959 research outputs found
Factors affecting trust and communication in global virtual teams
Author Georgios GousiasMasterarbeit Universität Linz 2022Arbeit auf den öffentlichen PCs in den Bibliotheken der JKU+Medizin abrufba
Factors affecting trust and communication in global virtual teams
Author Georgios GousiasMasterarbeit Universität Linz 2022Arbeit auf den öffentlichen PCs in den Bibliotheken der JKU+Medizin abrufba
Der griechische Gelehrte Georgios Zachariadis und sein Beitrag zum slawischen Schrifttum im 19. Jahrhundert
Among the Greek scholars who lived during the 19th century in the north-eastern Balkans, and also in Central Europe, and by their work contributed to the spiritual development of the Balkan Slavs, pride of place must be given to Georgios Zachariadis. Unfortunately, however, no detailed monograph on Zachariadis exists. On this account the problems that arise concerning the life and activities of this Greek scholar are still many and varied. In his study the author tries to fill one part of this lacuna. At the beginning of the work the following are examined, on the basis of new historical evidence: the date and place of Georgios Zachariadis’ birth, his studies and tenure as teacher in the Greek school at Zemun, the Serbian school at Šabac, and the Greek school in Vienna. The author continues his study by analyzing the various works of Zachariadis, which are written on Old Church^Slavonic, and the translations this Greek scholar made from Greek into Old Church Slavonic. Finally, the extent of Georgios Zachariadis’ contribution to Slavonic letters is made clear
The political program of Hellenism in Turkey
Title: Tό πoλιτικόν πρόγραμμα τοῦ Έλληνισμοῦ έν Tουρκία (The political program of Hellenism in Turkey) Originally published: as a leaflet in Istanbul, 1912 Language: GreekThe excerpts used are from the original which can be found at the ‘Ion Dragoumis archive’ in the Gennadion Library in Athens, pp. 7–9, 11–13, 24–25. About the author Georgios Boussios [1876, Grevena (Ottoman Macedonia) – 1929, Athens]: activist, politician and journalist. He was born into a well-off family of merchants. He c..
Correction: Do chemistry and rheology follow the same laboratory ageing trends in bitumen?
Correction to: Materials and Structures (2022) 55:146 https://doi.org/10.1617/s11527-022-01986-w The article “Do chemistry and rheology follow the same laboratory ageing trends in bitumen?”, written by Georgios Pipintakos, Caitlin Lommaert, Aikaterini Varveri and Wim Van den bergh, was originally published in volume 55, issue 5, ID 146 without open access. With the society's decision to grant Open Choice the copyright of the article changed in February 2023 to © The Author(s) 2022 and the article is forthwith distributed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0. Open access funding enabled and organized by RILEM.Pavement Engineerin
An event-trace language for software decoys
Cyberspace is becoming the battlespace of the future, and military practices, like deception, seem to be suitable for defending information systems from attacks. In this thesis, we explore the concept of intelligent software decoys, which employ a form of software-based military deception. We developed a prototype of a high-level language for specifying intelligent software decoys. Our approach involves two stages. The specification language is intended to be part of a high-level user interface, making the implementation details of software decoys transparent to the information warrior. We provide a case study in which we demonstrate the utility of our specification language for specifying software decoys to counter a real-word attack program.Approved for public release; distribution is unlimited.Captain, Hellenic Armyhttp://archive.org/details/aneventtracelang10945526
Artificial Intelligence Enabled Distributed Edge Computing for Internet of Things Applications
Artificial Intelligence (AI) based techniques are typically used to model decision-making in terms of strategies and mechanisms that can conclude to optimal payoffs for a number of interacting entities, often presenting competitive behaviors. In this thesis, an AI-enabled multi-access edge computing (MEC) framework is proposed, supported by computing-equipped Unmanned Aerial Vehicles (UAVs) to facilitate Internet of Things (IoT) applications. Initially, the problem of determining the IoT nodes optimal data offloading strategies to the UAV-mounted MEC servers, while accounting for the IoT nodes’ communication and computation overhead, is formulated based on a game-theoretic model. The existence of at least one Pure Nash Equilibrium (PNE) point is shown by proving that the game is submodular. Furthermore, different operation points (i.e., offloading strategies) are obtained and studied, based either on the outcome of Best Response Dynamics (BRD) algorithm, or via alternative reinforcement learning approaches, such as gradient ascent, log-linear and Q-learning algorithms, which explore and learn the environment towards determining the users’ stable data offloading strategies. The respective outcomes and inherent features of these approaches are critically compared against each other, via modeling and simulation
Autonomous Decision-Making in Interdependent Computing Systems based on Artificial Intelligence
With the advent of Artificial Intelligence (AI), the notion of autonomy, in terms of acting and thinking based on personal experience and judgment, has paved the way towards an autonomous decision-making future. This future can address the complex domain of the interdependent computing systems, whose main challenge is that they interact with each other with unpredictable and often unstable outcomes. It is crucial to envision and design this AI-driven autonomy for the reciprocal computing systems which cover a variety of use-cases ranging from the Internet of Things (IoT) to cybersecurity. This can be achieved by cloning the human decision-making process, which imposes that before humans decide how to act, they sense their unknown and stochastic environment, perform actions, and finally assess their perceived feedback. The feedback is subjectively evaluated as satisfactory or not by each human based on her personal behavioral profile and reasoning. The repetitive iteration of the aforementioned steps constitutes the learning process of humans. Consequently, the core idea is to inject human cognizance into the interdependent computing systems to transform them into AI-enabled decision-making agents who mimic the rational behavioral attributes of humans and optimize their subjective criteria autonomously. The rapid growth of interdependent computing systems, such as Unmanned Aerial Vehicles (UAVs) or Multi-Access Edge Computing servers (MEC), results in huge amounts of data and strict Quality of Service (QoS) requirements. When these systems act in an autonomous manner, they reveal a competitive behavior since each system aims at optimizing its own subjective criteria selfishly. This introduces the concept of interactive decision-making in non-cooperative environments, where the feedback for each system depends on the potentially conflicting actions of the rest. Therefore, we utilize Game Theory to efficiently capture these strategic interactions among the interdependent computing systems within the non-cooperative environments and prove that there exist solutions, i.e., stable Equilibrium points. The Equilibrium points are considered stable solutions because each system does not have a strategic incentive to change its own action unilaterally. To determine these Equilibria in a distributed manner we deploy Reinforcement Learning (RL), which enables the autonomous interdependent computing systems to be intelligent and learn in a stochastic environment by trial and error using the feedback from their own actions and experiences. Furthermore, the traditional RL methodology is enriched with the technique of reward reshaping to consider the Labor Economics-like arrangements among the autonomous interdependent computing systems via Contract Theory as well as their behavioral profiles via a Bayesian belief model. The concurrent utilization of Game Theory and Reinforcement Learning with reward reshaping is a step towards Self-Aware Artificial Intelligence (SAAI). We prove that it has a great potential to be the main component for building autonomous decision-making interdependent computing systems based on AI and can be effectively utilized in various application domains
Τα χαρακτηριστικά της συμμετοχής των ελληνικών επιχειρήσεων, πανεπιστημίων, ερευνητικών ιδρυμάτων και άλλων οργανισμών στα ευρωπαϊκά ανταγωνιστικά ερευνητικά προγράμματα
Space Entropy: Emergent narrative through systemic game design
This thesis explored emergent narrative techniques in game design and attempted to explain what is needed to create the potential for emergence in a game. Emergent narrative refers to stories that arise organically from player interaction with the game’s systems rather than being pre-scripted. Literature review and research showed many different ways in which unique narrative can emerge from systems in all kinds of games and research prototypes. Based on collected information from previous work on the topic, we developed our own prototype game, named Space Entropy, to test narrative emergence through systemic design with users in a first-person, sandbox game in a Sci-Fi setting. In this prototype, we utilized some of the techniques that we found most appropriate for our case. From the quantitative and qualitative data gathered from the playtests, we were able to establish the validity of the prototype as well as identify its weaknesses. Finally, our findings led us to formulate a set of guidelines aimed at other developers or teams that want to achieve unexpected, emergent narrative without explicitly designing for it
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