2,815 research outputs found

    Use of Microtome Sections to Determine the Effect of Retention Aid on Filler Distribution

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    Two-sidedness of paper is an all too common problem in the paper industry. Most of the undesirable results are due to the uneven distribution of filler in the sheet. An accurate, reproduceable, method is needed to study this distribution gradient in order to find the effect of certain variables on this distribution. Although the following method has been used before, its reproducibility has not been demonstrated to any great extent, nor has much work been done as to the effect of variables on the distribution. In this study, the reproducibility of this method is demonstrated and the effect of retention aid is studied

    Emulation is the most sincere form of flattery : retro videogames, rom distribution and copyright

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    The Internet has made it possible for amateur game creators to collaborate on projects irrespective of geographical location. The success of projects such as Minecraft, and even CounterStrike, demonstrates that ‘indie’ developers can create entertainment products just as popular and successful as mainstream developers with huge budgets. However, many individuals instead are more interested in the old than the new – reliving past experiences through the playing of old videogames that are no longer commercially sold. Through the creation of emulators, and the ripping of ROM images (data that allows for the playing of an emulated videogame, such as Super Mario Bros. on the Super Nintendo), games with nostalgic value can be easily distributed, played and replayed. In addition, this allows for the preservation of legacy content that may otherwise be consigned to the ‘dustbin of history’. However, irrespective of the effort and ingenuity that goes into the creation of emulation software, and the effort involved in ripping ROM data to make old games playable, are these pursuits entirely legal? The purpose of this paper is to consider the compatibility of such projects with pre-existing norms of intellectual property law, comparing and contrasting the approaches of US and EU IP regimes in their handling of emulators and ROMS. The paper will analyse the issue under pre-existing legislation and with regard to relevant case law, seeking to draw conclusions on whether the existing regimes in copyright law are compatible and satisfactorily balance the right of videogame publishers to seek fair remuneration for their work with the desire by enthusiasts to preserve and relive a form of creative culture

    Analysis of the Conservation Reserve Enhancement Program in the Long Branch Lake Watershed

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    CREP will reduce non-point source pollution loads to streams, but may not significantly improve water quality in the reservoir

    La emulación es la forma de adulación más sincera: Videojuegos retro, distribución de ROM y derechos de autor

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    Internet ha permès als creadors de jocs amateurs col·laborar en projectes independentment de la seva situació geogràfica. L'èxit de productes com Minecraft, i fins i tot CounterStrike, demostra que els desenvolupadors «independents» poden crear productes de lleure tan populars i amb tant d'èxit com els desenvolupadors consolidats i amb grans pressupostos. Tanmateix, molts consumidors estan més interessats en productes vells que en els nous -reviure experiències passades jugant a videojocs antics que ja no són disponibles al mercat. Amb la creació d'emuladors, i la còpia d'imatges ROM (dades que permeten jugar a videojocs emulats, com Super Mario Bros. a  la Super Nintendo), es poden distribuir jocs amb valor nostàlgic i s'hi pot jugar i tornar a jugar fàcilment. A més, això permet la conservació de contingut antic (legacy content) que si no fos així podria acabar arxivat a la «paperera de la història». No obstant això, independentment de l'esforç i la inventiva que impliquen la creació de programari d'emulació, i l'esforç que implica copiar dades ROM per a poder jugar a jocs antics, són completament legals aquestes activitats? El propòsit d'aquest article és considerar la compatibilitat d'aquests projectes amb les normes preexistents de les lleis de propietat intel·lectual, comparant i contrastant els enfocaments dels règims de propietat intel·lectual dels EUA i la UE a l'hora de tractar emuladors i ROM. L'article analitzarà la qüestió sota la legislació preexistent i respecte a jurisprudència rellevant, amb la intenció d'arribar a conclusions sobre si els règims existents de legislació de drets d'autor són compatibles i concilien satisfactòriament el dret de les productores de videojocs de pretendre una remuneració justa pel seu treball amb el desig dels entusiastes de preservar i reviure una forma de cultura creativa.The Internet has made it possible for amateur game creators to collaborate on projects irrespective of geographical location.  The success of projects such as Minecraft, and even CounterStrike, demonstrates that 'indie' developers can create entertainment products just as popular and successful as mainstream developers with huge budgets.  However, many individuals instead are more interested in the old than the new - reliving past experiences through the playing of old videogames that are no longer commercially sold.  Through the creation of emulators, and the ripping of ROM images (data that allows for the playing of an emulated videogame, such as Super Mario Bros. on the Super Nintendo), games with nostalgic value can be easily distributed, played and replayed.  In addition, this allows for the preservation of legacy content that may otherwise be consigned to the 'dustbin of history'.   However, irrespective of the effort and ingenuity that goes into the creation of emulation software, and the effort involved in ripping ROM data to make old games playable, are these pursuits entirely legal?  The purpose of this paper is to consider the compatibility of such projects with pre-existing norms of intellectual property law, comparing and contrasting the approaches of US and EU IP regimes in their handling of emulators and ROMS.  The paper will analyse the issue under pre-existing legislation and with regard to relevant case law, seeking to draw conclusions on whether the existing regimes in copyright law are compatible and satisfactorily balance the right of videogame publishers to seek fair remuneration for their work with the desire by enthusiasts to preserve and relive a form of creative culture.Internet ha posibilitado a los creadores de juegos amateurs colaborar en proyectos independientemente de su localización geográfica. El éxito de productos como Minecraft, e incluso CounterStrike, demuestra que los desarrolladores «independientes» pueden crear productos de entretenimiento tan populares y exitosos como los desarrolladores consolidados y con grandes presupuestos. Sin embargo, muchos consumidores están más interesados en lo viejo que en lo nuevo -revivir experiencias pasadas, jugando a viejos videojuegos que ya no están disponibles en el mercado. Mediante la creación de emuladores, y la copia de imágenes ROM (datos que permiten jugar a videojuegos emulados, como Super Mario Bros, en la Super Nintendo), se pueden distribuir juegos con valor nostálgico y se puede jugar y volver a jugar con ellos fácilmente. Además, esto permite la conservación de contenido antiguo (legacy content) que de otro modo podría acabar archivado en la «papelera de la historia».   No obstante, independientemente del esfuerzo y la inventiva que implica la creación de software de emulación, y el esfuerzo que supone copiar datos ROM para poder jugar a juegos antiguos, ¿son estas actividades completamente legales? El propósito de este artículo es considerar la compatibilidad de estos proyectos con las normas preexistentes de propiedad intelectual, comparando y contrastando los enfoques de los regímenes de EE. UU. y la UE a la hora de tratar emuladores y ROM. El artículo analizará la cuestión bajo la legislación preexistente y en relación con la jurisprudencia relevante, con la intención de llegar a conclusiones en cuanto a si los regímenes existentes de derechos de autor son compatibles y concilian satisfactoriamente el derecho de las productoras de videojuegos de pretender una remuneración justa por su trabajo con el deseo de los entusiastas de preservar y revivir una forma de cultura creativa

    Human embryonic stem cells and patent law in the EU and China : convergence in standards through divergence in institutions

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    While socio-cultural and historical differences in the EU Member States and China have resulted in two distinct regimes for human embryonic stem cell research, with the EU considered somewhat conservative and China significantly liberal in approach, the laws governing patenting of innovations derived from stem cell research in both legal regimes appear to be remarkably similar. How is it that two divergent systems have nevertheless converged on a restrictive approach to patenting in this field of research? This paper will demonstrate the way in which different institutional pressures and objectives have resulted in similar practices: - while deliberative decision-making within the context of representative liberal democracy resulted in the EU placing morality-based limitations on economically- driven hESC patenting, China’s elite-driven processes within the context of ‘authoritarian deliberation’ instead adopted morality-based limitations both as an indicator of demonstrating standards of best practice as a means of encouraging research and investment, and as the result of institutional learning. Therefore, despite different institutional designs and policy-making approaches, the EU and China have converged on remarkably similar hESC patent regimes

    Combatting physical threats posed via digital means : the European Commission’s developing approach to the sale of counterfeit goods on the Internet

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    The purpose of this paper is to trace the development of the EU’s policies regarding the combatting of counterfeiting and in particular the establishment of the European Observatory on Counterfeiting and Piracy (later renamed the European Observatory on Infringements of Intellectual Property Rights). This paper will demonstrate how ‘hard’ legal regimes for the management of online sales of counterfeit items have been significantly limited by the lack of effective data on the scale of the phenomenon, as well as the reluctance of Internet platforms to tackle online infringements. Through the empowerment of the Observatory and its transferal to the European agency the Office of Harmonisation of the Internal Market (OHIM) however, the EU has managed to establish its position as a cyber-security actor able to tackle online infringements of intellectual property rights. Through research into and identification of best practices concerning the quantification of counterfeit sales, information collection and sharing, and in facilitating coordination and cooperation between networks of private and public sector actors, the Observatory has taken on a key role in establishing online networks for proactively countering the sale and distribution of counterfeit products online. In this way, the Commission’s facilitation of a network governance model has led to the development of a more effective means of combatting the threat posed by physical goods that are distributed via digital means

    Creation of a collegial network between researchers and undergraduate students at The University of Queensland

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    It is widely believed that authentic research experiences in science are pivotal in providing context to undergraduate student learning and providing a true sense of what it means to be a 'scientist' (Boyer Report 1998, Healey and Jenkins 2009). Research intensive universities might be expected to have the greatest potential for involving students in authentic research (Turner, Wuetherick and Healey 2008), however, their students often feel alienated from the research culture (Zamorski 2002), and frustrated when their participation in the authentic research activities of the university are delayed (Robertson and Blacker 2006). Therefore universities, and research-intensive universities in particular, are being expected to develop strategies for welcoming students into their research culture during the early undergraduate years. An innovative model for introducing first year undergraduate science students to the research culture of a large research-intensive university has been implemented at The University of Queensland (UQ). The Undergraduate Science Students’ Experience in Research (USSER) Network invites large numbers of undergraduate science students from their first semester at university, to meet with UQ researchers over lunch, tour research facilities on campus, and gain access to the daily workings of research groups through flexible placements. Following the establishment of the USSER Network in March 2008, approximately 170 students have had lunch with over 40 researchers, and approximately 40 students have toured three research facilities. Eighteen research groups have offered work experience placement opportunities, and ten students have undertaken placements in the first or second year of their degree. Participating students and researchers have reported that the USSER Network provides excellent networking opportunities, with a key feature of the program being the small group format of the lunches. Students have expressed overwhelming gratitude for the informal opportunities to talk with researchers, and discover more about the diversity of research being conducted at their institution and the research-based career paths available to them. To foster the growth of the authentic research experience aspect of the USSER Network program in 2009, Placement Workshops have been implemented, with fourteen students participating thus far. In addition, there has been a large amount of interest in the USSER Network across the University, and the planning phase is underway to disseminate the USSER Network model to several research disciplines across UQ. This paper will introduce the key features of this innovative networking program, highlight the successes and plans for improvement of the model, and provide mechanisms for the generalisation of this model beyond science

    Oxidation of basaltic tephras: Influence on reflectance in the 1 micron region

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    As part of a ongoing study into the products of hydrovolcanism, tuffs were examined from the Cerro Colorado and Pavant Butte tuff cones. The former resides in the northeastern corner of the Pinacate Volcanic Field in Sonara, Mexico and the latter is in the Black Rock Desert of southern Utah. Numerous samples were collected and many of these had their Vis/IR reflectance measured. It seems likely that in the palagonite tuffs there is a combination of nanocrystalline ferric oxide phases contributing to the UV absorption edge, but not to the 1 micron band, plus more crystalline ferric oxides which do contribute to that band as well as ferrous iron within unaltered sideromelane which is skewing the band center to longer wavelengths. This work has implications for the study of Mars. The present work indicates that when ferrous and ferric iron phases are both present, their combined spectral contribution is a single band in the vicinity of 1 micron. The center, depth, and width of that feature has potential to be used to gauge the relative proportions of ferrous and ferric iron phases
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