63 research outputs found

    Car2Go: Sichtbarmachung einer neuen urbanen Mobilitätsform in Hamburg

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    Unkomplizierte Mobilität verspricht das Carsharing-Unternehmen Car2Go, das sich derzeit in Hamburg etabliert, seinen Nutzer_innen. Die hier präsentierte Fotostrecke widmet sich der Sichtbarmachung des Unternehmens im Stadtbild. Gleichzeitig weist sie auf Lücken in den Überlegungen zur mobilen Zugänglichkeit im Car2Go-Netzwerk hin

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    Operational stream processing: Towards scalable and consistent event-driven applications

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    In the last decade we are witnessing a widespread adoption of architectural styles such as microservices, for building event-driven software applications and deploying them in cloud infrastructures. Such services favor the separation of a database into independent silos of data, each of which is owned entirely by a single service. As a result, traditional oltp systems no longer fit the architectural picture and developers often turn to ad-hoc solutions that rarely support acid transaction consistency. At the same time, we are witnessing the gradual maturation of distributed streaming dataflow systems. These systems nowadays have departed from the mere analysis of streaming windows and complex-event processing, employing sophisticated methods for managing state, keeping it consistent, and ensuring exactly-once processing guarantees in the presence of failures. The goal of this paper is threefold. First, we illustrate the requirements of stateful software services in terms of consistency and scalability. Second, we present how well existing solutions meet those requirements. Finally, we outline a set of challenging problems and propose research directions for enabling event-driven applications to be developed on top of streaming dataflow systems. We strongly believe that streaming dataflows can have a central place in service-oriented architectures, taking over the execution of acid transactions, ensuring message delivery and processing, in order to perform scalable execution of services.Web Information System

    Efficient Window Aggregation with General Stream Slicing

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    Window aggregation is a core operation in data stream processing. Existing aggregation techniques focus on reducing latency, eliminating redundant computations, and minimizing memory usage. However, each technique operates under different assumptions with respect to workload characteristics such as properties of aggregation functions (e.g., invertible, associative), window types (e.g., sliding, sessions), windowing measures (e.g., time- or count-based), and stream (dis)order. Violating the assumptions of a technique can deem it unusable or drastically reduce its performance. In this paper, we present the first general stream slicing technique for window aggregation. General stream slicing automatically adapts to workload characteristics to improve performance without sacrificing its general applicability. As a prerequisite, we identify workload characteristics which affect the performance and applicability of aggregation techniques. Our experiments show that general stream slicing outperforms alternative concepts by up to one order of magnitude.Web Information System

    A post-Byzantine creation: The archangel Michael triumphant and psychopomp

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    This paper deals with a specific iconographic type of Archangel Michael: he is shown bearing a soul in the form of a swaddled infant, while subduing an old man who is wearing only a loincloth. Who is Michael subduing? Three possible answers are considered: 1) the figure can be identified with Satan the fallen angel who, like Michael, has an immaterial nature and is commonly considered as his enemy par excellence; 2) he can also be an anonymous sinner, whose soul is depicted in Michael's hand; 3) finally, one could identify him with Hades, the god of the Underworld and personification of death, because he is depicted as an old man, semi-nude with a pronounced musculature, as well as because of the assimilation of Michael to God. Rather than making a single choice, the author proposes a combined interpretation of the image, which allows for the integration of all the aspects of Michael's cult (military, triumph over Satan, psychopomp, archangel of the Last Judgment) and unifies the past (the fall of Satan), the present (death of a sinner) and the future (Last Judgment)

    Strategic Publishing Brands Management PART2

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    Based on models and definitions given by well-known academics and consultants specialized in Strategic Brand Management, research focus on how they apply in the Publishing Sector. Four different perspectives are adopted: a) the corporation as brand: the publishing house, b) the product as brand: the series, c) the person as brand: the author, d) the work as brand: the literary or scientific content - text. Therefore, a series brand, for example, is a publishing product that acquires a special sense for its readers; a sense that arises out of the brand equity that the company creates and manages. In order, for a publishing house, to benefit from the multiple advantages that a brand can supply, the first thing ought to do when creating a new book series is conceive it as just that. Those and other ideas about publishing brand management will be examined

    Neuroscience, Robotics and Virtual Reality: Internalized vs Externalized Mind/Brain

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    This is the first volume in the Cognitive Computation Trends book series, summarising our understanding on the neural correlate of memory, perception-representation, action, language, emotion and consciousness and their mutual interactions.Integrating research in the field of the Neuroscience, Robotics and Virtual Reality, this book is an original and attainable resource that has not been developed in any other writing. In 5 chapters, the author considers that representations are based on allegorical traces and are consciously and/or unconsciously embrained, and that the creation of robots is the expression of the mind. Whole-body virtual motion is thought of as the archetypal expression of virtual reality. Therefore, visual reality is analysed in a context of visuo-vestibular and somesthetic conflict while mixed and augmented reality are scrutinised in a context of visuo-vestibular and somesthetic interaction. This monograph is an indispensable handbook for students and investigators engaged in history of science, philosophy, psychology, neuroscience, engineering and those interested in there interconnections. The ambition of the book is to give students and investigators ideas on which they can build their future research in this new blooming area

    Drug Design—Past, Present, Future

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    Drug design is a complex pharmaceutical science with a long history. Many achievements have been made in the field of drug design since the end of 19th century, when Emil Fisher suggested that the drug–receptor interaction resembles the key and lock interplay. Gradually, drug design has been transformed into a coherent and well-organized science with a solid theoretical background and practical applications. Now, drug design is the most advanced approach for drug discovery. It utilizes the innovations in science and technology and includes them in its wide-ranging arsenal of methods and tools in order to achieve the main goal: discovery of effective, specific, non-toxic, safe and well-tolerated drugs. Drug design is one of the most intensively developing modern sciences and its progress is accelerated by the implication of artificial intelligence. The present review aims to capture some of the most important milestones in the development of drug design, to outline some of the most used current methods and to sketch the future perspective according to the author’s point of view. Without pretending to cover fully the wide range of drug design topics, the review introduces the reader to the content of Molecules’ Special Issue “Drug Design—Science and Practice”

    The value of design and design research in cultural brands management

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    The research considers a museums case study and suggests areas for improvement in the way design is managed in the context of cultural brands. Furthermore, it places design research and knowledge in the realm of cultural organisations and justifies its role in carrying out stronger projects, and achieving brand consistency and, ultimately, success. More specifically, the study involves interviews with senior managers, senior curators, designers/design managers, project managers, the director of marketing, and a researcher at a large UK-based museums group (comprising ten galleries, museums, archives and archaeological sites). It concludes that in the cultural industries there are two general concepts of design: a) Design is the planning and coordination of various aspects of the project that lead to a particular focus, and therefore better branded exhibitions, and other cultural products. b) Design contributes to the development of an identity and shared vision among the stakeholders of an organisation or project. Finally, the author makes some practical suggestions from a design research and management point of view. For example: Design knowledge and research should transcend the boundaries of marketers and designers, which are the two professional specialisations most familiar with them. Project managers and curators also make decisions and impact design and brand quality because they first envision the exhibition (think visually), set up the “exhibition problem”, specify the design brief, collaborate with designers and manage design knowledge in the context of creative projects. Generally, the paper introduces principles that enhance understanding of the impact of design in conjunction with branding

    Strategic Brand Management Tools in Publishing

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    Further to the introduction of the brand concept evolution and theory, as well as the ways these operate in the publishing sector (see paper: Pitsaki, I. 2010), the present paper treats publishing strategies and the tools used to establish them. Publishers often base their brand strategy on classic marketing approaches, such as the marketing mix -product, price, promotion, placement and people. They also direct their products to specific market segments in regard to the type of content and texts (generalist universal, specialized universal and specialized local strategy). However, advanced marketing models and tools are often ignored by publishers. This paper shows how advanced concepts, mindsets and marketing models could operate in the publishing sector. More specifically, in order to establish a brand strategy it is proposed to take into consideration the different levels of experience obtained through the purchase and reading of a book or a book series. These levels involve the aesthetic emotion, the quality aspects of the product and the associated messages or services. Another recommendation is the use of branding tools, such as the hierarchy and the brand-product matrix. These tools reveal the interrelation between the brands and the products of a company and forecast how they will interact in the marketplace. This is due to the fact that, in the publishing sector, books and all products can be simultaneously branded at many different levels; in a book coexist the corporate brand, the author and the genre as brand as well as other brand dimensions. The above ideas are introduced in order to offer a more solid action framework in publishing, and more precisely in the specification of brand strategies
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