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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Lamanna, Giovanni; Bird, Ian; Petzold, Andreas; Asmi, Ari; +6 Authors

    THE SCIENCE CLUSTERS are EU collaborative projects that were launched in 2019 to link ESFRI and other world-class Research Infrastructures (RIs) to the European Open Science Cloud (EOSC). The main impacts of the Science Clusters’ work programme concern: the improved access of researchers to data, tools and resources, leading to new insights and innovation for data-driven science both within and beyond the context of the domains in which the clusters are rooted; the creation of a cross-border open innovation environment for FAIR (Findable, Accessible, Interoperable and Reusable) data management for economies of scale, to develop synergies and rise the efficiency and productivity of researchers through open-science standards and thematic services; the enhanced co-developments to foster the cross-domain interoperability central to the EOSC goal. The Science Clusters are an integral part of EOSC. Their services and outcomes are now forming the core of the emerging EOSC fabric. As important partners of EOSC, Science Clusters contribute to its development and its implementation process. Importantly, the Science Clusters form a natural collaboration between the ESFRI RIs’ management boards partners in the clusters. As EOSC matures and begins delivering data and services for European research, a discussion is needed to stimulate the Open Science practices, cross-domain interoperability and long-term coordination of the scientific communities covered by the five Science Clusters. This position paper contributes formally to explain the urgent need of EC to support a longer-term role of the five Science Clusters to provide content to the EOSC, to enhance researchers’ involvement in Open Science and to suggest potential cooperative pathways in the Horizon-Europe framework and along with the EOSC Association roadmap. This paper is aimed at highlighting: Expectations of the clusters and the concerned research communities, pointing out a common structured vision and a series of suggestions for the future. A more detailed analysis from each cluster, that is provided for completeness.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ ZENODOarrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    ZENODO
    Other ORP type . 2021
    License: CC BY
    Data sources: Datacite
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    https://doi.org/10.5281/zenodo...
    Other ORP type . 2021
    License: CC BY
    Data sources: Sygma
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ ZENODOarrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      ZENODO
      Other ORP type . 2021
      License: CC BY
      Data sources: Datacite
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      https://doi.org/10.5281/zenodo...
      Other ORP type . 2021
      License: CC BY
      Data sources: Sygma
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Giunchi, D; Bovo, R; Charalambous, P; Liarokapis, F; +4 Authors
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ UCL Discoveryarrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    UCL Discovery
    Other ORP type . 2021
    Data sources: UCL Discovery
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ UCL Discoveryarrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      UCL Discovery
      Other ORP type . 2021
      Data sources: UCL Discovery
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rovere, Alessio; Garzon Alvarado, Sebastian;

    This is the code for a shiny app that takes the data from the WALIS sea-level proxies database. The code was prepared by Sebastian Garzòn under the supervision of Alessio Rovere.The interface shows the results of a jupyter notebook (running offline) that summarizes the data included in WALIS for display in the shiny app. The notebook is included in this repository: https://github.com/Alerovere/WALISThe app can be accessed at this link. https://warmcoasts.shinyapps.io/WALIS_Visualization/This software is part of a project that has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant agreement No. ERC-StG-802414). Sebastian Garzon was also funded by the Data Stewardship Scholarship, by PAGES (which in turn received support from the Swiss Academy of Sciences and the Chinese Academy of Sciences).

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Research@WURarrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Research@WUR
    Other ORP type . 2023
    Data sources: Research@WUR
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
      Research@WUR
      Other ORP type . 2023
      Data sources: Research@WUR
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Aljanabi, Omar; Hansen-Haug, Anders;

    Virtual reality (VR) is a computer generated 3D representation of real- or fictional environments. VR can be used to create real-life simulations that allow users to experience being present in the environment that being simulated. VR is applied for the purpose of education and training. However, technology takes on a growing role in education as it is considered an alternative to replace traditional teaching. The problem is that research on VR in engineering education is limited and it does not take into account the educators’ point of view regarding VR as an education tool. Which can lead to VR applications that do not hold in reality. The purpose of the study is to investigate VR's current position in engineering education through the identification of opportunities and challenges, based on the educators’ attitude towards VR as an education tool. A qualitative study was carried out to investigate the subject matter. The data for the study was collected via digital trace survey about VR and semi-structured interviews with programmanagers from various engineering programs. The results of the study shows that programmanagers have a positive attitude towards VR and that VR implementation as an education tool is limited within the universities / high schools that were investigated. Furthermore, VR is mostly used for research purposes. The lack of VR's application in education can be due to various factors that are regarded as challenges, which are: lack of confidence in VR-technology, lack of purpose of use and in need for development of VR simulations. There is also opportunities with VR which are: that VR has various positive individual effects, it is cost effective and that VR-laboratories are available for training and development purposes when applying VR. Virtual reality (VR) är en datorgenererad 3-D representation av verkliga eller påhittade miljöer. VR används för att skapa verklighetsnära simuleringar som ger användaren möjligheten att uppleva sig vara närvarande i den miljö som simuleras. VR tillämpas för utbildnings- och träningssyfte, dock tar teknologin en växande roll inom utbildning vilket anses vara ett alternativ som ersätter traditionell undervisning. Problemet är att forskningen som finns angående VR inom ingenjörsutbildningar är bristande, samt att det inte tar hänsyn till lärarnas synvinkel när det gäller VR som utbildningsverktyg. Vilket kan leda till VR tillämpningar som inte håller i verkligheten. Syftet med studien är att undersöka VR:s nuvarande ställning inom ingenjörsutbildningar, genom att identifiera möjligheter och utmaningar utifrån lärarnas inställning angående VR som utbildningsverktyg. En kvalitativ studie utfördes för att kunna undersöka syftet. Data för studien samlades in via en digital spårundersökning inom högre utbildning om VR och semistrukturerade intervjuer med programansvariga för olika ingenjörsprogram. Resultaten av studien visar att programansvariga har en positiv inställning till VR, och att VR tillämpas i begränsad omfattning inom de universitet/högskolor som undersöktes. För övrigt tillämpas VR mest för forskningssyfte. Bristen på VR:s tillämpning inom utbildningar kan bero på olika faktorer, tex: brist på tillit för VR-teknologin, tydligt användningssyfte saknas och behov finns för utvecklingen av VR-simuleringar. Det finns också möjligheter med VR, vilket är att det har olika positiva individuella effekter, det är kostnadseffektivt och det finns VR-laboratorium som kan användas för tränings- och utvecklingssyfte.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Digitala Vetenskapli...arrow_drop_down
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    Authors: Boman, Joel; Forsmark, Markus; Schagerström, Waldemar;

    When talking about how to present information in virtual reality, the possibilities are countless, but there are also many problems surrounding the spatial location of the information. This study aims to examine where and how the instructions in a vehicle training simulator should be presented in a future implementation of the interface in virtual reality. To find this out, a gameplay was created in which four different placements of the instructions were made. Three options were based on earlier studies made by Smith (2015) and Jose (2016) and the fourth was based on the existing information in the vehicle training simulator. These gameplays were presented as a movie to a number of interviewees and followed up by questions after each movie. The interviewees were asked to give the movies three ratings from 1-5, valuing how they perceived the presentation of the instructions. To get further opinions, comments was collected from the interviewees throughout each session. In this two ways, we got answers to which of the four options the interviewees thought was best. The study showed that there were two options that stood out among the others and both were based on the concept of a head-up display, also known as a HUD. One was represented in the bottom of the windshield and the other one in the top. The result of which one of them who were perceived as best is too close to say, although the study is considered to have reached its goal, which was to help the developers on their way to a decision that will eventually be implemented.

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Digitala Vetenskapli...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Digitala Vetenskapli...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
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    Authors: T. W. Shimwell; M. J. Hardcastle; C. Tasse; P. N. Best; +102 Authors

    In this data release from the ongoing LOw-Frequency ARray (LOFAR) Two-metre Sky Survey (LoTSS) we present 120-168 MHz images covering 27% of the northern sky. Our coverage is split into two regions centred at approximately 12h45m +44◦30′ and 1h00m +28◦ 00′ and spanning 4178 and 1457 square degrees respectively. The images were derived from 3,451 hrs (7.6 PB) of LOFAR High Band Antenna data which were corrected for the direction-independent instrumental properties as well as direction-dependent ionospheric distortions during extensive, but fully automated, data processing. A catalogue of 4,396,228 radio sources is derived from our total intensity (Stokes I) maps, where the majority of these have never been detected at radio wavelengths before. At 6′′ resolution, our full bandwidth Stokes I continuum maps with a central frequency of 144 MHz have: a median rms sensitivity of 83 μ Jy/beam; a flux density scale accuracy of approximately 10%; an astrometric accuracy of 0.2′′; and we estimate the point-source completeness to be 90% at a peak brightness of 0.8 mJy/beam. By creating three 16 MHz bandwidth images across the band we are able to measure the in-band spectral index of many sources, albeit with an error on the derived spectral index of > ±0.2 which is a consequence of our flux-density scale accuracy and small fractional bandwidth. Our circular polarisation (Stokes V) 20′′ resolution 120-168 MHz continuum images have a median rms sensitivity of 95 μ Jy/beam, and we estimate a Stokes I to Stokes V leakage of 0.056%. Our linear polarisation (Stokes Q and Stokes U) image cubes consist of 480 97.6 kHz wide planes and have a median rms sensitivity per plane of 10.8mJy/beam at 4′ and 2.2mJy/beam at 20′′; we estimate the Stokes I to Stokes Q/U leakage to be approximately 0.2%. Here we characterise and publicly release our Stokes I, Q, U and V images in addition to the calibrated uv-data to facilitate the thorough scientific exploitation of this unique dataset. This is field P251+45.

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    SURF Data Repository
    Other ORP type . 2022
    Data sources: B2FIND
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      Other ORP type . 2022
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    Authors: Jørgensen, Joan; Kryger, Benjamin; Bundgaard, Silke Sophie; Albarazi, Lujain;

    The Mars One Project has been widely reported in the media recently. However many people are skeptical about the project and do not believe it is realistic at all. In this project we explore the Mars One Project as we look into the psychological and physiological elements that can influence the mission. We look into personal interaction, group dynamics and zoom in on isolation and the consequences of isolation on people. We compare the situation on Mars with similar theories. We include data from previous spaceflights to gain knowledge about the physiological consequences for the human body to be located that far from The Earth. We find that the participants in such a mission probably will face numerous psychological and physiological challenges.

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    Authors: T. W. Shimwell; M. J. Hardcastle; C. Tasse; P. N. Best; +102 Authors

    In this data release from the ongoing LOw-Frequency ARray (LOFAR) Two-metre Sky Survey (LoTSS) we present 120-168 MHz images covering 27% of the northern sky. Our coverage is split into two regions centred at approximately 12h45m +44◦30′ and 1h00m +28◦ 00′ and spanning 4178 and 1457 square degrees respectively. The images were derived from 3,451 hrs (7.6 PB) of LOFAR High Band Antenna data which were corrected for the direction-independent instrumental properties as well as direction-dependent ionospheric distortions during extensive, but fully automated, data processing. A catalogue of 4,396,228 radio sources is derived from our total intensity (Stokes I) maps, where the majority of these have never been detected at radio wavelengths before. At 6′′ resolution, our full bandwidth Stokes I continuum maps with a central frequency of 144 MHz have: a median rms sensitivity of 83 μ Jy/beam; a flux density scale accuracy of approximately 10%; an astrometric accuracy of 0.2′′; and we estimate the point-source completeness to be 90% at a peak brightness of 0.8 mJy/beam. By creating three 16 MHz bandwidth images across the band we are able to measure the in-band spectral index of many sources, albeit with an error on the derived spectral index of > ±0.2 which is a consequence of our flux-density scale accuracy and small fractional bandwidth. Our circular polarisation (Stokes V) 20′′ resolution 120-168 MHz continuum images have a median rms sensitivity of 95 μ Jy/beam, and we estimate a Stokes I to Stokes V leakage of 0.056%. Our linear polarisation (Stokes Q and Stokes U) image cubes consist of 480 97.6 kHz wide planes and have a median rms sensitivity per plane of 10.8mJy/beam at 4′ and 2.2mJy/beam at 20′′; we estimate the Stokes I to Stokes Q/U leakage to be approximately 0.2%. Here we characterise and publicly release our Stokes I, Q, U and V images in addition to the calibrated uv-data to facilitate the thorough scientific exploitation of this unique dataset. This is field P198+67.

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    SURF Data Repository
    Other ORP type . 2022
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      SURF Data Repository
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Wiiala, Henrik;

    The goal of the thesis was to instruct the creation of animated 3d-characters to a Virtual Reality -environment for the future development of CB-Safe project. It was explained what Virtual Reality means, what its good and bad sides and usage possibilities are, through which a guide to produce animated 3d-characters was created. The guide included the definition, composition, editing methods, coloring, and decorating i.e texturing and rigging of 3d-objects called Meshes. The animation included the use of Key frames, Timeline, F-Curves, Inter- and Extrapolation, and the presentation of Blender's animation tools. The case section included instructions for making the CB-Safe rescue character and its animations, the test result in the Unity game engine, and how to optimize the 3d character for VR use. The results were to limit the number of polygons in 3d characters, which reduces power consumption in its use in VR, as well as a recommendation to use F-Curves to reduce the waste of time when animating. Tutkimuksen tavoitteena oli 3d-hahmojen luonti ja animointi Virtuaalitodellisuus -ympäristöön CB-Safe pelastussimulaatiota varten yleisohjeeksi projektin jatkokehitystä varten. Työssä esitettiin, mitä Virtuaalitodellisuus tarkoittaa sekä sen hyvät ja huonot puolet, että käyttömahdollisuudet, jonka perusteella luotiin yleisohjeet 3d-mallinnusta ja animaatiota varten. Yleisohjeisiin kuului 3d-mallien eli Meshien määritelmät, koostumukset, muokkaustavat, väritys ja koristelu eli teksturointi ja 3d-luuranko. Animaatioon kuului Avainkehysten, Aikajanan, F-Curvien, Inter- ja Extrapolaation käyttö sekä Blender-ohjelman animaatiotyökalujen esittäminen. Case-osuuteen kuului ohjeet CB-Safe pelastushahmon ja sen animaatioiden valmistamiseen, testaustulos Unity pelimoottorissa ja miten 3d-hahmo optimoidaan VR-käyttöön. Tuloksiksi saatiin polygonien rajoitettu määrä 3d-hahmoissa, joka vähentää tehonviehtiä VR:ssä, sekä F-Curvien käytön suosittelu animaation ajanhukan vähentämiseksi.

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    Theseus
    Other ORP type . 2021
    Data sources: Theseus
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      Theseus
      Other ORP type . 2021
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Do Souto Espiñeira, Elia;

    Las fuentes transitorias son objetos o eventos astronómicos que evolucionan en escalas de tiempo cortas (desde milisegundos hasta días). Esta tesis introduce un algoritmo novedoso para la búsqueda de fuentes transitorias en muy alta energía con datos de archivo de los telescopios Major Atmospheric Gamma-ray Imaging Cherenkov (MAGIC), que son un sistema de dos Telescopios Cherenkov Atmosféricos de Imagen (IACTs). Tras 20 años en funcionamiento, los telescopios MAGIC han acumulado grandes cantidades de datos observacionales, pero la observación día a día de eventos transitorios depende de alertas provenientes de otros experimentos. Este nuevo método pretende aprovechar los datos de archivo para la búsqueda de eventos transitorios. El método está diseñado como una búsqueda directa no sesgada de cualquier tipo de fuente transitoria, siendo su principal parámetro la escala de tiempo de la fuente objetivo. Aplicamos la búsqueda en cuatro escalas de tiempo diferentes, 2 s, 10 s, 100 s y 1000 s, y enfocamos el análisis de los resultados en el caso de la evaporación de Agujeros Negros Primordiales (PBH). Los PBHs son agujeros negros hipotéticos cuya formación en el Universo temprano se ha postulado como debida a fluctuaciones de densidad, y tienen un amplio rango de posibles masas iniciales. Los PBHs con una masa inicial alrededor de 10^11 - 10^12 kg son un objetivo atractivo para los IACTs, ya que estarían evaporándose en la actualidad en una explosión repentina de partículas de muy alta energía debido a la radiación de Hawking. Una detección de emisión de rayos gamma de PBHs constituiría, además de confirmar su existencia, una prueba de la radiación de Hawking y tendría un amplio impacto en los modelos cosmológicos. Enfocado en la detección de la evaporación de PBHs, este trabajo presenta un análisis de un año de datos observacionales de archivo de MAGIC. Varias señales surgieron como candidatas durante el análisis, pero ninguna tuvo suficiente significancia estadística como para afirmar la detección de evaporación de PBHs u otro evento transitorio. No obstante, las no detecciones produjeron límites superiores con un 99 % de nivel de confianza a la densidad de tasa de evaporación de los PBHs cerca de la Tierra en un espacio de parámetros previamente no examinado. Estos resultados se utilizaron para discutir los diferentes enfoques para observar PBHs utilizados por MAGIC y otros experimentos de rayos gamma, y derivar límites superiores en la proporción de densidad de PBH en el Universo temprano. El desarrollo de un modelo de estimación de fondo de rayos gamma como parte de esta tesis mejora nuestra capacidad para analizar grandes cantidades de datos en búsqueda de eventos transitorios. Aunque no se encontró ninguna detección significativa, los algoritmos y metodologías desarrollados aquí pueden ser de uso en futuras búsquedas enfocadas a diferentes eventos transitorios, o simplemente aplicarse a un conjunto de datos más amplio. En conclusión, esta tesis contribuye a establecer nuevos límites superiores en el campo de PBHS, pero también avanza las herramientas analíticas disponibles para futuras búsquedas transitorias en el campo de la astrofísica de muy altas energías. Les fonts transitoris són objectes o esdeveniments astronòmics que evolucionen en escales de temps curtes (des de mil·lisegons fins a dies). Aquesta tesi introdueix un algoritme innovador per a la cerca de fonts transitories en molt alta energia amb dades d'arxiu dels telescopis Major Atmospheric Gamma-ray Imaging Cherenkov (MAGIC), que són un sistema de dos Telescopis Cherenkov Atmosfèrics d'Imatge (IACTs). Després de 20 anys en funcionament, els telescopis MAGIC han acumulat grans quantitats de dades observacionals, però l'observació dia a dia d'esdeveniments transitoris depèn d'alertes provinents d'altres experiments. Aquest nou mètode pretén aprofitar les dades d'arxiu per a la cerca d'esdeveniments transitoris. El mètode està dissenyat com una cerca directa no biaixada de qualsevol tipus de font transitoria, sent el seu principal paràmetre l'escala de temps de la font objectiu. Apliquem la cerca en quatre escales de temps diferents, 2 s, 10 s, 100 s i 1000 s, i enfocarem l'anàlisi dels resultats en el cas de l'evaporació d'Agujeros Negros Primordiales (PBH). Els PBHs són forats negres hipotètics la formació dels quals en l'Univers primerenc s'ha postulat com a deguda a fluctuacions de densitat, i tenen un ampli rang de possibles masses inicials. Els PBHs amb una massa inicial al voltant de 10^11 - 10^12 kg són un objectiu atractiu per als IACTs, ja que estarien evaporant-se en l'actualitat en una explosió sobtada de partícules de molt alta energia a causa de la radiació de Hawking. Una detecció d'emissió de raigs gamma de PBHs constituiria, a més de confirmar la seva existència, una prova de la radiació de Hawking i tindria un ampli impacte en els models cosmològics. Enfocat en la detecció de l'evaporació de PBHs, aquest treball presenta una anàlisi d'un any de dades observacionals d'arxiu de MAGIC. Diverses senyals van sorgir com a candidates durant l'anàlisi, però cap va tenir suficient significància estadística com per afirmar la detecció d'evaporació de PBHs o un altre esdeveniment transitori. No obstant això, les no deteccions van produir límits superiors amb un 99 % de nivell de confiança a la densitat de taxa d'evaporació dels PBHs a prop de la Terra en un espai de paràmetres prèviament no examinat. Aquests resultats es van utilitzar per discutir els diferents enfocaments per observar PBHs utilitzats per MAGIC i altres experiments de raigs gamma, i derivar límits superiors en la proporció de densitat de PBHs en l'Univers primerenc. El desenvolupament d'un model d'estimació de fons de raigs gamma com a part d'aquesta tesi millora la nostra capacitat per analitzar grans quantitats de dades en cerca d'esdeveniments transitoris. Encara que no es va trobar cap detecció significativa, els algoritmes i metodologies desenvolupats aquí poden ser d'ús en futures cerques enfocades a diferents esdeveniments transitoris, o simplement aplicar-se a un conjunt de dades més ampli. En conclusió, aquesta tesi contribueix a establir nous límits superiors en el camp dels PBHS, però també avança les eines analítiques disponibles per a futures cerques transitories en el camp de l'astrofísica de molt altes energies. Transient sources are astronomical objects or events that evolve in short timescales (from milliseconds to days). The transient sky in Very High Energy (VHE) gamma-rays offers a window into the most energetic and dynamic processes in the Universe. This thesis introduces a novel algorithm for the archival search of transient VHE sources with the Major Atmospheric Gamma-ray Imaging Cherenkov (MAGIC) telescopes, a system of two Imaging Atmospheric Cherenkov Telescopes (IACTs). After 20 years in operation, the MAGIC telescopes have accumulated vast amounts of observational data, but the day-to-day observation of transients depends on alerts from other experiments. This new method aims to leverage archival data for the search of transient events. The method is designed as an unbiased direct search for any kind of transient, with its main parameter being the timescale of the target source. We applied the search in four different timescales, 2 s, 10 s, 100 s and 1000 s, and focused the analysis of the results on the case of Primordial Black Hole (PBH) evaporation. PBHs are hypothesized to have been formed in the early Universe due to density fluctuations and have a wide range of possible initial masses. PBHs with an initial mass around 10 11 - 10 12 kg are an attractive target for IACTs, since they would be evaporating at present times in a sudden explosion of VHE particles due to Hawking radiation. A detection of VHE emission from PBHs would, in addition to conrming their existence, constitute as proof for Hawking radiation and have a wide impact on cosmological models. Focused on the detection of PBH evaporation, this work presents an analysis of one year of observational archival data from MAGIC. While several candidate signals emerged, none had enough statistical signicance to warrant a detection claim for PBH evaporation or other transient event. Nevertheless, the non-detections yielded 99 % condence level upper limits on the evaporation rate density of PBHs near Earth in previously unexamined parameter space. These results were used to discuss the different approaches to observing PBHs used by MAGIC and other gamma-ray experiments, and derive upper limits on the PBH density ratio in the early Universe. The development of a background estimation model as part of this thesis improves our capability to analyse vast datasets for the search of transient events. Although no signicant detection was found, the algorithms and methodologies developed herein can be used in future searches focused on different transient events, or simply applied to a larger dataset. In conclusion, this thesis contributes to setting new upper limits in the eld but also advances the analytical tools available for future transient searches in the VHE domain.

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Lamanna, Giovanni; Bird, Ian; Petzold, Andreas; Asmi, Ari; +6 Authors

    THE SCIENCE CLUSTERS are EU collaborative projects that were launched in 2019 to link ESFRI and other world-class Research Infrastructures (RIs) to the European Open Science Cloud (EOSC). The main impacts of the Science Clusters’ work programme concern: the improved access of researchers to data, tools and resources, leading to new insights and innovation for data-driven science both within and beyond the context of the domains in which the clusters are rooted; the creation of a cross-border open innovation environment for FAIR (Findable, Accessible, Interoperable and Reusable) data management for economies of scale, to develop synergies and rise the efficiency and productivity of researchers through open-science standards and thematic services; the enhanced co-developments to foster the cross-domain interoperability central to the EOSC goal. The Science Clusters are an integral part of EOSC. Their services and outcomes are now forming the core of the emerging EOSC fabric. As important partners of EOSC, Science Clusters contribute to its development and its implementation process. Importantly, the Science Clusters form a natural collaboration between the ESFRI RIs’ management boards partners in the clusters. As EOSC matures and begins delivering data and services for European research, a discussion is needed to stimulate the Open Science practices, cross-domain interoperability and long-term coordination of the scientific communities covered by the five Science Clusters. This position paper contributes formally to explain the urgent need of EC to support a longer-term role of the five Science Clusters to provide content to the EOSC, to enhance researchers’ involvement in Open Science and to suggest potential cooperative pathways in the Horizon-Europe framework and along with the EOSC Association roadmap. This paper is aimed at highlighting: Expectations of the clusters and the concerned research communities, pointing out a common structured vision and a series of suggestions for the future. A more detailed analysis from each cluster, that is provided for completeness.

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    ZENODO
    Other ORP type . 2021
    License: CC BY
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    https://doi.org/10.5281/zenodo...
    Other ORP type . 2021
    License: CC BY
    Data sources: Sygma
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      ZENODO
      Other ORP type . 2021
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      https://doi.org/10.5281/zenodo...
      Other ORP type . 2021
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Giunchi, D; Bovo, R; Charalambous, P; Liarokapis, F; +4 Authors
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    UCL Discovery
    Other ORP type . 2021
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      UCL Discovery
      Other ORP type . 2021
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    Authors: Rovere, Alessio; Garzon Alvarado, Sebastian;

    This is the code for a shiny app that takes the data from the WALIS sea-level proxies database. The code was prepared by Sebastian Garzòn under the supervision of Alessio Rovere.The interface shows the results of a jupyter notebook (running offline) that summarizes the data included in WALIS for display in the shiny app. The notebook is included in this repository: https://github.com/Alerovere/WALISThe app can be accessed at this link. https://warmcoasts.shinyapps.io/WALIS_Visualization/This software is part of a project that has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant agreement No. ERC-StG-802414). Sebastian Garzon was also funded by the Data Stewardship Scholarship, by PAGES (which in turn received support from the Swiss Academy of Sciences and the Chinese Academy of Sciences).

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    Research@WUR
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      Research@WUR
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    Authors: Aljanabi, Omar; Hansen-Haug, Anders;

    Virtual reality (VR) is a computer generated 3D representation of real- or fictional environments. VR can be used to create real-life simulations that allow users to experience being present in the environment that being simulated. VR is applied for the purpose of education and training. However, technology takes on a growing role in education as it is considered an alternative to replace traditional teaching. The problem is that research on VR in engineering education is limited and it does not take into account the educators’ point of view regarding VR as an education tool. Which can lead to VR applications that do not hold in reality. The purpose of the study is to investigate VR's current position in engineering education through the identification of opportunities and challenges, based on the educators’ attitude towards VR as an education tool. A qualitative study was carried out to investigate the subject matter. The data for the study was collected via digital trace survey about VR and semi-structured interviews with programmanagers from various engineering programs. The results of the study shows that programmanagers have a positive attitude towards VR and that VR implementation as an education tool is limited within the universities / high schools that were investigated. Furthermore, VR is mostly used for research purposes. The lack of VR's application in education can be due to various factors that are regarded as challenges, which are: lack of confidence in VR-technology, lack of purpose of use and in need for development of VR simulations. There is also opportunities with VR which are: that VR has various positive individual effects, it is cost effective and that VR-laboratories are available for training and development purposes when applying VR. Virtual reality (VR) är en datorgenererad 3-D representation av verkliga eller påhittade miljöer. VR används för att skapa verklighetsnära simuleringar som ger användaren möjligheten att uppleva sig vara närvarande i den miljö som simuleras. VR tillämpas för utbildnings- och träningssyfte, dock tar teknologin en växande roll inom utbildning vilket anses vara ett alternativ som ersätter traditionell undervisning. Problemet är att forskningen som finns angående VR inom ingenjörsutbildningar är bristande, samt att det inte tar hänsyn till lärarnas synvinkel när det gäller VR som utbildningsverktyg. Vilket kan leda till VR tillämpningar som inte håller i verkligheten. Syftet med studien är att undersöka VR:s nuvarande ställning inom ingenjörsutbildningar, genom att identifiera möjligheter och utmaningar utifrån lärarnas inställning angående VR som utbildningsverktyg. En kvalitativ studie utfördes för att kunna undersöka syftet. Data för studien samlades in via en digital spårundersökning inom högre utbildning om VR och semistrukturerade intervjuer med programansvariga för olika ingenjörsprogram. Resultaten av studien visar att programansvariga har en positiv inställning till VR, och att VR tillämpas i begränsad omfattning inom de universitet/högskolor som undersöktes. För övrigt tillämpas VR mest för forskningssyfte. Bristen på VR:s tillämpning inom utbildningar kan bero på olika faktorer, tex: brist på tillit för VR-teknologin, tydligt användningssyfte saknas och behov finns för utvecklingen av VR-simuleringar. Det finns också möjligheter med VR, vilket är att det har olika positiva individuella effekter, det är kostnadseffektivt och det finns VR-laboratorium som kan användas för tränings- och utvecklingssyfte.

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    Authors: Boman, Joel; Forsmark, Markus; Schagerström, Waldemar;

    When talking about how to present information in virtual reality, the possibilities are countless, but there are also many problems surrounding the spatial location of the information. This study aims to examine where and how the instructions in a vehicle training simulator should be presented in a future implementation of the interface in virtual reality. To find this out, a gameplay was created in which four different placements of the instructions were made. Three options were based on earlier studies made by Smith (2015) and Jose (2016) and the fourth was based on the existing information in the vehicle training simulator. These gameplays were presented as a movie to a number of interviewees and followed up by questions after each movie. The interviewees were asked to give the movies three ratings from 1-5, valuing how they perceived the presentation of the instructions. To get further opinions, comments was collected from the interviewees throughout each session. In this two ways, we got answers to which of the four options the interviewees thought was best. The study showed that there were two options that stood out among the others and both were based on the concept of a head-up display, also known as a HUD. One was represented in the bottom of the windshield and the other one in the top. The result of which one of them who were perceived as best is too close to say, although the study is considered to have reached its goal, which was to help the developers on their way to a decision that will eventually be implemented.

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    Authors: T. W. Shimwell; M. J. Hardcastle; C. Tasse; P. N. Best; +102 Authors