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A/A (NR) Annabel Lee Quiz
Quiz by Camilla Barillas
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Radical Quiz A.NR.5
Test nr. 1. clasa a V -a
HG nr. 947/2000 privind modalitatea de indicare a preÈurilor oferite consumatorilor spre vĂąnzare
THE FIDE LAWS OF CHESS. Introduction FIDE Laws of Chess cover over-the-board play. The Laws of Chess have two parts: 1. Basic Rules of Play and 2. Competitive Rules of Play. The English text is the authentic version of the Laws of Chess (which were adopted at the 93rd FIDE Congress at Chennai, India) coming into force on 1 January 2023. Preface. The Laws of Chess cannot cover all possible situations that may arise during a game, nor can they regulate all administrative questions. Where cases are not precisely regulated by an Article of the Laws, it should be possible to reach a correct decision by studying analogous situations which are regulated in the Laws. The Laws assume that arbiters have the necessary competence, sound judgement and absolute objectivity. Too detailed a rule might deprive the arbiter of his/her freedom of judgement and thus prevent him/her from finding a solution to a problem dictated by fairness, logic and special factors. FIDE appeals to all chess players and federations to accept this view. A necessary condition for a game to be rated by FIDE is that it shall be played according to the FIDE Laws of Chess. It is recommended that competitive games not rated by FIDE be played according to the FIDE Laws of Chess. Member federations may ask FIDE to give a ruling on matters relating to the Laws of Chess. BASIC RULES OF PLAY. Article 1: The Nature and Objectives of the Game of Chess 1.1 1.2 1.3 1.4 The game of chess is played between two opponents who move their pieces on a square board called a âchessboardâ. The player with the light-coloured pieces (White) makes the first move, then the players move alternately, with the player with the dark-coloured pieces (Black) making the next move. A player is said to âhave the moveâ when his/her opponentâs move has been âmadeâ. The objective of each player is to place the opponentâs king âunder attackâ in such a way that the opponent has no legal move. 1.4.1 The player who achieves this goal is said to have âcheckmatedâ the opponentâs king and to have won the game. Leaving oneâs own king under attack, exposing oneâs own king to attack and also âcapturingâ the opponentâs king is not allowed. 1.4.2 The opponent whose king has been checkmated has lost the game. 1.5 If the position is such that neither player can possibly checkmate the opponentâs king, the game is drawn (see Article 5.2.2). Article 2: The Initial Position of the Pieces on the Chessboard 2.1 2.2 The chessboard is composed of an 8 x 8 grid of 64 equal squares alternately light (the âwhiteâ squares) and dark (the âblackâ squares). The chessboard is placed between the players in such a way that the near corner square to the right of the player is white. At the beginning of the game White has 16 light-coloured pieces (the âwhiteâ pieces); Black has 16 dark-coloured pieces (the âblackâ pieces). These pieces are as follows: A white king usually indicated by the symbol K A white queen Two white rooks Two white bishops Two white knights Eight white pawns A black king A black queen Two black rooks Two black bishops Two black knights Eight black pawns usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol usually indicated by the symbol K usually indicated by the symbol Q usually indicated by the symbol R usually indicated by the symbol B usually indicated by the symbol N usually indicated by the symbol Staunton Pieces p Q K B N R 9 2.3 The initial position of the pieces on the chessboard is as follows: 2.4 The eight vertical columns of squares are called âfilesâ. The eight horizontal rows of squares are called âranksâ. A straight line of squares of the same colour, running from one edge of the board to an adjacent edge, is called a âdiagonalâ. Article 3: The Moves of the Pieces 3.1 It is not permitted to move a piece to a square occupied by a piece of the same colour. 3.1.1 If a piece moves to a square occupied by an opponentâs piece the latter is captured and removed from the chessboard as part of the same move. 3.1.2 A piece is said to attack an opponentâs piece if the piece could make a capture on that square according to Articles 3.2 to 3.8. 3.1.3 A piece is considered to attack a square even if this piece is constrained from moving to that square because it would then leave or place the king of its own colour under attack. 3.2 The bishop may move to any square along a diagonal on which it stands. 3.3 The rook may move to any square along the file or the rank on which it stands. 3.4 The queen may move to any square along the file, the rank or a diagonal on which it stands. 3.5 3.6 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. 3.7 When making these moves, the bishop, rook or queen may not move over any intervening pieces. The knight may move to one of the squares nearest to that on which it stands but not on the same rank, file or diagonal. The pawn: 3.7.1 The pawn may move forward to the square immediately in front of it on the same file, provided that this square is unoccupied, or 3.7.2 on its first move the pawn may move as in 3.7.1 or alternatively it may advance two squares along the same file, provided that both squares are unoccupied, or 3.7.3 the pawn may move to a square occupied by an opponentâs piece diagonally in front of it on an adjacent file, capturing that piece. 3.7.3.1 A pawn occupying a square on the same rank as and on an adjacent file to an opponentâs pawn which has just advanced two squares in one move from its original square may capture this opponentâs pawn as though the latter had been moved only one square. 3.7.3.2 This capture is only legal on the move following this advance and is called an âen passantâ capture. 3.7.3.3 When a player, having the move, plays a pawn to the rank furthest from its starting position, he/she must exchange that pawn as part of the same move for a new queen, rook, bishop or knight of the same colour on the intended square of arrival. This is called the square of âpromotionâ. 3.7.3.4 The player's choice is not restricted to pieces that have been captured previously. 3.7.3.5 This exchange of a pawn for another piece is called promotion, and the effect of the new piece is immediate. 3.8 There are two different ways of moving the king: 3.8.1 by moving to an adjoining square. 3.8.2 by âcastlingâ. This is a move of the king and either rook of the same colour along the playerâs first rank, counting as a single move of the king and executed as follows: the king is transferred from its original square two squares towards the rook on its original square, then that rook is transferred to the square the king has just crossed. 3.8.2.1 The right to castle has been lost: 3.8.2.1.1 If the king has already moved, or 3.8.2.1.2 With a rook that has already moved. 3.8.2.2 Castling is prevented temporarily: 3.8.2.2.1 if the square on which the king stands, or the square which it must cross, or the square which it is to occupy, is attacked by one or more of the opponent's pieces, or 3.8.2.2.2 if there is any piece between the king and the rook with which castling is to be effected. 3.9 The king in check: 3.9.1 The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces are constrained from moving to the square occupied by the king because they would then leave or place their own king in check. 3.9.2 No piece can be moved that will either expose the king of the same colour to check or leave that king in check. 3.10 Legal and illegal moves; illegal positions: 3.10.1 A move is legal when all the relevant requirements of Articles 3.1 â 3.9 have been fulfilled. 3.10.2 A move is illegal when it fails to meet the relevant requirements of Articles 3.1 â3.9. 3.10.3 A position is illegal when it cannot have been reached by any series of legal moves. Article 4: The Act of Moving the Pieces 4.1 4.2 Each move must be played with one hand only. Adjusting the pieces or other physical contact with a piece: 4.2.1 Only the player having the move may adjust one or more pieces on their squares, provided that he/she first expresses his/her intention (for example by saying âjâadoubeâ or âI adjustâ). 4.2.2 Any other physical contact with a piece, except for clearly accidental contact, shall be considered to be intent. 4.3 Except as provided in Article 4.2.1, if the player having the move touches on the chessboard, with the intention of moving or capturing: 4.3.1 one or more of his/her own pieces, he/she must move the first piece touched that can be moved. 4.3.2 one or more of his/her opponentâs pieces, he/she must capture the first piece touched that can be captured. 4.3.3 one or more pieces of each colour, he/she must capture the first touched opponentâs piece with his/her first touched piece or, if this is illegal, move or capture the first piece touched that can be moved or captured. If it is unclear whether the playerâs own piece or his/her opponentâs was touched first, the playerâs own piece shall be considered to have been touched before his/her opponentâs. 4.4 If a player having the move: 4.4.1 touches his/her king and a rook he/she must castle on that side if it is legal to do so 4.4.2 deliberately touches a rook and then his/her king he/she is not allowed to castle on that side on that move and the situation shall be governed by Article 4.3.1. 4.4.3 intending to castle, touches the king and then a rook, but castling with this rook is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.4.4 promotes a pawn, the choice of the piece is finalised when the piece has touched the square of promotion. 4.5 4.6 If none of the pieces touched in accordance with Article 4.3 or Article 4.4 can be moved or captured, the player may make any legal move. The act of promotion may be performed in various ways: 4.6.1 the pawn does not have to be placed on the square of arrival. 4.6.2 removing the pawn and putting the new piece on the square of promotion may occur in any order. 4.6.3 If an opponentâs piece stands on the square of promotion, it must be captured. 4.7 When, as a legal move or part of a legal move, a piece has been released on a square, it cannot be moved to another square on this move. The move is considered to have been made in the case of: 4.7.1 A capture, when the captured piece has been removed from the chessboard and the player, having placed his/her own piece on its new square, has released this capturing piece from his/her hand. 4.7.2 Castling, when the player's hand has released the rook on the square previously crossed by the king. When the player has released the king from his/her hand, the move is not yet made, but the player no longer has the right to make any move other than castling on that side, if this is legal. If castling on this side is illegal, the player must make another legal move with his/her king (which may include castling with the other rook). If the king has no legal move, the player is free to make any legal move. 4.7.3 Promotion, when the player's hand has released the new piece on the square of promotion and the pawn has been removed from the board. 4.8 4.9 A player forfeits his/her right to claim against his/her opponentâs violation of Articles 4.1 â 4.7 once the player touches a piece with the intention of moving or capturing it. 4.8. A player forfeits his/her right to claim against his/her opponentâs violation of Articles 4.1 â 4.7 .4.9. If a player is unable to move the pieces, an assistant, who shall be acceptable to the arbiter, may be provided by the player to perform this operation. Article 5: The Completion of the Game 5.1.1 The game is won by the player who has checkmated his/her opponentâs king. This immediately ends the game, provided that the move producing the checkmate position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.1.2 The game is lost by the player who declares he/she resigns (this immediately ends the game), unless the position is such that the opponent cannot checkmate the playerâs king by any possible series of legal moves. In this case the result of the game is a draw. 5.2.1 The game is drawn when the player to move has no legal move and his/her king is not in check. The game is said to end in âstalemateâ. This immediately ends the game, provided that the move producing the stalemate position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponentâs king with any series of legal moves. The game is said to end in a âdead positionâ. This immediately ends the game, provided that the move producing the position was in accordance with Article 3 and Articles 4.2 â 4.7. 5.2.3 The game is drawn upon agreement between the two players during the game, provided both players have made at least one move. This immediately ends the game. COMPETITIVE RULES OF PLAY Article 6: The Chessclock 6.1 âChessclockâ means a clock with two time displays, connected to each other in such a way that only one of them can run at a time. âClockâ in the Laws of Chess means one of the two time displays. Each time display has a âflagâ. âFlag-fallâ means the expiration of the allotted time for a player. 6.2 Handling the chessclock: 6.2.1 During the game each player, having made his/her move on the chessboard, shall pause his/her own clock and start his/her opponentâs clock (that is to say, he/she shall press his/her clock). This âcompletesâ the move. A move is also completed if: 6.2.1.1 6.2.1.2 the move ends the game (see Articles 5.1.1, 5.2.1, 5.2.2, 9.2.1, 9.6.1 and 9.6.2), or the player has made his/her next move, when his/her previous move was not completed. 6.2.2 A player must be allowed to pause his/her clock after making his/her move, even after the opponent has made his/her next move. The time between making the move on the chessboard and pressing the clock is regarded as part of the time allotted to the player. 6.2.3 A player must press his/her clock with the same hand with which he/she made his/her move. It is forbidden for a player to keep his/her finger on the clock or to âhoverâ over it. 6.2.4 The players must handle the chessclock properly. It is forbidden to press it forcibly, to pick it up, to press the clock before moving or to knock it over. Improper clock handling shall be penalised in accordance with Article 12.9. 6.2.5 6.2.6 Only the player whose clock is running is allowed to adjust the pieces. If a player is unable to use the clock, an assistant, who must be acceptable to the arbiter, may be provided by the player to perform this operation. His/Her clock shall be adjusted by the arbiter in an equitable way. This adjustment of the clock shall not apply to the clock of a player with a disability. 6.3 Allotted time: 6.3.1 When using a chessclock, each player must complete a minimum number of moves or all moves in an allotted period of time including any additional amount of time added with each move. All these must be specified in advance. 6.3.2 The time saved by a player during one period is added to his/her time available for the next period, where applicable. In the time-delay mode both players receive an allotted âmain thinking timeâ. Each player also receives a âfixed extra timeâ with every move. The countdown of the main thinking time only commences after the fixed extra time has expired. Provided the player presses his/her clock before the expiration of the fixed extra time, the main thinking time does not change, irrespective of the proportion of the fixed extra time used. 6.4 Immediately after a flag falls, the requirements of Article 6.3.1 must be checked. 6.5 Before the start of the game the arbiter shall decide where the chessclock is placed. 6.6 At the time determined for the start of the game Whiteâs clock is started.6.7. Default time: 6.7.1 The regulations of an event shall specify a default time in advance. If the default time is not specified, then it is zero. Any player who arrives at the chessboard after the default time shall lose the game unless the arbiter decides otherwise. 6.7.2 If the regulations of an event specify that the default time is not zero and if neither player is present initially, White shall lose all the time that elapses until he/she arrives, unless the regulations of an event specify, or the arbiter decides otherwise. 6.8 A flag is considered to have fallen when the arbiter observes the fact or when either player has made a valid claim to that effect. 6.9 Except where one of Articles 5.1.1, 5.1.2, 5.2.1, 5.2.2, 5.2.3 applies, if a player does not complete the prescribed number of moves in the allotted time, the game is lost by that player. However, the game is drawn if the position is such that the opponent cannot checkmate the playerâs king by any possible series of legal moves. 6.10 Chessclock setting: 6.10.1 Every indication given by the chessclock is considered to be conclusive in the absence of any evident defect. A chessclock with an evident defect shall be replaced by the arbiter, who shall use his/her best judgement when determining the times to be shown on the replacement chessclock. 6.10.2 If during a game it is found that the setting of either or both clocks is incorrect, either player or the arbiter shall pause the chessclock immediately. The arbiter shall install the correct setting and adjust the times and move-counter, if necessary he/she shall use his/her best judgement when determining the clock settings. 6.11.1 If the game needs to be interrupted, the arbiter shall pause the chessclock. 6.11.2 A player may pause the chessclock only in order to seek the arbiterâs assistance, for example when promotion has taken place and the piece required is not available. 6.11.3 The arbiter shall decide when the game restarts. 6.11.4 If a player pauses the chessclock in order to seek the arbiterâs assistance, the arbiter shall determine whether the player had any valid reason for doing so. If the player has no valid reason for pausing the chessclock, the player shall be penalised in accordance with Article 12.9. 6.12.1 Screens, monitors, or demonstration boards showing the current position on the chessboard, the moves and the number of moves made/completed, and clocks which also show the number of moves, are allowed in the playing hall. 6.12.2 The player may not make a claim relying only on information shown in this manner.
DĂšs le dĂ©but de vos recherches, vous allez collecter, produire et exploiter des donnĂ©es. La gestion des donnĂ©es (Research Data Management - RDM) fait partie du processus de recherche. Elle concerne l'ensemble des opĂ©rations de collecte, description, stockage, traitement, analyse, archivage et mise en accĂšs des donnĂ©es. (extrait de : Passeport pour la Science Ouverte. Guide pratique pour les doctorants ) "La science ouverte est la diffusion sans entrave des publications et des donnĂ©es de la recherche. Elle sâappuie sur lâopportunitĂ© que reprĂ©sente la mutation numĂ©rique pour dĂ©velopper lâaccĂšs ouvert aux publications et â autant que possible â aux donnĂ©es de la recherche. "Les donnĂ©es de la recherche sont la matiĂšre premiĂšre de la connaissance. Les partager, c'est ouvrir de nouvelles perspectives scientifiques" Source : Plan national pour la Science ouverte - MinistĂšre ESR - Juillet 2018 Source image : https://bibliotheques.univ-tlse3.fr/file/composantes-science-ouverte Cette page est une introduction Ă la gestion des donnĂ©es de recherche. Elle prĂ©sente quelques concepts et Ă©tapes clĂ©s pour vous engager dans cette dĂ©marche. Consultez les liens pour approfondir vos connaissances. âą What are data ? DĂ©finition des donnĂ©es de recherche de lâOCDE (2007) « Enregistrements factuels (chiffres, textes, images, sons) utilisĂ©s comme source principale pour la recherche scientifique et gĂ©nĂ©ralement reconnus par la communautĂ© scientifique comme nĂ©cessaires pour valider les rĂ©sultats de la recherche. Un ensemble de donnĂ©es de recherche constitue une reprĂ©sentation systĂ©matique et partielle du sujet faisant lâobjet de la recherche ». Exemples âą les images dâune ville prĂ©historique deviennent des donnĂ©es pour un chercheur qui Ă©tudie lâhistoire de cette ville; âą les « donnĂ©es » dâun linguiste peuvent ĂȘtre des Ă©crits ou des discours, des enregistrements de locuteurs ; âą les « donnĂ©es » dâun mĂ©diĂ©viste sont des sources archivistiques, archĂ©ologiques, Ă©pigraphiques, iconographiques, littĂ©raires ; âą les « donnĂ©es » dâun gĂ©ologue rassemblent des coupes et observations de terrain consignĂ©es sur un carnet, des rĂ©sultats de carottage, des analyses dâĂ©chantillons, des donnĂ©es sismographiques⊠⹠⹠Pourquoi partager ses donnĂ©es ? "La science ouverte vise Ă construire un Ă©cosystĂšme dans lequel la science est plus cumulative, plus fortement Ă©tayĂ©e par des donnĂ©es, plus transparente, plus rapide et dâaccĂšs plus universel.La science ouverte favorise Ă©galement les avancĂ©es scientifiques, particuliĂšrement les avancĂ©es imprĂ©vues, ainsi que lâinnovation, les progrĂšs Ă©conomiques et sociaux, en France, dans les pays dĂ©veloppĂ©s et dans les pays en dĂ©veloppement. Enfin, la science ouverte constitue un levier pour lâintĂ©gritĂ© scientifique et favorise la confiance des citoyens dans la science. Elle constitue un progrĂšs scientifique et un progrĂšs de sociĂ©tĂ©." Source : Plan national pour la Science Ouverte (2018) Les enjeux de l'Open Data âą enjeux patrimoniaux o preuve et mĂ©moire (Ă©viter les pertes de donnĂ©es) âą enjeux Ă©conomiques o valeur Ă©conomique de la donnĂ©e o rĂ©utilisation gratuite ou payante des donnĂ©es, exploitation des rĂ©sultats de recherches antĂ©rieures (Ă©viter de refaire ce qui a dĂ©jĂ Ă©tĂ© validĂ©), o accĂ©lĂ©ration de l'innovation et le retour sur investissement dans la R&D âą enjeux scientifiques o de "hypothesis-driven" Ă "data-driven" o plus de visibilitĂ© pour le scientifique âą enjeux sociĂ©taux o participation des citoyens et de la sociĂ©tĂ© civile : "Citizen science" o confiance en la recherche Pour aller plus loin âą Site Doranum : https://doranum.fr/enjeux-benefices/fiche-synthetique/ âą Adopter de bonnes pratiques tout au long du cycle de vie des donnĂ©es De bonnes pratiques de gestion Ă toutes les Ă©tapes du cycle de vie de la donnĂ©e sont un prĂ©alable indispensable Ă lâouverture des donnĂ©es et Ă leur rĂ©utilisation. âą Rechercher des donnĂ©es Pour identifier des jeux de donnĂ©es (datasets) pertinents pour votre thĂšse, des outils de recherche sont disponibles. Suivez ces liens pour les dĂ©couvrir : âą Site Doranum : https://doranum.fr/acces-visualisation/rechercher-donnees/ âą Site DataCC - Vos besoins, trouver des donnĂ©es : https://www.datacc.org/vos-besoins/trouver-des-donnees/ âą Fiche CoopIST : Trouver des jeux de donnĂ©es via des bases pluridisciplinaires et des moteurs de recherche Pensez-aussi Ă consulter l'entrepĂŽt institutionnel Data INRAE Page de prĂ©sentation du portail âą Choisir les bons formats et bien organiser vos donnĂ©es ï§ Choisir des formats de fichier : https://www6.inrae.fr/datapartage/Gerer/Choisir-des-formats-de-fichier ï§ Nommer et organiser vos fichiers de donnĂ©es : https://www6.inrae.fr/datapartage/Gerer/Nommer-et-organiser-ses-fichiers-de-donnees Pour aller plus loin âą Jaouen, G.- GĂ©rer ses donnĂ©es. Pourquoi, Comment ? SĂ©minaire - Guadeloupe, du 25 au 27 Novembre 2019 â CRAG INRA âą Bien dĂ©crire et documenter ses donnĂ©es La description dâun jeu de donnĂ©es se fait Ă lâaide de mĂ©tadonnĂ©es (*) qui doivent apporter suffisamment d'Ă©lĂ©ments (sur la collecte des donnĂ©es, les unitĂ©s de mesure employĂ©es...) pour chercher et trouver le jeu de donnĂ©es, juger de sa qualitĂ©/fiabilitĂ©, et pouvoir le comprendre ou le rĂ©utiliser dans un autre contexte. (*) DĂ©finition des mĂ©tadonnĂ©es : Ensemble dâinformations structurĂ©es qui dĂ©crit, explicite, localise une ressource informationnelle, dans le but dâen faciliter la recherche, lâusage, et la gestion. Source : NISO. Understanding Metadata. 2004. Quelques liens utiles : âą Site Doranum : https://doranum.fr/metadonnees-standards-formats/ âą DataCC : https://www.datacc.org/vos-besoins/documenter-ses-donnees/metadonnees/ âą Site DataPartage INRAE : https://www6.inrae.fr/datapartage/Gerer/Documenter-les-donnees En complĂ©ment des mĂ©tadonnĂ©es, la rĂ©daction d'un fichier READ ME.txt est Ă©galement recommandĂ©e. âą Stocker, sĂ©curiser, prĂ©server ses donnĂ©es Bien diffĂ©rencier les notions de stockage et d'archivage. Anticiper pour dĂ©terminer les donnĂ©es Ă Ă©liminer et celles qui doivent ĂȘtre prĂ©servĂ©es Ă long terme. âą Dans l'environnement INRAE : https://www6.inrae.fr/datapartage/Gerer/Stocker-les-donnees âą Site Doranum : https://doranum.fr/stockage-archivage/ âą Site DataCC : https://www.datacc.org/vos-besoins/conserver-ses-donnees/ âą Partager, ne pas partager ses donnĂ©es ? Dans le cadre de la Science Ouverte, il y a de plus en plus d'incitations voire d'exigences pour rendre accessibles les donnĂ©es, en particulier les donnĂ©es liĂ©es aux publications : âą de l'Ă©dition scientifique : de plus en plus de revues adoptent une "data policy" (Ă consulter dans les instructions aux auteurs) et exigent des auteurs qu'ils fournissent les donnĂ©es associĂ©es aux publications, âą des organismes de financement (ANR, Commission EuropĂ©enne ...), âą des politiques nationale (Plan national pour la Science ouverte - MinistĂšre ESR - Juillet 2018) et institutionnelle. Mais attention, toutes les donnĂ©es ne sont pas partageables : assurez-vous que vos donnĂ©es sont bien diffusables au regard du droit et des conditions d'exercice de votre thĂšse et de son mode de financement (se reporter Ă votre contrat de thĂšse). Les donnĂ©es produites dans les organismes de recherche publics sont communicables Ă tous si elles n'entrent pas dans le cadre d'exceptions lĂ©gales (sĂ©curitĂ© dĂ©fense, sĂ©curitĂ© des populations, patrimoine scientifique et technique, donnĂ©es personnelles, donnĂ©es liĂ©es au secret, statistique, etc.) Liens utiles : âą sur le site Data Partage, la page Partager-Publier ou la page : "DonnĂ©es de la recherche : qui a les droits, qui doit partager ?" âą le site INRAE dĂ©diĂ© Ă la protection des donnĂ©es personnelles et l'application du RGPD (RĂšglement gĂ©nĂ©ral sur la protection des donnĂ©es) : https://intranet.inrae.fr/cil-dpo âą Valoriser ses donnĂ©es Voici les principales voies de diffusion âą ï§ Partager ses donnĂ©es en les dĂ©posant dans un entrepĂŽt ï§ Choisir un entrepĂŽt ï§ DĂ©poser dans Data INRAE ï§ Partager ses donnĂ©es comme matĂ©riel supplĂ©mentaire d'un article (Ă la demande de l'Ă©diteur) ï§ Publier un Data Paper (article de donnĂ©es) : la meilleure voie en terme de visibilitĂ© des donnĂ©es, et pour faciliter leur rĂ©utilisation. Pour aller plus loin âą Site Doranum o DĂ©pĂŽts et entrepĂŽts. Comment et oĂč dĂ©poser mes donnĂ©es ? o Data papers et Data journals. Comment publier mes donnĂ©es comme un article scientifique ? âą Site DataCC o Valoriser ses donnĂ©es âą Site CoopIST o DĂ©poser des donnĂ©es de recherche dans un entrepĂŽt o RĂ©diger et publier un data paper dans une revue scientifique A tĂ©lĂ©charger : SynthĂšse du processus de rĂ©daction d'un article avec des donnĂ©es associĂ©es âą Pourquoi ne pas rĂ©diger un plan de gestion de donnĂ©es (PGD) pour votre thĂšse ? La thĂšse peut ĂȘtre assimilĂ©e Ă un projet et certaines universitĂ©s au Royaume Uni, aux Pays-Bas et plus rĂ©cemment en France prĂ©conisent la rĂ©daction d'un plan de gestion associĂ© Ă la thĂšse. Le PGD (ou DMP = Data Management Plan) est un outil de planification qui peut vous aider Ă anticiper et bien gĂ©rer toutes les Ă©tapes du cycle de vie de vos donnĂ©es, Ă limiter les risques de perte ou corruption de donnĂ©es, Ă adopter de bonnes pratiques de gestion, pour in fine produire des donnĂ©es respectueuses des principes FAIR, adoptĂ©s aujourd'hui par l'ensemble des acteurs de la recherche. Il est dĂ©sormais exigĂ© par la plupart des financeurs de la recherche (Commission EuropĂ©enne et ANR ...) dans le cadre de projets financĂ©s. RĂ©diger un PGD pour votre thĂšse, peut ĂȘtre un bon exercice pour vous prĂ©parer Ă la future rĂ©daction de rĂ©ponses Ă des appels d'offre. Comment faire en pratique ? âą Site DataPartage : Pourquoi et comment rĂ©diger un plan de gestion de donnĂ©es ? âą Site Doranum : https://doranum.fr/plan-gestion-donnees-dmp/, La minute vidĂ©o PGD âą Site DataCC : https://www.datacc.org/bonnes-pratiques/adopter-un-plan-de-gestion-des-donnees/ âą Suivre une classe virtuelle INRAE : Open Class "RĂ©daction d'un PGD" âą Produire des donnĂ©es FAIR ! Favoriser la production de donnĂ©es FAIR (Findable - Accessible - Interoperable - Reusable) est aujourd'hui un objectif soutenu par l'ensemble des acteurs de la recherche. Source : https://open-science-training-handbook.gitbook.io/book/ Si vous suivez les conseils et recommandations de cette page, vous avez toutes les chances d'avoir produit des donnĂ©es de qualitĂ©. Si vous prĂ©fĂ©rez une version illustrĂ©e : "Pensez FAIR" - https://datapartage.inrae.fr/Gerer/Cycle-de-la-donnee Affiche cycle de vie des donnĂ©es rĂ©alisĂ©e dans le cadre des Missions QualiNous & RGPD, INRAE-ACT Vous pouvez tester le niveau de "Fairification" de vos donnĂ©es grĂące Ă ces outils : ï§ ARDC : https://ardc.edu.au/resources/working-with-data/fair-data/fair-self-assessment-tool âą D'autres ressources pour se former ou s'autoformer En interne INRAE âą Formation Ă la science ouverte OSCAR - Module "Gestion et partage des donnĂ©es" âą Le site "Gestion et partage des donnĂ©es" âą Des classes virtuelles d'environ 2h (Open Class) sont rĂ©guliĂšrement proposĂ©es sur : o la rĂ©daction des plans de gestion de donnĂ©es, o le dĂ©pĂŽt et la description d'un jeu de donnĂ©es dans Data INRAE, o la rĂ©daction et la publication de data papers, Sites externes âą Le site DORANUM (DonnĂ©es de la Recherche : Apprentissage NUMĂ©rique Ă la gestion et au partage) propose un dispositif de formation Ă distance intĂ©grant de nombreuses ressources dâauto-formation dĂ©clinĂ©es sur diffĂ©rents supports (textes, infographies, vidĂ©os) et sur 9 thĂ©matiques. o Parcours interactif sur la gestion des donnĂ©es de la recherche (2020) o âą Le site DataCC. Accompagnement Ă la gestion des donnĂ©es de recherche en physique et en chimie : https://www.datacc.org/ o Data Stories : https://www.datacc.org/reseau-datacc/data-stories/ o âą Le dossier "Open Access & Open Data" rĂ©alisĂ© par l'Ecole des Ponts - ParisTech âą âą The Open Science Training Handbook : https://www.ouvrirlascience.fr/the-open-science-training-handbook/
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