13 research outputs found

    Evaluating the Impact of Nature-Based Solutions: A Handbook for Practitioners

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    The Handbook aims to provide decision-makers with a comprehensive NBS impact assessment framework, and a robust set of indicators and methodologies to assess impacts of nature-based solutions across 12 societal challenge areas: Climate Resilience; Water Management; Natural and Climate Hazards; Green Space Management; Biodiversity; Air Quality; Place Regeneration; Knowledge and Social Capacity Building for Sustainable Urban Transformation; Participatory Planning and Governance; Social Justice and Social Cohesion; Health and Well-being; New Economic Opportunities and Green Jobs. Indicators have been developed collaboratively by representatives of 17 individual EU-funded NBS projects and collaborating institutions such as the EEA and JRC, as part of the European Taskforce for NBS Impact Assessment, with the four-fold objective of: serving as a reference for relevant EU policies and activities; orient urban practitioners in developing robust impact evaluation frameworks for nature-based solutions at different scales; expand upon the pioneering work of the EKLIPSE framework by providing a comprehensive set of indicators and methodologies; and build the European evidence base regarding NBS impacts. They reflect the state of the art in current scientific research on impacts of nature-based solutions and valid and standardized methods of assessment, as well as the state of play in urban implementation of evaluation frameworks

    Enhanced video streaming for remote 3D gaming

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    Computer game processing requirements for the CPU and graphics performance are growing all the time higher. At the same time many low cost and modest performance CE devices are gaining popularity. People are already used to mobile life style inside home and on the go and they want to enjoy entertainment everywhere. This paper describes an accelerated video streaming method used in a gaming system, called Games@Large, which enables heavy PC game playing on low cost CE devices without the need of game software modification. The key innovations of the Games@Large system are game execution distribution, game streaming, including graphics/video and audio streaming and game control decentralization as well as network quality of service management. This paper concentrates on the advanced video streaming techniques used in Games@Large

    Platform for Distributed 3D Gaming

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    Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output

    Carbon sequestration potential in European croplands has been overestimated

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    Yearly, per-area carbon sequestration rates are used to estimate mitigation potentials by comparing types and areas of land management in 1990 and 2000 and projected to 2010, for the European Union (EU)-15 and for four country-level case studies for which data are available: UK, Sweden, Belgium and Finland. Because cropland area is decreasing in these countries (except for Belgium), and in most European countries there are no incentives in place to encourage soil carbon sequestration, carbon sequestration between 1990 and 2000 was small or negative in the EU-15 and all case study countries. Belgium has a slightly higher estimate for carbon sequestration than the other countries examined. This is at odds with previous reports of decreasing soil organic carbon stocks in Flanders. For all countries except Belgium, carbon sequestration is predicted to be negligible or negative by 2010, based on extrapolated trends, and is small even in Belgium. The only trend in agriculture that may be enhancing carbon stocks on croplands at present is organic farming, and the magnitude of this effect is highly uncertain. Previous studies have focused on the potential for carbon sequestration and have shown quite significant potential. This study, which examines the sequestration likely to occur by 2010, suggests that the potential will not be realized. Without incentives for carbon sequestration in the future, cropland carbon sequestration under Article 3.4 of the Kyoto Protocol will not be an option in EU-15

    Data Requirements

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    Evaluating NBS benefits, co-benefits, and trade-offs can be a data intensive process. Understanding the data requirements is a critical element in relation to ensuring both the efficacy and cost-effectiveness of this evaluation process. In order to establish the monitoring plans and schemes described in previous chapters, and to deliver this over the range of relevant scales, it is therefore critical to generate data that are both applicable for the nature-based solution impact assessment, and that are comparable to the preceding monitoring campaigns. This chapter addresses the data requirements involved in evaluating the impacts that nature-based solutions manifest and explains the data building blocks involved in NBS monitoring and assessment procedures
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