cometadata/datacite-titles-descriptions-related-identifiers huggingface dataset:
DOI: 10.5517/ccdc.csd.cc1ll1mv
title: CCDC 1477107: Experimental Crystal Structure Determination

description: Related Article: Huey Chong Kwong, C. S. Chidan Kumar, Siau Hui Mah, Tze Shyang Chia, Ching Kheng Quah, Zi Han Loh, Siddegowda Chandraju, Gin Keat Lim|2017|Plos One|12|e0170117|doi:10.1371/journal.pone.0170117
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.
DOI: 10.5517/ccdc.csd.cc1n6hn0
title: CCDC 1525592: Experimental Crystal Structure Determination

description: Related Article: Marcus Korb|2017|Thesis|||
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.
DOI: 10.5281/zenodo.1044743
title: Early Neolithic Polished Stone Tools Analysis: Diploma Thesis Supplementary Data

description: Supplementary data of a master thesis: Early Neolithic polished stone tools analysis defended at Masaryk Univerzity, Brno, Czech Republic.

The repository contains supplementary database and datasets concerning morphometric shape analysis of polished stone tools and related R scripts. The structure is described in attached read me file.
description: {"references": ["Pajdla, P. 2017: Anal\u00fdza brou\u0161en\u00e9 kamenn\u00e9 industrie kultury s line\u00e1rn\u00ed keramikou. Diploma Thesis at Department of Archaeology and Museology, Faculty of Arts, Masaryk University, Brno"]}
DOI: 10.5281/zenodo.1044744
title: Early Neolithic Polished Stone Tools Analysis: Diploma Thesis Supplementary Data

description: Supplementary data of a master thesis: Early Neolithic polished stone tools analysis defended at Masaryk Univerzity, Brno, Czech Republic.

The repository contains supplementary database and datasets concerning morphometric shape analysis of polished stone tools and related R scripts. The structure is described in attached read me file.
description: {"references": ["Pajdla, P. 2017: Anal\u00fdza brou\u0161en\u00e9 kamenn\u00e9 industrie kultury s line\u00e1rn\u00ed keramikou. Diploma Thesis at Department of Archaeology and Museology, Faculty of Arts, Masaryk University, Brno"]}
DOI: 10.5517/ccdc.csd.cc1p5w6y
title: CCDC 1554780: Experimental Crystal Structure Determination

description: Related Article: Zeinab Faghih, Abdollah Neshat, Andrzej Wojtczak, Zahra Faghih, Zahra Mohammadi, Solmaz Varestan|2018|Inorg.Chim.Acta|471|404|doi:10.1016/j.ica.2017.11.025
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.
DOI: 10.3886/e101146v1
title: Productivity, impact, and collaboration differences between transdisciplinary and traditionally trained doctoral students: A comparison of publication patterns

description: Transdisciplinary (TD) approaches are increasingly used to address complex public<br>health problems such as childhood obesity. Compared to traditional grant-funded<br>scientific projects among established scientists, those designed around a TD, teambased<br>approach yielded greater publication output after three to five years. However,<br>little is known about how a TD focus throughout graduate school training may affect<br>students' publication-related productivity, impact, and collaboration. The objective of<br>this study was to compare the publication patterns of students in traditional versus TD<br>doctoral training programs. Productivity, impact, and collaboration of peer-reviewed<br>publications were compared between traditional (n = 25) and TD (n = 11) students<br>during the first five years of the TD program. Statistical differences were determined by<br>t-test or chi square test at p &lt; 0.05. The publication rate for TD students was 5.2 ± 10.1<br>(n = 56) compared to 3.6 ± 4.5 per traditional student (n = 82). Publication impact<br>indicators were significantly higher for TD students vs. traditional students: 5.7 times<br>more citations in Google Scholar, 6.1 times more citations in Scopus, 1.3 times higher<br>journal impact factors, and a 1.4 times higher journal h-index. Collaboration indicators<br>showed that publications by TD students had significantly more co-authors (1.3 times),<br>and significantly more disciplines represented among co-authors (1.3 times), but not<br>significantly more organizations represented per publication compared to traditional<br>students. In conclusion, compared to doctoral students in traditional programs, TD<br>students published works that were accepted into higher impact journals, were more<br>frequently cited, and had more cross-disciplinary collaborations.<br><br>
description: Participants
included all doctoral students enrolled in the TD pre-doctoral fellowship
I-TOPP training program (n = 11) and traditional doctoral students (n = 25) enrolled
as full-time students during the same years (fall 2011, fall 2012 or fall 2013)
in similar academic units as the TD students at a leading land-grant research
university in the U.S









 

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DOI: 10.5281/zenodo.1069000
title: Linguistic Models For Requirement Quality Analysis: Neuroner Model

description: Juyeon Kang and Jungyeul Park (in preparation). Linguistic Models for Requirement Quality Analysis. Will be submitted to Requirements Engineering (Springer). November 2017. 

It requires NeuroNER, available at http://neuroner.com

See also Kang J, Park J. Generating a Linguistic Model for Requirement Quality Analysis. In: <em>Proceedings of the 30th Pacific Asia Conference on Language, Information and Computation: Posters (PACLIC 30)</em>. Seoul, Korea; 2016:439-447. http://aclweb.org/anthology/Y/Y16/Y16-3016.pdf
DOI: 10.5281/zenodo.1069001
title: Linguistic Models For Requirement Quality Analysis: Neuroner Model

description: Juyeon Kang and Jungyeul Park (in preparation). Linguistic Models for Requirement Quality Analysis. Will be submitted to Requirements Engineering (Springer). November 2017. 

It requires NeuroNER, available at http://neuroner.com

See also Kang J, Park J. Generating a Linguistic Model for Requirement Quality Analysis. In: <em>Proceedings of the 30th Pacific Asia Conference on Language, Information and Computation: Posters (PACLIC 30)</em>. Seoul, Korea; 2016:439-447. http://aclweb.org/anthology/Y/Y16/Y16-3016.pdf
DOI: 10.7799/1410672
title: DEPRECATED. SEE UPDATE LINK BELOW. Distribution System Upgrade Unit Cost Database

description: REVISED 1/2/2019. SEE UPDATE LINK BELOW. This database contains unit cost information for different components that may be used to integrate distributed photovotaic D-PV systems onto distribution systems. Some of these upgrades and costs may also apply to integration of other distributed energy resources DER. Which components are required and how many of each is system-specific and should be determined by analyzing the effects of distributed PV at a given penetration level on the circuit of interest in combination with engineering assessments on the efficacy of different solutions to increase the ability of the circuit to host additional PV as desired. The current state of the distribution system should always be considered in these types of analysis. The data in this database was collected from a variety of utilities PV developers technology vendors and published research reports. Where possible we have included information on the source of each data point and relevant notes. In some cases where data provided is sensitive or proprietary we were not able to specify the source but provide other information that may be useful to the user e.g. year location where equipment was installed. NREL has carefully reviewed these sources prior to inclusion in this database. Additional information about the database data sources and assumptions is included in the Unit_cost_database_guide.doc file included in this submission. This guide provides important information on what costs are included in each entry. Please refer to this guide before using the unit cost database for any purpose.
DOI: 10.14457/tu.the.2016.398
title: การเผชิญกับภาพแทนของกะเหรี่ยงโผล่ว ในเขตรักษาพันธุ์สัตว์ป่า ทุ่งใหญ่นเรศวร

description: นับตั้งแต่ทศวรรษ 2530 เป็นต้นมา ข้อถกเถียงทางการเมืองสิ่งแวดล้อมนิยมขององค์กรอนุรักษ์และหน่วยงานรัฐ ซึ่งวางอยู่บนแนวคิดความหลากหลายทางชีวภาพ (biodiversity) และมีวิธีวิทยาที่เน้นให้มนุษย์เป็นศูนย์กลางของการศึกษา (anthropocentrism) ได้อธิบายชาวโผล่วด้วยภาพแทนที่หยุดนิ่ง มองว่าชาวโผล่วเป็นผู้ที่ไม่สามารถเข้าใจการเผชิญหน้าระหว่างชีวิตป่าได้ ภาพแทนดังกล่าวได้เข้ามาปะทะแบบพัวพันกับปฏิบัติการระหว่างชาวโผล่วเองและชีวิตป่าของพวกเขา จนท้ายที่สุดกดให้ชาวโผล่วมีสถานะ “เบี้ยล่าง” (subaltern) เมื่อผ่านเวลาไป 30 ปี ชาวโผล่วได้สร้างสรรค์ภาพแทนผสม (hybrid representation) ที่รวมเอาภาพแทนทั้งจากองค์กรภายนอกและภาพแทนชีวิตป่าของพวกเขาเอง และยังทำให้ชีวิตป่าเข้าสู่การต่อรองทางการเมืองกับปฏิบัติการและการสร้างภาพแทนชีวิตป่า ผู้วิจัยทำงานวิจัยกลุ่มชาติพันธุ์กะเหรี่ยงโผล่วที่เขตรักษาพันธุ์สัตว์ป่าทุ่งใหญ่นเรศวร จังหวัดกาญจนบุรี ใช้เวลาศึกษาตั้งแต่ปี พ.ศ.2555-2559 วิธีการที่ใช้ในการวิจัยคือการวิจัยชาติพันธุ์นิพนธ์ข้ามสายพันธุ์ (trans-species ethnography) หรือชาติพันธุ์นิพนธ์หลากหลายสายพันธุ์ (multispecies ethnography) เพื่อเข้าใจวิธีคิดของชาวโผล่วที่แลกเปลี่ยนการสื่อสารกับชีวิตป่าและนำมาสู่การต่อสู้ทางการเมืองเรื่องการบังคับย้ายถิ่นที่อยู่อาศัยและวาทกรรมความหลากหลายทางชีวภาพจากการศึกษาผู้วิจัยพบว่า ภาพแทนชีวิตป่าของชาวโผล่วเองมีลักษณะเป็นการสื่อสารระหว่างกันของชาวโผล่ว สัตว์ พืช และวัตถุ สิ่งของ จากการเผชิญหน้าพบพาน (encounter) ระหว่างชาวโผล่วกับชีวิตป่าด้านต่าง ๆ จักรวาลวิทยา (cosmologies) ของชาวโผล่วได้จัดให้สรรพสิ่งในชีวิตป่ามีตัวมีตนที่เหมือนกับคน นอกจากนั้น ผู้วิจัยพยายามตอบคำถามว่าชาวโผล่วพูดได้หรือไม่ จากสถานะเบี้ยล่างในการเมืองของการอนุรักษ์ความหลากหลายทางชีวภาพ ชาวโผล่วนำเสนอภาพแทน สัตว์ พืช และวัตถุ สิ่งของ ให้ผู้วิจัยได้รับรู้ ภาพแทนดังกล่าวสะท้อนการโต้เถียงกับวาทกรรมการอนุรักษ์ความหลากหลายทางชีวภาพ ภาพแทนนั้นเข้ามาเก็บกดชาวโผล่วให้ยอมรับความรู้และเรียกร้องให้พวกเขาพัฒนาตัวตนขึ้นมาจากภาพแทนนั้น จนกระทั่งผนึกมันตัวตนพวกเขาเข้ากับภาพแทนชีวิตป่า แล้วสะท้อนออกไปสู่สังคมภายนอกในที่สุด
DOI: 10.21409/hal-01636356
title: Actes du Colloque Le corps dans les jeux vidéo ubiquitaires, La jouabilité postmoderne des interfaces gestuelles : version finale

description: A partir de quatre jeux vidéo, Flower de Thatgamecompagny [PlayStation 3], Les Lapins Crétins, La Grosse Aventure du studio Ubisoft [Wii], Magnetize Me du Copenhague Game Collectif et Child of Eden créé par le studio Q Entertainment [PlayStation 3 et Xbox 360-Kinect], cet article propose d’analyser les enjeux d’une nouvelle jouabilité postmoderne en établissant une méthodologie croisant sociocritique et ludologie dans une approche triangulaire tenant compte du contexte socio-culturel dans lequel ces jeux sont créés, de leurs formes et structures esthétiques, mais aussi de leur réception par le moyen d’analyse d’usage. Ces quatre jeux, choisis par le spectre représentatif des créations sur interfaces gestuelles, tant par leur différents dispositifs que par leurs positionnement, parfois ambigu entre productions commerciales et indépendantes ou artistiques, transcrivent les espoirs et les conflits sociaux de l’époque contemporaine. Ils révèlent une nouvelle étape de marchandisation des œuvres vidéoludiques vers un grand public où le joueur est considéré comme un consommateur. Les représentations des corps mis en spectacle apparaissent difformes ou liquides ; les structures de jeux sont trop rapides et précises pour offrir des expériences adaptées. Cet article, s’inscrivant dans le champ de l’esthétique, soulève la question du rôle de la jouabilité postmoderne des interfaces gestuelles : celui-ci présente-t-il être un échappatoire à la condition humaine, ou peut-il contribuer à son amélioration ?
description: From four video games, Flower of Thatgamecompagny [PlayStation 3], The Raving Rabbids, The Big Adventure of the Ubisoft studio [Wii], Magnetize Me of the Copenhagen Game Collective and Child of Eden created by the Q Entertainment studio [PlayStation 3 and Xbox 360 -Kinect], this article proposes to analyze the stakes of a new postmodern gameplay by establishing a sociocritical and playful methodology. The choosen approach is triangular. It takes care of the socio-cultural context in which these games are created, but also their forms and aesthetic structures, and equally their reception by the players by the way of users analysis. These four games incarned a large and representative spectrum of creations on gestural interfaces : as much by their different devices as by their positioning, sometimes ambiguous between commercial and independent productions or artistic. They transcribe the hopes and the social conflicts of the contemporary time. They reveal a new stage of commodification of video games to a large audience where the player is considered a consumer. The representations of bodies appear deformed or liquid; the play structures are too fast and precise to offer adapted experiences. This article, part of the field of aesthetics, raises the question of the role of postmodern playability of gestural interfaces: does it present an escape from the human condition by offering a spectacle, or can it contribute to its improvement ?
DOI: 10.21409/hal-01643074
title: L’art de faire œuvre en jeu vidéo: Les enjeux des représentations de genre

description: Dans son rôle de miroir sociétal, le jeu vidéo tend à nous éclairer sur la société contemporaine au travers de ses multiples aspects dont la conception de personnages virtuels reposant parfois sur une vision fantasmée de leur créateur. Les stéréotypes de genre massivement diffusés par les images médiatiques et vidéoludiques sont le reflet de problématiques dissonantes issues de notre société. Elles traduisent les exigences du corps social qui viennent influencer le rapport au corps de l'individu directement en lien avec la question de l'identité. Il convient donc d'examiner ces représentations reliées à l'esprit du temps postmoderne, en vue de dévoiler ce que leurs formes expriment dans le fond et d'étudier les enjeux culturels et civilisationnels.
description: Video games are a societal mirror, which sheds light on contemporary society through its many aspects, such as the design of virtual characters that sometimes reveals a fantasized vision of their creator. Massively disseminated by the media, gender stereotypes reflect dissonant problematic issues of our postmodern society. They reflect the requirements of our society that influence our relationship with our bodies directly linked to the question of identity. It is therefore necessary to examine these representations in connection with the spirit of postmodern times, in order to reveal what their forms express in terms of content in order to study the cultural and civilizational stakes.
DOI: 10.21409/hal-01636613
title: Actes du Colloque Jeu vidéo et santé psychosociale, L'espace du numérique :  Le corps en jeu

description: Le jeu est présent dans de nombreuses activités humaines qui ne sont pas forcément divertissantes. L’Homo Ludens selon Huizinga dans Essai sur la fonction du jeu vient compléter la fabrication de l’Homo Faber et le raisonnement de l’Homo Sapiens ; il participe au maintien de la culture et du lien social. L’art en ce sens est un haut lieu du jeu. De tout temps, les artistes ont introduit une part de jeu dans leur création, jeu de l’imaginaire, du raisonnement mais aussi jeu du corps notamment aujourd’hui grâce aux technologies interactives. Le jeu est plaisir, déconnexion du quotidien mais il est aussi un simulateur d’expérience : l’art numérique interactif nous confronte à des phénomènes et à des circonstances qui débordent les habitudes, ou à des situations nouvelles. Il amène à repenser le corps et la corporéité. D’un point de vue phénoménologique, et sous l’angle des sciences de la cognition, il renouvelle par l’action, la prise de conscience que le sujet a de lui-même. Il permet de comprendre pourquoi les joueurs de jeux vidéos sont parfois absorbés par l’image virtuelle, et comment ils peuvent se transformer en leurs avatars, par phénomène d’identification, revêtir toutes les identités possibles et vivre des expériences sensorielles réelles dans de multiples mondes virtuels et parallèles.
description: The game is present in numerous human activities which are not necessarily entertaining. Homo Ludens according to Huizinga in Essai sur la fonction du jeu comes to complete the manufacturing of Homo Faber and the reasoning of Homo Sapiens ; he participates in the preservation of the culture and the social link. The art in this sense is a nerve centre of the game. The artists introduced always a part of game into their creation, game from the imagination, the reasoning but also the game of the body, today particularly through interactive technologies. The game is pleasure, disconnection of the everyday life but it is too an existence simulator : the interactive digital art expose us to phenomena and to circumstances which extend beyond the habits, or to novel situations. It prompts a rethink of the body and corporeality. From a phenomenological point of view, and the Cognitive Science aspect of the question, it renews through action, the awareness that subject has of itself. He allows to understand why the video game players are sometimes absorbed by the virtual image, and how they can turn into their avatars, by phenomenon of identification, take on all the possible identities and live real sensory experiences in multiple virtual and parallel worlds.
DOI: 10.21409/hal-01649216
title: Actes du Colloque Le corps dans les jeux vidéo ubiquitaires. Art numérique urbain, réalité augmentée et corps postmodernes

description: A l'heure ou l'urbain se structure selon l'esprit dominant de la postmodernité, nous nous intéresserons à la façon dont ce dernier infiltre également les pratiques artistiques numériques qui questionnent la cité au sens de la civitas c'est à dire à la fois les citoyens en tant que membres d'une communauté, le territoire qu'ils occupent et leurs droits. Nous nous interrogerons sur la façon dont certaines d'entre elles, qui tentent de proposer de nouvelles lectures de l'espace, de susciter de nouvelles perceptions et pratiques urbaines, légitiment une représentation du corps connecté et mis en réseau. Nous tenterons de saisir le paradigme du corps postmoderne auquel l'art donne forme, en prenant appui sur l'analyse de l'oeuvre "A-Reality" de l'artiste français Adelin Schweitzer. Nous verrons comment, par le biais de l'utilisation de la technologie numérique dans une modification de la réalité en temps réel, le corps du participant est isolé, déstabilisé, mis en spectacle, soumis à la machine et à l'artiste. Nous proposerons une piste de compréhension des valeurs qui président à une telle considération des corps.
description: At the hour or the urban forms itself according to the dominant spirit of the postmodernité, we shall be interested in the way the latter also infiltrates the digital artistic practices which question the city in the sense of the civitas that is at the same time the citizens as members of a community, a territory which they occupy and their rights. We shall wonder about the way some of them, who try to propose new readings of the space, to arouse new perceptions and urban practices, legitimize a representation of the body connected and put in network. We shall try to seize paradigm of the postmodern body which the art embodies by being supported on the analysis of the work "A - Reality" of the French artist Adelin Schweitzer. We shall see how, by means of the use of the digital technology in a modification of the real time reality, the body of the participant is isolated, destabilized, put in show, subjected to the machine and to the artist. We shall propose a track of understanding of the values which preside over such a consideration of bodies.
DOI: 10.21409/hal-01649234
title: Actes du Colloque Jeu vidéo et santé psychosociale. Les «Anooki», jeux vidéo, spectacles lumières, web série et autres: du jeu à tous les étages mais encore?

description: A travers l'analyse sociocritique d'une création numérique ludique issue de l'industrie créative, celle du monde des Anooki, nous nous attacherons à montrer que ce type de production est significatif d'une mutation postmoderne de nos cultures et de nos sociétés. Le principe ludique participe-t-il d'un processus de libération ou au contraire est-il signifiant d'un malaise ? Cette mutation concerne t'elle la civilisation toute entière ? En se saisissant de ces questions, il s'agit de montrer comment l'idéologie dominante de notre époque traverse, de façon inévitable nos vies et notre culture.
description: Through the sociocritique analysis of a playful digital creation stemming from the cultural industry, that of the world of Anooki, we shall attempt to show that this type(chap) of production is significant of a postmodern transfer(transformation) of our cultures and our companies(societies). Does the playful principle participate of a process of liberation or on the contrary it is significant of a faintness(malaise)? This transfer(transformation) concerns you she(it) the whole civilization? By seizing these questions, it is a question of showing how the dominant ideology of our time crosses, in a inevitable way our lives and our culture.
DOI: 10.6073/pasta/6f59140b98b6342cd07cebc4bac80fb9
title: Adelie penguin colony-specific chick production, 1991 - present.
DOI: 10.5517/ccdc.csd.cc1j08sl
title: CCDC 1400449: Experimental Crystal Structure Determination

description: Related Article: M. Budesinsky, I. Cisarova, F. Borremans, J.C. Martins, E. Pauwels|2017|Acta Crystallogr.,Sect.B:Struct.Sci.,Cryst.Eng. and Mat.|73|1179|doi:10.1107/S2052520617014731
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.
DOI: 10.5517/ccdc.csd.cc1j08tm
title: CCDC 1400450: Experimental Crystal Structure Determination

description: Related Article: M. Budesinsky, I. Cisarova, F. Borremans, J.C. Martins, E. Pauwels|2017|Acta Crystallogr.,Sect.B:Struct.Sci.,Cryst.Eng. and Mat.|73|1179|doi:10.1107/S2052520617014731
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.
DOI: 10.5517/ccdc.csd.cc1j08vn
title: CCDC 1400451: Experimental Crystal Structure Determination

description: Related Article: M. Budesinsky, I. Cisarova, F. Borremans, J.C. Martins, E. Pauwels|2017|Acta Crystallogr.,Sect.B:Struct.Sci.,Cryst.Eng. and Mat.|73|1179|doi:10.1107/S2052520617014731
description: An entry from the Cambridge Structural Database, the world’s repository for small molecule crystal structures. The entry contains experimental data from a crystal diffraction study. The deposited dataset for this entry is freely available from the CCDC and typically includes 3D coordinates, cell parameters, space group, experimental conditions and quality measures.