cometadata/datacite-titles-descriptions-related-identifiers huggingface dataset:
DOI: 10.25430/researchdata.cab.unipd.it.00001125
title: Porous glass-ceramics from alkali activation and sinter-crystallization of mixtures of waste glass and residues from plasma processing of municipal solid waste

description: Alkali-activated aqueous slurries of fine glass powders, mostly deriving from the plasma processing of municipal solid waste (‘Plasmastone’), were found to undergo progressive hardening at low temperature (75 °C) owing to the formation of C–S–H (calcium silicate hydrate) gels. Before complete setting, slurries could be easily foamed by vigorous mechanical stirring, with the help of a surfactant; finally, the resulting open-celled structure could be ‘frozen’ by a subsequent sintering treatment, with crystallization of Ca–Fe silicates. The densification of the struts upon firing was enhanced by mixing Plasmastone with up to 30 wt% recycled glasses and increasing the firing temperature from 800 to 1000 °C. A total porosity exceeding 75 vol%, comprising both well-interconnected macro- and micro-sized pores on cell walls, was accompanied by good compressive strength, well above 1 MPa. The stabilization of pollutants generally increased with increasing firing temperature and glass content, with some exceptions; no practical leaching was observed from samples deriving from Plasmastone combined with 30 wt% boro-alumino-silicate glass from the recycling of pharmaceutical vials.
DOI: 10.5281/zenodo.10443399
title: Midway RSS-related files backup (Data, ldl2010)
DOI: 10.5281/zenodo.10443398
title: Midway RSS-related files backup (Data, ldl2010)
DOI: 10.25430/researchdata.cab.unipd.it.00001126
title: Functional glass-ceramic foams from ‘inorganic gel casting’ and sintering of glass/slag mixtures

description: The here described investigation was essentially aimed at exploring the chemical stabilization and reutilization of iron-rich slag from copper metallurgy, by the manufacturing of glass-ceramic foams. The foams were developed according to a new method, recently reported for pure recycled soda-lime glass. Mixtures of soda-lime glass/slag powders (with slag content ranging from 10 to 30 wt%), suspended in alkaline aqueous solution, underwent progressive low temperature (80 °C) hardening, owing to the formation of hydrated calcium silicate compounds (C–S–H). Before complete setting, an extensive foaming could be achieved by vigorous mechanical stirring, with the help of a surfactant. After foaming, glass/slag mixtures could be sintered at 800–1000 °C; the mutual interaction caused an extensive crystallization, with precipitation of Ca–Fe silicates and iron oxides (hematite and magnetite), promoting the mechanical properties (up to 4.4 MPa, with a porosity of about 80%). Leaching test confirmed the stabilization of pollutants, from the slag, in the final ceramics. Owing to the separation of iron oxides, particularly magnetite, the newly obtained foams exhibited a ferrimagnetic behavior, that could be exploited in electromagnetic shielding applications.
DOI: 10.34740/kaggle/dsv/7300954
title: WoW Classic Gamer Jargon & Terms Dataset
DOI: 10.25430/researchdata.cab.unipd.it.00001127
title: Novel geopolymers incorporating red mud and waste glass cullet

description: Red mud presents significant environmental problems, so that its incorporation in geopolymers could represent an alternative solution to produce valuable products from this residue. Novel geopolymers using red mud as source of alumina and waste glass as silica supplier were developed, using sodium hydroxide as the only ‘non-waste’ material. The formation of a homogeneous polymeric gel, confirmed by solid-state NMR and EDX analysis, promoted the stabilization of possible pollutants. Moreover, the materials exhibit a remarkable compressive strength (up to 45 MPa, for 60 wt% red mud).
DOI: 10.25430/researchdata.cab.unipd.it.00001128
title: Bioactive glass-ceramic foam scaffolds from 'inorganic gel casting' and sinter-crystallization

description: Highly porous bioactive glass-ceramic scaffolds were effectively fabricated by an inorganic gel casting technique, based on alkali activation and gelification, followed by viscous flow sintering. Glass powders, already known to yield a bioactive sintered glass-ceramic (CEL2) were dispersed in an alkaline solution, with partial dissolution of glass powders. The obtained glass suspensions underwent progressive hardening, by curing at low temperature (40 °C), owing to the formation of a C-S-H (calcium silicate hydrate) gel. As successful direct foaming was achieved by vigorous mechanical stirring of gelified suspensions, comprising also a surfactant. The developed cellular structures were later heat-treated at 900-1000 °C, to form CEL2 glass-ceramic foams, featuring an abundant total porosity (from 60% to 80%) and well-interconnected macro- and micro-sized cells. The developed foams possessed a compressive strength from 2.5 to 5 MPa, which is in the range of human trabecular bone strength. Therefore, CEL2 glass-ceramics can be proposed for bone substitutions.
DOI: 10.6084/m9.figshare.24784455.v1
title: Implicaciones de un videojuego serio en el aprendizaje de patrones de diseño de software, un estudio de diseño experimental puro

description: En la investigación se tuvo como objetivo general, mejorar el aprendizaje de patrones de diseño de software en un Universidad Privada de Trujillo en el año 2023. El tipo de investigación fue aplicada con un diseño experimental de grado experimental puro, se tomó una muestra 60 estudiantes del 4to semestre de la carrera de Ingeniería de Sistemas, donde se asignaron 30 para el Grupo de Control (GC) y 30 para el Grupo Experimental (GE), estos últimos utilizaron un videojuego serio; mediante cuestionarios y fichas de observación se efectuó la recolección de la información; subsiguientemente se procedió a analizar y procesar los datos recolectados con el software estadístico Jamovi versión 2.4.11. Los resultados fueron un aumento de 5 puntos, equivalente al 25% en el Nivel de Retención de Conocimiento (NRC), un aumento de 1 punto, equivalente al 5% en el Nivel de Comprensión (NC), un aumento de 0.46 puntos, equivalente al 9.2% en el Nivel de Motivación (NM) y aumento de 0.50 puntos, equivalente al 10% en el Nivel de Satisfacción (NS). Se concluyo que, el uso de un videojuego serio mejoró significativamente el aprendizaje de patrones de diseño de software en una Universidad Privada de Trujillo.
DOI: 10.6084/m9.figshare.24784455
title: Enhancing learning of software design patterns in systems engineering students through the use of a serious video game.

description: The general objective of the research was to improve the learning of software design patterns in a private university in Trujillo in the year 2023. The type of research was applied with an experimental design of a pure experimental degree, a sample of 60 students of the 4th semester of the Systems Engineering program was taken, where 30 were assigned to the Control Group (CG) and 30 to the Experimental Group (EG), the latter used a serious video game; by means of questionnaires and observation cards the information was collected; subsequently the data was analyzed and processed with the statistical software Jamovi version 2. 4.11. The results were an increase of 5 points, equivalent to 25% in the Level of Knowledge Retention (NRC), an increase of 1 point, equivalent to 5% in the Level of Understanding (NC), an increase of 0.46 points, equivalent to 9.2% in the Level of Motivation (NM) and an increase of 0.50 points, equivalent to 10% in the Level of Satisfaction (NS). It was concluded that the use of a serious video game significantly improved the learning of software design patterns in a private university in Trujillo.
DOI: 10.6084/m9.figshare.24784455.v2
title: Mejora del aprendizaje de patrones de diseño de software en estudiantes de ingeniería de sistemas mediante el uso de un videojuego serio

description: The general objective of the research was to improve the learning of software design patterns in a private university in Trujillo in the year 2023. The type of research was applied with an experimental design of a pure experimental degree, a sample of 60 students of the 4th semester of the Systems Engineering program was taken, where 30 were assigned to the Control Group (CG) and 30 to the Experimental Group (EG), the latter used a serious video game; by means of questionnaires and observation cards the information was collected; subsequently the data was analyzed and processed with the statistical software Jamovi version 2. 4.11. The results were an increase of 5 points, equivalent to 25% in the Level of Knowledge Retention (NRC), an increase of 1 point, equivalent to 5% in the Level of Understanding (NC), an increase of 0.46 points, equivalent to 9.2% in the Level of Motivation (NM) and an increase of 0.50 points, equivalent to 10% in the Level of Satisfaction (NS). It was concluded that the use of a serious video game significantly improved the learning of software design patterns in a private university in Trujillo.
DOI: 10.25430/researchdata.cab.unipd.it.00001129
title: Glass-ceramic proppants from sinter-crystallisation of waste-derived glasses

description: The present investigation aims at evidencing the feasibility of glass-ceramic spheres by sinter-crystallisation of fine glass powders (&lt;100 μm), in turn obtained by the melting of inorganic waste, such as red mud from Bayer process or municipal solid waste incinerator fly ash, or low-cost minerals. While dense and highly crystallised monoliths may be achieved by sintering pressed glass powders just at the glass crystallisation temperature (TC), applying fast heating and short holding times, dense glass-ceramic beads could be obtained only by firing well above Tc (Tc + 100°C). An increased sintering temperature was applied in order to enhance the viscous flow and promote the spheroidisation of powder clusters, previously formed by casting fine powders on a rotating drum. The high degree of crystallinity and the uniform microstructure were found to contribute positively to the mechanical properties (compressive strength exceeding 120 MPa, for beads with a diameter of 1 mm, approximately).
DOI: 10.5281/zenodo.10059798
title: aSyn isoforms
DOI: 10.6084/m9.figshare.24919671
title: Enhancing learning of software design patterns in systems engineering students through the use of a serious video game.

description: The general objective of the research was to improve the learning of software design patterns in a private university in Trujillo in the year 2023. The type of research was applied with an experimental design of a pure experimental degree, a sample of 60 students of the 4th semester of the Systems Engineering program was taken, where 30 were assigned to the Control Group (CG) and 30 to the Experimental Group (EG), the latter used a serious video game; by means of questionnaires and observation cards the information was collected; subsequently the data was analyzed and processed with the statistical software Jamovi version 2. 4.11. The results were an increase of 5 points, equivalent to 25% in the Level of Knowledge Retention (NRC), an increase of 1 point, equivalent to 5% in the Level of Understanding (NC), an increase of 0.46 points, equivalent to 9.2% in the Level of Motivation (NM) and an increase of 0.50 points, equivalent to 10% in the Level of Satisfaction (NS). It was concluded that the use of a serious video game significantly improved the learning of software design patterns in a private university in Trujillo.
DOI: 10.6084/m9.figshare.24919671.v1
title: Enhancing learning of software design patterns in systems engineering students through the use of a serious video game.

description: The general objective of the research was to improve the learning of software design patterns in a private university in Trujillo in the year 2023. The type of research was applied with an experimental design of a pure experimental degree, a sample of 60 students of the 4th semester of the Systems Engineering program was taken, where 30 were assigned to the Control Group (CG) and 30 to the Experimental Group (EG), the latter used a serious video game; by means of questionnaires and observation cards the information was collected; subsequently the data was analyzed and processed with the statistical software Jamovi version 2. 4.11. The results were an increase of 5 points, equivalent to 25% in the Level of Knowledge Retention (NRC), an increase of 1 point, equivalent to 5% in the Level of Understanding (NC), an increase of 0.46 points, equivalent to 9.2% in the Level of Motivation (NM) and an increase of 0.50 points, equivalent to 10% in the Level of Satisfaction (NS). It was concluded that the use of a serious video game significantly improved the learning of software design patterns in a private university in Trujillo.
DOI: 10.25430/researchdata.cab.unipd.it.00001130
title: Highly porous mullite ceramics from engineered alkali activated suspensions

description: Air may be easily incorporated by vigorous mechanical stirring, with the help of surfactants, of activated geopolymer-yielding suspensions. The cellular structure is stabilized by the viscosity increase caused by curing reactions, configuring an “inorganic gel casting”. The present paper is aimed at extending this approach to mullite foams, obtained by the thermal treatment of engineered alkali activated suspensions. “Green” foams were first obtained by gel casting of a suspension for Na-geopolymer enriched with reactive γ-Al2O3 powders. Sodium was later extracted by ionic exchange with ammonium salts. In particular, the removal of Na+ ions was achieved by immersion in ammonium nitrate solution overnight, with retention of the cellular structure. Finally, the ion-exchanged foams were successfully converted into pure mullite foams by application of a firing treatment at 1300°C, for 1 hour. Preliminary results concerning the extension of the concept to mullite three-dimensional scaffolds are presented as well.
DOI: 10.5281/zenodo.10059797
title: aSyn isoforms
DOI: 10.5281/zenodo.10443508
title: aSyn isoforms
DOI: 10.6084/m9.figshare.24325051
title: Data and codes for producing results associated with the manuscript "Physical learning of power-efficient solutions"

description: As the size and ubiquity of artificial intelligence and computational machine learning (ML) models grow, their energy consumption for training and use is rapidly becoming economically and environmentally unsustainable. Neuromorphic computing, or the implementation of ML in hardware, has the potential to reduce this cost. In particular, recent laboratory prototypes of self-learning electronic circuits, examples of ``physical learning machines," open the door to analog hardware that directly employs physics to learn desired functions from examples. In this work, we show that this hardware platform allows for even further reduction of energy consumption by using good initial conditions as well as a new learning algorithm. Using analytical calculations, simulation and experiment, we show that a trade-off emerges when learning dynamics attempt to minimize both the error and the power consumption of the solution--greater power reductions can be achieved at the cost of decreasing solution accuracy. Finally, we demonstrate a practical procedure to weigh the relative importance of error and power minimization, improving power efficiency given a specific tolerance to error.
DOI: 10.6084/m9.figshare.24325051.v2
title: Data and codes for producing results associated with the manuscript "Physical learning of power-efficient solutions"

description: As the size and ubiquity of artificial intelligence and computational machine learning (ML) models grow, their energy consumption for training and use is rapidly becoming economically and environmentally unsustainable. Neuromorphic computing, or the implementation of ML in hardware, has the potential to reduce this cost. In particular, recent laboratory prototypes of self-learning electronic circuits, examples of ``physical learning machines," open the door to analog hardware that directly employs physics to learn desired functions from examples. In this work, we show that this hardware platform allows for even further reduction of energy consumption by using good initial conditions as well as a new learning algorithm. Using analytical calculations, simulation and experiment, we show that a trade-off emerges when learning dynamics attempt to minimize both the error and the power consumption of the solution--greater power reductions can be achieved at the cost of decreasing solution accuracy. Finally, we demonstrate a practical procedure to weigh the relative importance of error and power minimization, improving power efficiency given a specific tolerance to error.
DOI: 10.6084/m9.figshare.24325051.v1
title: Data and codes for producing results associated with the manuscript "Physical learning of power-efficient solutions"

description: As the size and ubiquity of artificial intelligence and computational machine learning (ML) models grow, their energy consumption for training and use is rapidly becoming economically and environmentally unsustainable. Neuromorphic computing, or the implementation of ML in hardware, has the potential to reduce this cost. In particular, recent laboratory prototypes of self-learning electronic circuits, examples of ``physical learning machines," open the door to analog hardware that directly employs physics to learn desired functions from examples. In this work, we show that this hardware platform allows for even further reduction of energy consumption by using good initial conditions as well as a new learning algorithm. Using analytical calculations, simulation and experiment, we show that a trade-off emerges when learning dynamics attempt to minimize both the error and the power consumption of the solution--greater power reductions can be achieved at the cost of decreasing solution accuracy. Finally, we demonstrate a practical procedure to weigh the relative importance of error and power minimization, improving power efficiency given a specific tolerance to error.
DOI: 10.5281/zenodo.10417518
title: Comparative Analysis of Methods to Estimate Geodetic Strain Rates from GNSS Data in Italy

description: This dataset comprises GNSS velocity field and strain rate maps for Italy.

List of Files:





velocity_dataset.dat



GNSS velocity field of stations with time series longer than 4.5 years.

Columns: Longitude (degrees), Latitude (degrees), East component of velocity (mm/yr), North component of velocity (mm/yr), Uncertainty on the East component (mm/yr), Uncertainty on the North component (mm/yr), Station Name.





velocity_dataset_filtr.dat



Filtered velocity field.

Columns: Longitude (degrees), Latitude (degrees), East component of velocity (mm/yr), North component of velocity (mm/yr), Uncertainty on the East component (mm/yr), Uncertainty on the North component (mm/yr), Station Name.

Stations ending with 'GPM' represent velocity values obtained by merging neighboring stations.





strain_rate_nn.dat (strain_rate_visr.dat, strain_rate_wav.dat)



Strain rate computed on cells spaced by 0.025°.

Suffixes in the file names: 'nn' refers to the Nearest Neighbor method, 'visr' refers to the VISR method, and 'wav' refers to the Wavelet-based method

Columns: Longitude (degrees), Latitude (degrees), exx (east) component of the strain rate tensor (nstr/yr), exy (east, north) component of the strain rate tensor (nstr/yr), eyy (north) component of the strain rate tensor, second invariant of the strain rate (nstr/yr), most extensive eigenvalue (nstr/yr), most compressive eigenvalue (nstr/yr), angle between north and the direction of the eigenvector corresponding to the most compressive eigenvalue (degrees, positive clockwise).




Reference:

For further details, please refer to the article "Comparative Analysis of Methods to Estimate Geodetic Strain Rates from GNSS Data in Italy", published in Annals of Geophysics.
DOI: 10.5281/zenodo.10417517
title: Comparative Analysis of Methods to Estimate Geodetic Strain Rates from GNSS Data in Italy

description: This dataset comprises GNSS velocity field and strain rate maps for Italy.

List of Files:





velocity_dataset.dat



GNSS velocity field of stations with time series longer than 4.5 years.

Columns: Longitude (degrees), Latitude (degrees), East component of velocity (mm/yr), North component of velocity (mm/yr), Uncertainty on the East component (mm/yr), Uncertainty on the North component (mm/yr), Station Name.





velocity_dataset_filtr.dat



Filtered velocity field.

Columns: Longitude (degrees), Latitude (degrees), East component of velocity (mm/yr), North component of velocity (mm/yr), Uncertainty on the East component (mm/yr), Uncertainty on the North component (mm/yr), Station Name.

Stations ending with 'GPM' represent velocity values obtained by merging neighboring stations.





strain_rate_nn.dat (strain_rate_visr.dat, strain_rate_wav.dat)



Strain rate computed on cells spaced by 0.025°.

Suffixes in the file names: 'nn' refers to the Nearest Neighbor method, 'visr' refers to the VISR method, and 'wav' refers to the Wavelet-based method

Columns: Longitude (degrees), Latitude (degrees), exx (east) component of the strain rate tensor (nstr/yr), exy (east, north) component of the strain rate tensor (nstr/yr), eyy (north) component of the strain rate tensor, second invariant of the strain rate (nstr/yr), most extensive eigenvalue (nstr/yr), most compressive eigenvalue (nstr/yr), angle between north and the direction of the eigenvector corresponding to the most compressive eigenvalue (degrees, positive clockwise).




Reference:

For further details, please refer to the article "Comparative Analysis of Methods to Estimate Geodetic Strain Rates from GNSS Data in Italy", published in Annals of Geophysics.
DOI: 10.5281/zenodo.10443456
title: Midway RSS-related files backup (Data, ds2016)
DOI: 10.5281/zenodo.10443455
title: Midway RSS-related files backup (Data, ds2016)
DOI: 10.6084/m9.figshare.24794397
title: <b>Hydroclimatic Scenario Generation Using Two-Stage Stochastic Simulation Framework</b>

description: The folder contains the hydroclimatic data for the Southwest Florida region for annual and three seasons: JJAS (Jun-Sep), ONDJ (Oct-Jan), and FMAM (Feb-May) for a 43-year record period (1977-2019). The streamflow dataset is obtained from two USUG gages, 1. USGS station number 02303330 near Morris Bridge at Hillsborough River, 2. USGS station number 02301638 at Alafia River. The rainfall dataset is collected and owned by Tampa Bay Water Authority from three gages located at Cypress Creek (CYC), Saint Leo (STL), and Plant City (PC).
DOI: 10.6084/m9.figshare.24794397.v1
title: <b>Hydroclimatic Scenario Generation Using Two-Stage Stochastic Simulation Framework</b>

description: The folder contains the hydroclimatic data for the Southwest Florida region for annual and three seasons: JJAS (Jun-Sep), ONDJ (Oct-Jan), and FMAM (Feb-May) for a 43-year record period (1977-2019). The streamflow dataset is obtained from two USUG gages, 1. USGS station number 02303330 near Morris Bridge at Hillsborough River, 2. USGS station number 02301638 at Alafia River. The rainfall dataset is collected and owned by Tampa Bay Water Authority from three gages located at Cypress Creek (CYC), Saint Leo (STL), and Plant City (PC).
DOI: 10.34740/kaggle/dsv/7305541
title: Public Opinion Russia Ukraine War (Updated Daily)