SwePub
Tyck till om SwePub Sök här!
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Campos F.) ;conttype:(scientificother)"

Sökning: WFRF:(Campos F.) > Övrigt vetenskapligt/konstnärligt

  • Resultat 1-10 av 10
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  •  
2.
  •  
3.
  • Strand, Pär, 1968, et al. (författare)
  • A European infrastructure for fusion simulations
  • 2010
  • Ingår i: Proceedings of the 18th Euromicro Conference on Parallel, Distributed and Network-Based Processing, PDP 2010. - 9780769539393 ; , s. 460-467
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The Integrated Tokamak Modelling Task Force (ITM-TF) is developing an infrastructure where the validation needs, as being formulated in terms of multi-device data access and detailed physics comparisons aiming for inclusion of synthetic diagnostics in the simulation chain, are key components. A device independent approach to data transport and a standardized approach to data management (data structures, naming, and access) is being developed in order to allow cross validation between different fusion devices using a single toolset. The effort is focused on ITER plasmas and ITER scenario development on current fusion device. The modeling tools are, however, aimed for general use and can be promoted in other areas of modelling as well. Extensive work has already gone into the development of standardized descriptions of the data (Consistent Physical Objects) providing initial steps towards a complete fusion modelling ontology. The longer term aim is a complete simulation platform which is expected to last and be extended in different ways for the coming 30 years. The technical underpinning is therefore of vital importance. In particular, the platform needs to be extensible and open-ended to be able to take full advantage of not only today's most advanced technologies but also be able to marshal future developments. A full level comprehensive prediction of ITER physics rapidly becomes expensive in terms of computing resources and may cover a range of computing paradigms. The simulation framework therefore needs to be able to use both grid and HPC computing facilities. Hence, data access and code coupling technologies are required to be available for a heterogeneous, possibly distributed, environment. The developments in this area are pursued in a separate project - EUFORIA (EU Fusion for ITER Applications). The current status of ITM-TF and EUFORIA is presented and discussed. © 2010 IEEE.
  •  
4.
  •  
5.
  • Acuña, G. J., et al. (författare)
  • Teaching about complementarity - proposal of classes for university students - including exercises
  • 2022
  • Ingår i: Complementarity of Variable Renewable Energy Sources. - : Elsevier. - 9780323855273 - 9780323855280 ; , s. 687-713
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The idea behind this chapter is to provide teachers and students with material that can be used while studying renewable energy sources with special attention paid to their complementary characteristics. The questions and exercises included below refer to chapters presented in the book. In case of any questions, we provide the readers with contact details to chapters corresponding authors who would be happy in assisting you in case of any queries.
  •  
6.
  •  
7.
  • Svensson, Torbjörn, Adjunkt, 1969- (författare)
  • From games to news : Creating an engagement model for digital local news
  • 2024
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The transition of local news from the analog, printed format to a digital format, fit for our increasingly digitized media technology society, has not been as straight-forward as was imagined at the dawning of the World Wide Web. Newspapers, in particular local newspapers, were quite fast in trying to adapt to the new technology platform and put their content on the web. User experiences of reading news have certainly evolved since 1995, with the introduction, for example, of the smartphone and proprietary news apps. However, there has been no deep or consistent commitment to understanding more specifically how the digital format can provide a means of interactivity for users and support a range of content and means to engage it. The digital news format does enable interaction between readers and news staff, and, not least, between users in real-time. However, many features for engagement are currently under-explored. Other media, for example computer games, have developed new ways to engage their audience of players both in terms of how the media is distributed and also how the content is personally adaptive, for example, to the unique skill level of players, or by offering them freedom of action to explore content, and/or by enabling increasing communication among player groups.The main knowledge contribution of this research is a novel model for reader engagement in digital local news. The model is constructed by transferring features for user needs satisfaction and engagement in digital games to the realm of digital local news. Self Determination Theory, which establishes ways of describing user engagement in general, and when applied to computer games specifically, forms the basis of the research. Additionally detailed knowledge about user types counters a traditional ‘one to many’ broadcast logic and supports greater understanding of heterogeneity within reader groups. The model also defines the digital maturity of the different features across a spectrum, from substitution via modification to disruption (Su-Mo-Di). For example, some digital features replicate those from the analog printed version II of the newspaper (substitution), while some are impossible to implement in a paper format (disruption).The aim of the research is to outline a unique model of engagement and illustrate how to apply the varied and detailed features when applied to digital local news. This usage of game engagement transferred to digital news contexts also allows alternative ways to interpret the term gamification. Classically gamification has been defined as using game design elements in non-game contexts, where typical game features like points, leaderboards, and badges have been introduced into a significant variation of media and forms, often to increase effectiveness or output from processes. This research contests that view and suggests that gamification can be used to engage mechanisms from games on a higher or more abstract level than actual game mechanics.The method for transferring this form of game engagement to digital local news engagement is built on a process where the more detailed strategies for making computer games engaging are abstracted and re-applied to the field of digital local news. These strategies form the basis for the unique engagement model illustrated within the thesis. These engagement aspects drawn from the model are further elaborated and used to examine specific examples and two prototypes focused on digital local news. The conclusions demonstrate that a focus on engagement through many varied applications can offer a rich method to increase and to analyze user experiences and to design novel features specific to enhancing digital local news.
  •  
8.
  •  
9.
  •  
10.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 10

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy