823 research outputs found
The Lomax Distribution for Wireless Channel Modeling: Theory and Applications
We investigate the application of the Lomax distribution for wireless fading modeling purposes.
By a proper redefinition of its scale parameter, we present closed-form expressions for its main statistics:
probability density function, cumulative distribution function, raw moments and Laplace-domain statistics.
Then, relevant performance indicators are derived, including the amount of fading, channel capacity, outage
probability and error rate. Other applications include diversity reception using selection combining, as well
as composite fading modeling. The Lomax distribution is compared to the relevant case of Rayleigh fading,
and to other benchmark distributions of similar complexity used in the literature.Junta de Andalucía under Grant EMERGIA20-00297European Social and Regional Funds and Junta de Andalucía
under Grant UMA20-FEDERJA-002MCIN/AEI/10.13039/501100011033 under Grant PID2020-118139RB-I00Universidad de Málaga
and TELMA Research Institut
A Formulation of the Log-Logistic Distribution for Fading Channel Modeling
In some scenarios, the log-logistic (LL) distribution is shown to provide the best fit to field
measurements in the context of wireless channel modeling. However, a fading channel model based
on the LL distribution has not been formulated yet. In this work, we introduce the L-distribution
as a reformulation of the LL distribution for channel modeling purposes. We provide closed-form
expressions for its PDF, CDF, and moments. Performance analysis of wireless communication systems
operating under L-fading channels is exemplified, providing exact and asymptotic expressions for
relevant metrics such as the outage probability and the average capacity. Finally, important practical
aspects related to the use of the L-distribution for channel fitting purposes are discussed in two
contexts: (i) millimeter-wave links with misaligned gain, and (ii) air–ground channels in unmanned
aerial vehicle communications.European Social and Regional FundsJunta de Andalucia P18-RT-3175
UMA20-FEDERJA-002Universidad de MalagaUniversidad de Granad
Suite eléctrica : dos composiciones para guitarra eléctrica y formato variable
La suite eléctrica es el resultado de una búsqueda estética personal a través de la cual exploro las posibilidades sonoras ofrecidas por los diferentes recursos tecnológicos que se pueden acoplar a una guitarra eléctrica y del funcionamiento de la misma en conjunto con dos diferentes tipos de ensambles.
Las diversas estéticas que convergen en esta propuesta van desde músicas propias para la guitarra del siglo XIX y XX, pasando por vanguardias como el minimalismo, música experimental e improvisación libre.The electrical suite is the result of a personal aesthetic search through which I explore the sound possibilities offered by the different technological resources that can be coupled to an electric guitar and the operation of it together with two different types of ensembles.
The various aesthetics that converge in this proposal range from own music for the guitar of the nineteenth and twentieth century, through avant-garde such as minimalism, experimental music and free improvisation.Maestro (a) en MúsicaPregrad
Metaverso y educación: el caso pionero de Minecraft en el aprendizaje inmersivo digital
The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to adapt them to its connected digital environment. These are key elements such as the identity of the participants, their ability to act within the system, creativity through lessons as a guide to the educational objectives and the community as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it ends up being governed by reproductive criteria linked to symbolic violence.El metaverso se presenta como una posible nueva iteración tecnológica para Internet. La generación de universos virtuales en los que convergen lo físico y lo digital pone sobre la mesa la cuestión de cómo se afrontará la educación en estos nuevos sistemas. Encontramos, no obstante, ejercicios pioneros como Minecraft: Education Edition. Esta plataforma es una versión basada en el popular videojuego sandbox, que fue creada originalmente por una comunidad de profesores. El objetivo de esta investigación es analizar y describir las características idiosincráticas de Minecraft como plataforma educativa, enmarcándola como uno de los ejercicios pioneros en el metaverso. Para ello, se ha empleado una metodología que combina el Análisis del Discurso Multimodal con la Grounded Theory y el Constant Comparative Method. Como conclusiones, se determina que la plataforma Minecraft Education refuerza desde su planteamiento cuestiones pre-existentes en el mundo físico, redimensionándolas para adaptarlas a su entorno digital conectado. Son claves como la identidad de los participantes, la agencia, la creatividad, con las lecciones como guía de los objetivos educativos, y la comunidad como vertebradora del proceso. Al mismo tiempo, presenta componentes diferenciales digitales, como el uso de avatares, la transición de la lectoescritura textual a la alfabetización en entornos multimodales, las mecánicas que impulsan la creatividad o las capacidades transhumanas que desafían el espacio-tiempo físico. Con todo, la plataforma está diseñada para profesores, padres y gestores, a los que ofrece una serie de prebendas. Por tanto, la acción pedagógica dependerá de su criterio y ejecución, especialmente a través de la elaboración de lecciones y mundos, la gestión de las sesiones, y la interacción en los entornos comunitarios. Queda bajo su responsabilidad que la experiencia educativa sea verdaderamente empoderadora o, por el contrario, esta se acabe rigiendo por criterios reproductivos y vinculados a la violencia simbólica.Research financed through the Margarita Salas Grant from the Ministry of Science, Innovation and Universities of the Government of Spain and the Next Generation EU program. This work is endorsed by the I+D+i project (2019-2021), entitled “Youtubers and instagramers: Media competence in emerging prosumers” with code RTI2018-093303-B-I00, financed by the Ministry of Science, Innovation and Universities of Spain and the European Regional Development Fund (ERDF) and for the I+D+i project (2020-2022), entitled “Instagramers and youtubers for the transmedia empowerment of Andalusian citizens. The media competence of the instatubers”, with code P18-RT-756, financed by the Junta de Andalucía, in the 2018 call (Andalusian Research, Development and Innovation Plan, 2020) and the European Regional Development Fund (ERDF). This work has been partially funded by the grant CIPROM/2021/17 of the Prometeo program of the Conselleria de Innovación, Universidades, Ciencia y Sociedad Digital de la Generalitat Valenciana
Metaverse and education: the pioneering case of Minecraft in immersive digital learning
The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to adapt them to its connected digital environment. These are key elements such as the identity of the participants, their ability to act within the system, creativity through lessons as a guide to the educational objectives and the community as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it ends up being governed by reproductive criteria linked to symbolic violence
Validating the TDRT-Q to assess the quality of the teacher-dancer relationship
La capacidad de los entrenadores para potenciar o desincentivar el compromiso de sus deportistas y para desarrollar su potencial a través de la cualidad de las relaciones que entre ellos se establecen ha recibido una considerable atención desde la investigación; sin embargo, la diada equivalente en el contexto de la danza, la relación entre el maestro y el bailarín, ha sido un área relativamente poco explorada. El propósito de este artículo es extrapolar el modelo de las 3C's de las Relaciones Entrenador-Deportista de Jowett al contexto de la danza y adaptar y validar al español el CART-Q, un instrumento ampliamente utilizado para la evaluación de las relaciones deportista-entrenador. Para ello, 175 bailarines y bailarinas españoles de entre 18 y 40 años (M = 22.47; DT = 4.85) de diferentes niveles y disciplinas de baile completaron el denominado Cuestionario sobre las Relaciones entre Maestro y Bailarín (TDRT-Q), la traducción española del CART-Q adaptado al contexto de la danza. El análisis factorial confirmatorio puso de manifiesto la estructura jerárquica de las relaciones como habían sido originalmente postuladas, incluyendo las dimensiones de Cercanía, Compromiso y Complementariedad. En términos generales, el TDRT-Q demostró unas adecuadas propiedades psicométricas. En línea con los resultados obtenidos, el modelo de las 3C's puede ser transferido para el análisis de las relaciones maestro-bailarín. Más aún, el TDRT-Q puede utilizarse para la evaluación de la cualidad de las relaciones maestro bailarín y para avanzar en el conocimiento y comprensión de este contexto artístico orientado al rendimiento.The capacity of coaches to enable or disable athletes' engagement and ability to reach their potential through the quality of the relationship they develop with them has received substantial research attention, yet the equivalent dyad in dance contexts-the teacher-dancer relationship-has remained relatively unexplored. Thus, the purpose of this paper is to extrapolate Jowett's 3C's Coach-Athlete Relationship Model to the dance context and adapt and validate a Spanish translation of the CART-Q, a psychometric tool that has been extensively used to assess the coach-athlete relationship, to examine the teacher-dancer relationship. 175 Spanish dancers aged 18 to 40 (M = 22.47, SD = 4.85) of diverse performance levels and various dance disciplines completed the renamed Teacher-Dancer Relationship Questionnaire (TDRT-Q), the Spanish translation of the CART-Q adapted to dance contexts. A confirmatory factor analysis highlighted the hierarchical nature of the relationship as has been originally postulated containing Closeness, Commitment, and Complementarity. Overall the TDRT-Q demonstrated adequate psychometric properties. In line with these results, the 3C's model can be transferred to analyse the teacher dancer relationship. Moreover, the TDRT-Q can be used to assess the quality of the teacher-dancer relationship and further advance knowledge and understanding in this achievement-orientated performing arts context.A capacidade dos técnicos para potencializar ou desencorajar o compromisso de seus atletas e para desenvolver o potencial dos mesmos através da qualidade das relações que se estabelecem entre ambos tem recebido considerável atenção da investigação; no entanto, a díade equivalente no contexto da dança, a relação entre o professor e o dançarino, tem sido uma área relativamente pouco explorada. O propósito deste artigo é extrapolar o modelo dos 3C's das Relações Treinador-Atleta de Jowett ao contexto da dança e adaptar e validar ao espanhol o CART-Q, um instrumento amplamente utilizado para a avaliação das relações atleta-treinador. Para tanto, 175 dançarinos e dançarinas espanhóis entre 18 e 40 anos (M = 22.47; DT = 4.85) de diferentes níveis e disciplinas de dança responderam o denominado Questionário sobre as Relações entre Professor e Dançarino (TDRT-Q), a tradução espanhola do CART-Q adaptado ao contexto da dança. A análise fatorial confirmatória revelou a estrutura hierárquica das relações como haviam sido originalmente postuladas, incluindo as dimensões de Proximidade, Compromisso e Complementaridade. Em termos gerais, o TDRT-Q demonstrou propriedades psicométricas adequadas. Em linha com os resultados obtidos, o modelo dos 3C's pode ser transferido para a análise das relações professor-dançarino. Além disso, o TDRT-Q pode ser utilizado para a avaliação da qualidade das relações professor-dançarino e para avançar no conhecimento e na compreensão deste contexto artístico orientado ao rendimento
International Sale of Goods. Research and teaching of the 1980 Vienna Convention
En el artículo se aborda el estudio socio jurídico, doctrinal y arbitral de la Ley 518 de 1999, mediante la cual el Estado colombiano adoptó la Convención de Naciones Unidas sobre Compraventa Internacional de Mercaderías. También se analiza la dinámica del contrato de compraventa internacional y, por supuesto, los métodos de solución de controversias en la compraventa internacional de mercaderías. El trabajo permite determinar dónde, cómo y de qué manera se aborda la enseñanza de la Convención de Naciones Unidas sobre compraventa internacional en las facultades de derecho de la ciudad de BogotáThe article discusses the socio legal, doctrinal and arbitration of Law 518 of 1999, by which the Colombian State has taken the United Nations Convention on International Sale of Goods. It also analyzes the dynamics of international sales contract and, of course, methods of dispute resolution in the International Sale of Goods. The work to determine where and how teaching is approached the United Nations Convention on international sales law schools in the city of Bogot
Identificación de actitudes hacia la estadística en alumnos de la licenciatura en matemáticas
De acuerdo con Holley, Risley-Curtiss, Stott, Jackson y Nelson (2007) nos encontramos con frecuencia con alumnos que llegan a la materia de estadística con preconcepciones y actitudes negativas, las investigaciones realizadas las han asociado a factores como la ansiedad cuando se enfrentan a las actividades dentro del salón de clase. También se ha reportado que los alumnos perciben estas asignaturas como obstáculos en el camino para la obtención de un título profesional (Perney y Ravid, 1990; Zavala, 2014). Por otra parte, después de una primera revisión de la literatura en este campo, pudimos observar que la mayoría de las investigaciones de corte afectivo se han realizado en el nivel medio superior, se encontraron pocos registros de estudios realizados en nivel superior, en particular en la Licenciatura en matemáticas.
Partiendo de estas premisas, es de nuestro interés conocer qué actitudes hacia la estadística presentan los estudiantes de dicha licenciatura. Una justificación de la pertinencia de este estudio reside en reconocer que la mayor parte de los egresados de la licenciatura se desempeñarán principalmente en 2 rubros: como profesores de matemáticas o en el campo de la matemática aplicada
Metaverso y educación: el caso pionero de Minecraft en el aprendizaje inmersivo digital
The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these new
systems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version based
on the popular sandbox video game, which was originally created by a community of teachers. The aim of this research
is to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one of
the pioneering exercises in the metaverse. To this end, we have employed a methodology that combines Multimodal
Discourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how the
Minecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them to
adapt them to its connected digital environment. These are key elements such as the identity of the participants, their
ability to act within the system, creativity through lessons as a guide to the educational objectives and the community
as the backbone of the process. At the same time, it presents differential components, such as the use of avatars, the
transition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilities
that defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offers
a series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially through
the elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that it
ends up being governed by reproductive criteria linked to symbolic violence.El metaverso se presenta como una posible nueva iteración tecnológica para Internet. La generación de universos virtuales en los que convergen lo físico y lo digital pone sobre la mesa la cuestión de cómo se afrontará la educación en estos
nuevos sistemas. Encontramos, no obstante, ejercicios pioneros como Minecraft: Education Edition. Esta plataforma es
una versión basada en el popular videojuego sandbox, que fue creada originalmente por una comunidad de profesores.
El objetivo de esta investigación es analizar y describir las características idiosincráticas de Minecraft como plataforma
educativa, enmarcándola como uno de los ejercicios pioneros en el metaverso. Para ello, se ha empleado una metodología que combina el Análisis del Discurso Multimodal con la Grounded Theory y el Constant Comparative Method.
Como conclusiones, se determina que la plataforma Minecraft Education refuerza desde su planteamiento cuestiones
pre-existentes en el mundo físico, redimensionándolas para adaptarlas a su entorno digital conectado. Son claves como
la identidad de los participantes, la agencia, la creatividad, con las lecciones como guía de los objetivos educativos, y la
comunidad como vertebradora del proceso. Al mismo tiempo, presenta componentes diferenciales digitales, como el
uso de avatares, la transición de la lectoescritura textual a la alfabetización en entornos multimodales, las mecánicas que
impulsan la creatividad o las capacidades transhumanas que desafían el espacio-tiempo físico. Con todo, la plataforma
está diseñada para profesores, padres y gestores, a los que ofrece una serie de prebendas. Por tanto, la acción pedagógica dependerá de su criterio y ejecución, especialmente a través de la elaboración de lecciones y mundos, la gestión de
las sesiones, y la interacción en los entornos comunitarios. Queda bajo su responsabilidad que la experiencia educativa
sea verdaderamente empoderadora o, por el contrario, esta se acabe rigiendo por criterios reproductivos y vinculados
a la violencia simbólica.Research financed through the Margarita Salas Grant from the Ministry of Science, Innovation and Universities of
the Government of Spain and the Next Generation EU program.
This work is endorsed by the I+D+i project (2019-2021), entitled “Youtubers and instagramers: Media competence
in emerging prosumers” with code RTI2018-093303-B-I00, financed by the Ministry of Science, Innovation and
Universities of Spain and the European Regional Development Fund (ERDF) and for the I+D+i project (2020-2022),
entitled “Instagramers and youtubers for the transmedia empowerment of Andalusian citizens. The media competence
of the instatubers”, with code P18-RT-756, financed by the Junta de Andalucía, in the 2018 call (Andalusian
Research, Development and Innovation Plan, 2020) and the European Regional Development Fund (ERDF).
This work has been partially funded by the grant CIPROM/2021/17 of the Prometeo program of the Conselleria de
Innovación, Universidades, Ciencia y Sociedad Digital de la Generalitat Valenciana
Exploring the ring-closing metathesis for the construction of the solomonamide macrocyclic core: identification of bioactive precursors
New synthetic strategies directed toward the novel cyclopeptides solomonamides have been explored utilizing an olefin metathesis as the key reaction. In the various strategies investigated, we worked on minimally oxidized systems, and the olefin metathesis reaction demonstrated efficiency and validity for the construction of the macrocyclic core. The described synthetic strategies toward the solomonamides are well suited for the subsequent access to the natural products and represent flexible and diversityoriented routes that allow for the generation of a variety of analogues via oxidative transformations. In addition, preliminary biological evaluations of the generated solomonamide precursors revealed antitumor activity against various tumor cell lines.This work was financially supported by the Ministerio de Economía y Competitividad (MINECO) (ref BIO2014-56092-R, CTQ2014-60223-R and CTQ2016-76311-R) and Junta de Andalucía and “Fondo Europeo de Desarrollo Regional-FEDER” (P12
CTS-1507). I.C.-S. thanks Ministerio de Educación, Cultura y Deporte for a predoctoral fellowship (FPU programme)
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