13 research outputs found

    TRS-80 With A Keccak Sponge Cake

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    The subject of this paper, an improbable implementation of a recently standardized cryptographic hash function on a thirty-five-year-old microcomputer, may strike some as unusual and recreative at best. In the tedious discipline of the process, however, lessons were learned in implementation trade-offs for basic cryptographic primitives which may prove interesting in the current context of securing (small to nano) machine to machine communications. More importantly, that such insights might stem out of revisiting how earlier computing platforms relate to the code written on them to cast a distant light on modern connections of code to material, historical and contextual factors certainly illuminates the joys of retrocomputing

    The sound of 1-bit:technical constraint and musical creativity on the 48k Sinclair ZX Spectrum

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    This article explores constraint as a driver of creativity and innovation in early video game soundtracks. Using what was, perhaps, the most constrained platform of all, the 48k Sinclair ZX Spectrum, as a prism through which to examine the development of an early branch of video game music, the paper explores the creative approaches adopted by programmers to circumvent the Spectrum’s technical limitations so as to coax the hardware into performing feats of musicality that it had never been designed to achieve. These solutions were not without computational or aural cost, however, and their application often imparted a unique characteristic to the sound, which over time came to define the aesthetic of the 8-bit computer soundtrack, a sound which has been developed since as part of the emerging chiptune scene. By discussing pivotal moments in the development of ZX Spectrum music, this article will show how the application of binary impulse trains, granular synthesis, and pulse-width modulation came to shape the sound of 1-bit music

    Hierarchical categorisation of web tags for Delicious

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    In the scenario of social bookmarking, a user browsing the Web bookmarks web pages and assigns free-text labels (i.e., tags) to them according to their personal preferences. The benefits of social tagging are clear – tags enhance Web content browsing and search. However, since these tags may be publicly available to any Internet user, a privacy attacker may collect this information and extract an accurate snapshot of users’ interests or user profiles, containing sensitive information, such as health-related information, political preferences, salary or religion. In order to hinder attackers in their efforts to profile users, this report focuses on the practical aspects of capturing user interests from their tagging activity. More accurately, we study how to categorise a collection of tags posted by users in one of the most popular bookmarking services, Delicious (http://delicious.com).Preprin

    Hierarchical categorisation of tags for delicious

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    In the scenario of social bookmarking, a user browsing the Web bookmarks web pages and assigns free-text labels (i.e., tags) to them according to their personal preferences. In this technical report, we approach one of the practical aspects when it comes to represent users' interests from their tagging activity, namely the categorization of tags into high-level categories of interest. The reason is that the representation of user profiles on the basis of the myriad of tags available on the Web is certainly unfeasible from various practical perspectives; mainly concerning the unavailability of data to reliably, accurately measure interests across such fine-grained categorisation, and, should the data be available, its overwhelming computational intractability. Motivated by this, our study presents the results of a categorization process whereby a collection of tags posted at Delicious #http://delicious.com# are classified into 200 subcategories of interest.Preprin

    Biblioteconomia social, crítica e progressista: mapeamento da produção científica nacional e internacional

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    Library Science is a scientific field that has presented in recent decades the strongest discussion about its social character and the importance of moving away from a conservative base. Thus, new qualifying terms of this area can be found, for example, Social, Progressive and Critical Library Science. This alternative use and its production is the focus of this research whose general objective is to map the indexed scientific production in different databases. The methodological procedure selected was the bibliometrics of quantitative nature, which aims, at this first moment, to identify the occurrence of the terms, in Portuguese, “Biblioteconomia Social”, “Biblioteconomia Progressista” e “Biblioteconomia Crítica”, as well as the corresponding terms in English “Social Library Science”, “Progressive Library Science” and “Critical Library Science”. Thus, two databases were intentionally selected, one from Brazil and other international, for data collection, namely: Base de Dados em Ciência da Informação (BRAPCI) and Library and Information Science Abstracts (LISA). The search with the terms in these databases took place in January 2019, therefore, the collected data were tabulated and presented in this paper. It was possible to notice that the use of the terms is still little present in the library science production, considering that they started to be used from the 2000s. In Brazil, the “watershed” was the Congresso Brasileiro de Biblioteconomia, Documentação e Ciência da Informação [Brazilian Congress of Library, Documentation and Information Science] (CBBD), in 2017, having in one of the thematic axes the presence of the term “Social Library Science”

    Software Emulation and the Video Game Community: A Web Content Analysis of User Needs

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    In the past decade, archives have utilized emulation to preserve older pieces of software including video games and make them accessible to patrons. However, recent literature neglects user needs for emulated software in archives. Using web content analysis, this study examines the text of nearly 1,200 online comments, threads, and forum posts about software emulation from four different websites. The findings suggest that audiences are keenly aware of software emulation but not of emulation as a way to preserve video games. It also found that user needs are often unique or even contradictory, and much user attention is paid to the visual quality of emulation systems as well as the quality of the emulated experience. The author suggests a number of policy proposals for libraries and archives that argue greater public input is necessary in the creation and development of systems that preserve software through the process of emulation.Master of Science in Library Scienc

    Una panoramica delle strategie di conservazione di opere d’arte digitale

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    This text presents a guide to long-term conservation strategies for digital artwork. In addition to a brief presentation of each strategy mentioned in the literature on the subject, the reader will find a first approach to the main problems and bibliographical references to technical discussions. The consulted studies speak of a series of strategies among which museum employees and conservation professionals must choose on a case-by-case basis depending on the nature of the work. In fact, digital art works have characteristics (the physical components, the architecture of computer programs and the communicative and interactive aspects) that are extremely multiform and variable during their life cycle. The examples of works collected from the bibliography represent this fluid scenario. The computer allows the creation of new artistic languages, new forms and new aesthetics (such as virtual or augmented reality) which undermine conservative practices and principles linked to the preservation of material objects. Digital art is a type of conceptual, ephemeral and procedural art and it presents similarities with the conservative issues of contemporary art. Added to this are problems related to the use of computer networks, the miniaturization of physical components (hardware) and the extreme volatility of instructions (software) in computer language. The latter are given by the programmer/artist who often leaves his "mark" within them. Because operating system, computers and storage media have a short life cycle and are rapidly replaced by research and market innovations, digital works remain behind and, without any conservation measure, are condemned to illegibility in a few years. The literature on the subject privileges the conservation of the intangible and conceptual components of the artistic product compared to the physical and technological ones. The latter quickly become obsolete and may (must) be replaced or adapted to the context over the long term

    Kulturen des Reparierens: Dinge - Wissen - Praktiken

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    Reparieren und Instandhalten sind ökonomisch wie kulturell zentrale Praktiken im "Leben" technischer Dinge und Infrastrukturen. Der Band rückt diese bislang wenig untersuchten Tätigkeiten in den Vordergrund und fragt nach den Wissensformen der unterschiedlichen Kulturen des Reparierens. Die Expertisen und politischen Ambitionen menschlicher Akteure finden dabei ebenso Berücksichtigung wie die Eigendynamik der Dinge. Die Beiträge untersuchen Praktiken wie die Uhr- oder Computerreparatur sowie Räume wie die Wohnung und das Krankenhaus, das Repair Café und die Stadt des Globalen Südens. Nicht zuletzt geht es um die Frage, inwiefern Reparieren und reparaturfreundliches Design zu mehr Nachhaltigkeit beitragen können

    AIUCD2017 - Book of Abstracts

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    Questo volume raccoglie gli abstract degli interventi presentati alla conferenza AIUCD 2017. AIUCD 2017 si è svolta dal 26 al 28 Gennaio 2017 a Roma, ed è stata verrà organizzata dal Digilab, Università Sapienza in cooperazione con il network ITN DiXiT (Digital Scholarly Editions Initial Training Network). AIUCD 2017 ha ospitato anche la terza edizione dell’EADH Day, tenutosi il 25 Gennaio 2017. Gli abstract pubblicati in questo volume hanno ottenuto il parere favorevole da parte di valutatori esperti della materia, attraverso un processo di revisione anonima sotto la responsabilità del Comitato di Programma Internazionale di AIUCD 2017

    AIUCD2017 - Book of Abstracts

    Get PDF
    Questo volume raccoglie gli abstract degli interventi presentati alla conferenza AIUCD 2017. AIUCD 2017 si è svolta dal 26 al 28 Gennaio 2017 a Roma, ed è stata verrà organizzata dal Digilab, Università Sapienza in cooperazione con il network ITN DiXiT (Digital Scholarly Editions Initial Training Network). AIUCD 2017 ha ospitato anche la terza edizione dell’EADH Day, tenutosi il 25 Gennaio 2017. Gli abstract pubblicati in questo volume hanno ottenuto il parere favorevole da parte di valutatori esperti della materia, attraverso un processo di revisione anonima sotto la responsabilità del Comitato di Programma Internazionale di AIUCD 2017
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