658 research outputs found

    The Economic Costs of Corruption: A Survey and New Evidence

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    This paper reviews the empirical literature on the economic costs of corruption. Corruption affects economic growth, the level of GDP per capita, investment activity, international trade and price stability negatively. Additionally, it biases the composition of government expenditures. The second part of the paper estimates the effect of corruption on economic growth and GDP per capita as well as on six possible transmission channels. The results of this analysis allows to calculate the total effect of corruption: An increase of corruption by about one index point reduces GDP growth by 0.13 percentage points and GDP per capita by 425 US$.Costs of Corruption, Survey, Empirical Evidence

    History of Computer Art

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    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)

    Bony Patella Impingement with Knee Locking in Severe Patellofemoral Arthritis

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    History of Computer Art

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    Die Entwicklung von Computer und Software von den fünfziger Jahren bis heute wird vorgestellt. Als Leitkriterien der Geschichte der Computerkunst werden ein Interface-Modell und drei Arten, Rechenprozesse einzusetzen (generativ, modular, hyptertextuell), vorgeschlagen. Die "Geschichte der Computerkunst"/"History of Computer Art" erörtert Beispiele aus frühen Entwicklungsphasen von Kunstformen wie Kybernetische Skulpturen, Computergraphik und -animation (einschließlich Musikvideos und Demos), Videokunst und Computerspielen, reaktive Installationen, Virtuelle Realität, Evolutionäre Kunst und Netzkunst. Die Funktionen der ausgewählten Werke werden detaillierter vorgestellt als dies in vergleichbaren Geschichten üblich ist. Die deutsche Version wurde bis Dezember 2012 kapitelweise in IASLonline Lektionen/Lessons in Net Art publiziert. Das letzte Kapitel der englischen Version wurde Juni 2014 veröffentlicht. Im September 2015 wurde ein erstes Update eingestellt

    History of Computer Art

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    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories. The German version was completed in December 2012. The last chapter of the English translation was published in June 2014. First update: September 2015

    History of Computer Art, Second Edition

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    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories. The second edition for the Book on Demand (Lulu Press, 2020) includes an update of chapter II.1.1 (first edition 2014)

    Recommendations for the engineering characterization of single-use bioreactors

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    Single-use bioreactors have been available for more than 15 years and are nowadays widely accepted for a broad range of applications. However, process engineering data for these bioreactors, including volumetric mass transfer coefficients, mixing times and power inputs, are still limited. Furthermore, these data are often generated using a number of different methods, making comparisons difficult. In addition, the large variety of bioreactor types and their mixing principles (stirred, wave-mixed, orbitally-shaken, etc.) increases the difficulty in comparing the engineering data. In order to facilitate the usage of single-use bioreactors, the DECHEMA Upstream Processing (USP) expert group on ‘Single-use technology in biopharmaceutical manufacturing’ has developed recommendations for the process engineering characterization of single-use bioreactors. The methods are based on procedures that were previously developed for multi-use bioreactors and were tested in universities as well as companies (both from the supplier and user sides) for their robustness. The validated recommendations now include measurements of volumetric mass transfer coefficient, mixing time and power input. These parameters are experimentally determined using the dynamic gassing-out method, the decolorization method or sensor method, and the torque method respectively. The poster gives an overview of the fundamentals and procedures of the methods applied, and current results from the interlaboratory tests. Recent foci include the measurement of carbon dioxide gas-liquid mass transfer and the determination of mechanical stress due to hydrodynamics

    From carry trades to curvy trades

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    Traditional carry trade strategies are based on differences in short-term interest rates, neglecting any other information embedded in yield curves. We derive return distributions of carry trade portfolios among G10 currencies, where the signals to buy and sell currencies are based on summary measures of the yield curve, the Nelson-Siegel factors. We find that a strategy based on the relative curvature factor, the curvy trade, yields higher Sharpe ratios and a smaller return skewness than traditional carry trade strategies. Curvy trades build less upon the typical carry currencies, like the Japanese yen and the Swiss franc, and are hence less susceptible to crash risk. In line with that, standard pricing factors of traditional carry trade returns, such as exchange rate volatility, fail to explain curvy trade returns in a linear asset pricing framework. Our findings are in line with recent interpretations of the curvature factor. A relatively high curvature signals a relatively higher path of future short-term rates over the medium-term putting upward pressure on the currency
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