) in the U.S. towards such a standard
Emulation is the most sincere form of flattery : retro videogames, rom distribution and copyright
The Internet has made it possible for amateur game creators to collaborate on projects irrespective of geographical location. The success of projects such as Minecraft, and even CounterStrike, demonstrates that āindieā developers can create entertainment products just as popular and successful as mainstream developers with huge budgets. However, many individuals instead are more interested in the old than the new ā reliving past experiences through the playing of old videogames that are no longer commercially sold. Through the creation of emulators, and the ripping of ROM images (data that allows for the playing of an emulated videogame, such as Super Mario Bros. on the Super Nintendo), games with nostalgic value can be easily distributed, played and replayed. In addition, this allows for the preservation of legacy content that may otherwise be consigned to the ādustbin of historyā. However, irrespective of the effort and ingenuity that goes into the creation of emulation software, and the effort involved in ripping ROM data to make old games playable, are these pursuits entirely legal? The purpose of this paper is to consider the compatibility of such projects with pre-existing norms of intellectual property law, comparing and contrasting the approaches of US and EU IP regimes in their handling of emulators and ROMS. The paper will analyse the issue under pre-existing legislation and with regard to relevant case law, seeking to draw conclusions on whether the existing regimes in copyright law are compatible and satisfactorily balance the right of videogame publishers to seek fair remuneration for their work with the desire by enthusiasts to preserve and relive a form of creative culture
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