256488 research outputs found
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Going to 2.1 µm for Space Quantum Key Distribution
editorial reviewedWe present a comprehensive model that justifies the interest of working
at 2.1 m for Space Quantum Key Distribution. We then present
a heralded single-photon source that produces signal photons at this
wavelength
SoccerNet 2025 Challenges Results
The SoccerNet 2025 Challenges mark the fifth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in football video understanding. This year's challenges span four vision-based tasks: (1) Team Ball Action Spotting, focused on detecting ball-related actions in football broadcasts and assigning actions to teams; (2) Monocular Depth Estimation, targeting the recovery of scene geometry from single-camera broadcast clips through relative depth estimation for each pixel; (3) Multi-View Foul Recognition, requiring the analysis of multiple synchronized camera views to classify fouls and their severity; and (4) Game State Reconstruction, aimed at localizing and identifying all players from a broadcast video to reconstruct the game state on a 2D top-view of the field. Across all tasks, participants were provided with large-scale annotated datasets, unified evaluation protocols, and strong baselines as starting points. This report presents the results of each challenge, highlights the top-performing solutions, and provides insights into the progress made by the community. The SoccerNet Challenges continue to serve as a driving force for reproducible, open research at the intersection of computer vision, artificial intelligence, and sports. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet
Traduction et validation apparente de la version portuguese de l'échelle imagée de la perception de compétence aquatique
peer reviewedThe Pictorial Scale of Perceived Water Competence is a tool used to measure self-perception of water competence in children aged from 5 to 8. The aim of this study was to translate the tool into Portuguese and to evaluate the face validity in 120 children ages from 5 to 8 years from Portugal. Individual interviews were conducted with children to assess familiarity with the 17 Pictorial Scale of Perceived Water Competence aquatic skills and their ability to sequence the scale correctly and logically. Familiarity with aquatic skills (88.2%) and ability to sequence (95.0%) and to logically explain the sequence (97.0%) were high. Nevertheless, these scores were lower (p < .05) in the children aged 5. In addition, a dependency relationship between children’s familiarity, sequencing, and comprehension of skills with previous aquatic experience was observed when controlled by age—in favor of more experienced children (p < .05). The Portuguese version of the Pictorial Scale of Perceived Water Competence is well adapted tool for children aged 5–8 years with aquatic experiences and shows very-high level of skill familiarity and good ability to sequence and justify skill progression. However, younger children and those with no previous aquatic experience may have less familiarity and understanding of aquatic skills.3. Good health and well-being4. Quality educatio
Bridging complexity: AI-guided regional anaesthesia in anticoagulated trauma patients.
peer reviewe
Intensified continuous flow synthesis of oxazolidones
peer reviewedCyclic urethane compounds, known as oxazolidones (Oxas), have historically been synthesized using toxic, phosgene- based isocyanates, prompting the pursuit for greener alternatives. However, those alternatives face obstacles like the use of hazardous reagents and reliance on metal catalysts, leading to scalability limitations. Flow chemistry provides an effective solution, enabling safer, more efficient, and continuous production of Oxas, with enhanced catalyst recovery, reduced reaction times, and greater control over reaction conditions. Leveraging these advancements, a novel flow-based method using the aminolysis of CO2-derived α- alkylidene cyclic carbonates (αCCs) was developed, achieving yields of about 99% for aliphatic amines in just 1−5 min, with a very high selectivity for Oxas over hydrolysis and uncyclized byproducts. This process was further optimized to synthesize oxazolidones in under 1 min, without solvents and with minimal side reactions. Furthermore, a process utilizing supported catalysts was developed, further improving catalyst recovery and overall reaction efficiency
Replaying the Urban Past. Cross-Disciplinary Approaches to Critically Mediating Liège’s Heritage
editorial reviewedAll’incrocio tra storia pubblica, digital humanities e historical game studies, il progetto TEXTure urbaine mette in discussione le modalità contemporanee di restituzione del passato urbano attraverso il medium videoludico. Sviluppato presso l’Università di Liegi nel contesto di un seminario di specialistica in Storia moderna, questo progetto di ricerca-creazione attualmente in corso coinvolge storici, studenti, game designer, specialisti della cultura videoludica, del patrimonio architettonico e della mediazione culturale. Lo scoppo è la realizzazione di un videogioco investigativo, destinato a tablet e smartphone, che permetta ai giocatori di esplorare la città di Liegi del XVII secolo, in un contesto di guerra civile segnato dall’intreccio tra violenza urbana e configurazione materiale dello spazio cittadino.
Ciò che intendiamo presentare in questo convegno è una riflessione critica sulle condizioni
metodologiche, epistemologiche e pedagogiche della restituzione videoludica che stiamo sviluppando. In opposizione alle ricostruzioni storiche romanzate, il nostro approccio concepisce il gioco come uno spazio di mediazione tra passato e presente, in cui il XVII secolo diventa accessibile attraverso meccaniche di gioco che mirano a far sperimentare concretamente i metodi critici della disciplina storica (ricerca, uso e interpretazione di documenti d’epoca, serendipità, molteplicità di attori e punti di vista, silenzi delle fonti, tensioni tra memoria collettiva, narrazioni dominanti e storie delle minoranze, ecc.). Incrociando indagine storica e design videoludico, il progetto Texture urbaine esplora le forme digitali possibili di un dialogo tra rigore storico e videogame literacy.
Inoltre, si mostrerà come un simile progetto non possa che essere costruito come un laboratorio collaborativo, in cui convergano competenze complementari per co-costruire nuovi formati di trasmissione del sapere storico. Si tratta di interrogare il gioco non come semplice conservazione passiva, ma come pratica situata, critica e creativa, capace di far emergere narrazioni alternative del passato urbano.
Il nostro intervento proporrà dunque un ritorno riflessivo sul processo di ricerca-creazione in corso, articolando le sfide della selezione, della spazializzazione e della narrazione del
patrimonio, in una prospettiva di mediazione digitale pubblica del sapere storico accademico.At the intersection of public history, digital humanities, and historical game studies, the TEXTure urbaine project examines how video games can critically restitute the urban past. Developed at the University of Liège within a graduate seminar in Early Modern History, this ongoing research creation initiative brings together historians, students, game designers, and heritage specialists to create an investigative mobile game that enables players to explore seventeenth-century Liège during a period of civil war.
This presentation offers a critical reflection on the methodological, epistemological, and
pedagogical foundations of our game-based approach. Rather than producing a romanticized reconstruction, the project conceives the game as a space of mediation between past and present, where gameplay mechanics encourage players to engage with key aspects of historical inquiry—source analysis, multiplicity of perspectives, archival silences, and tensions between collective memory and minority narratives.
We argue that such a restitution necessarily emerges from collaborative, cross-disciplinary work and that video games can serve as situated, creative tools for generating alternative narratives of the urban past. Our contribution will outline the main challenges of selecting, spatializing, and narrating heritage within a framework of digital public mediation of academic historical knowledge