3,546 research outputs found

    Commercial software tools for intelligent autonomous systems

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    This article identifies some of the commercial software tools that can potentially be examined, or relied upon for their techniques, within new EPSRC projects entitled "Reconfigurable Autonomy" and "Distributed Sensing and Control.." awarded and to be undertaken between Liverpool, Southampton and Surrey Universities in the next 4 years. Although such projects strive to produce new techniques of various kinds, the software reviewed here could also influence, shape and help to integrate the algorithmic outcome of all 16 projects awarded within the EPSRC Autonomous and Intelligent Systems programme early 2012. To avoid mis-representation of technololgies provided by the software producer companies listed, most of this review is based on using quotes from original product descriptions

    Digital futures: e-commerce and sustainable development.

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    This report comprises a critical commentary and appraisal of my DProf project "Digital Futures: e-commerce and sustainable development". It should be viewed alongside the evidence of achievement from the project. There are six items of evidence contained in the project folder alongside this report: i. A brochure produced for the project launch on 1 February 2000 2. "Mind over Matter" -a pamphlet by Charles Leadbeater published part-way through the project in September 2000 (Leadbeater. 2000) 3. "Dot-com ethics" -a pamphlet by James Wilsdon published part-way through the project in January 2001 (Wilsdon. 2001) 4. A brochure produced for the final project conference on 1 March 2001 5. A summary reportwhich draws out the cross-cutting conclusions and recommendations (Wilsdon & Miller. 2001) 6. "Digital Futures: living in a dot-com world"- a book containing the full research findings of the project (ed. Wilsdon. 2001) The overarching aim of the Digital Futures project was to investigate the complex web of issues surrounding e-commerce and sustainable development, and recommend ways in which government and business could maximise the sustainability benefits, and minimise the costs, of the emerging digital economy. The project drew together a consortium of government departments, companies, think-tanks and research organisations. Its formal activities ran from 1 October 1999 to i March 2001, and consisted of three main phases: Phase 1 (i October iQQQ- f1 January 2000) -A detailed scoping paper was prepared on the key issues relating to e-commercea nd sustainable development. -A consortium of think-tanks and research organisations was established to undertake research into the various aspects of the debate. -Fifteen corporate partners were recruited to support the project, and participate in the research process. -UK Government support and funding was obtained for Phases 2&3. Phase 2 (1 February- 15 September 2000) -Each of the eight research organisations was commissioned to produce a detailed paper on a particular theme. -Detailed research was carried out using a variety of methodological approaches (desk-based analysis, interviews, opinion polling etc.) -Project partners in government and business were actively involved in the research to ensure it reflected a diversity of views. Phase 3 (i6 September 2000 - 1 March 2001) -A series of workshops were held with project stakeholders, to discuss the research findings of Phase 2. -The eight research reports were edited into a book. -A summary report was written, drawing out the main conclusions and recommendations. -A one-day conference was held on 1 March 2001 for 200 decision-makers from government, business, academia and the voluntary sector. My role within the project was that of overall co-ordinator and editor of the book and summary report. I was also the lead researcher on one of the eight research themes. Whilst the project was underway, and in the year that has elapsed since its formal completion, I have been reflecting on the lessons learned. This report is a critical commentary based on that process of reflection. It consists of an introduction to the project, an outline of its aims, objectives and methodology, an account of the project's main activities, and full details of the project's results and conclusions. The main outcomes of the project were a book and summary report (see evidence of achievement), which offered the first comprehensive analysis of the relationship between e-commerce and sustainable development. The third significant outcome of the project was a one-day conference exploring these issues. The project also led to a range of follow-up research and practical activities, which are detailed in the final chapter. The final chapter also includes a reflection of the impact the project has had on my sphere of professional activity, and on myself as a researcher and practitioner

    Information Outlook, May 2003

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    Volume 7, Issue 5https://scholarworks.sjsu.edu/sla_io_2003/1004/thumbnail.jp

    Perceptions and effectiveness of the investor relations function in Greece

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    Abstract unavailable please refer to PD

    Normal vs. Adversarial: Salience-based Analysis of Adversarial Samples for Relation Extraction

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    Recent neural-based relation extraction approaches, though achieving promising improvement on benchmark datasets, have reported their vulnerability towards adversarial attacks. Thus far, efforts mostly focused on generating adversarial samples or defending adversarial attacks, but little is known about the difference between normal and adversarial samples. In this work, we take the first step to leverage the salience-based method to analyze those adversarial samples. We observe that salience tokens have a direct correlation with adversarial perturbations. We further find the adversarial perturbations are either those tokens not existing in the training set or superficial cues associated with relation labels. To some extent, our approach unveils the characters against adversarial samples. We release an open-source testbed, "DiagnoseAdv" in https://github.com/zjunlp/DiagnoseAdv.Comment: IJCKG 202

    The Rockefeller Foundation Program NYC Cultural Innovation Fund: Evaluation

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    The Rockefeller Foundation launched the NYC Cultural Innovation Fund (CIF) in2007. Since then, it has supported six rounds of annual grantmaking, resulting in99 grants to 86 nonprofit cultural and community organizations in New York City.Grants across the six years 2007–2012 totaled $16.3 million.An Evaluation Team headed by Helicon Collaborative assessed CIF for the periodDecember 2012 to May 2013 based on Terms of Reference issued by the RockefellerFoundation in September 2012

    The Praised, The Loved, The Deplored, The Forgotten : A View into the Wide History of Finnish Games

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    The history of Finnish games is diverse. It consists not only of commercially successful digital games or board game classics that have knit together generations. Finnish game history is multifaceted both in terms of technologies and execution, as well as content and impact. The reception of games varies: some are highly praised, others become dearly loved, some are deplored and many will simply become forgotten. A game is a versatile format for a variety of works, by different creators and for different types of players.Games are valuable fixtures of cultural histories around the globe. Finnish games are in a precious role in the cultural heritage of Finland. This book offers only a small sample of games. The idea for the book was conceived during an exhibition organised in a local museum during the Nordic DiGRA 2012 conference, Tampere Finland. Four researchers and roughly 20 students joined efforts to build an exhibition to introduce foreign visitors to local games. Game developers, journalists, historians and collectors lent a helping hand in putting everything together. The multiform exhibition reflected the different backgrounds of the members of the team – we ended up opening a diverse view towards Finnish games. Although the exhibition was open only for a short time, the success surpassed all expectations. The work conducted for the exhibition has been updated for this book, and it has served as a basis for the Finnish Museum of Games opened in 2016. Game history is common knowledge, but not always easy to access. It is time to put more effort in recording the history for future generations as well as to trace the paths already forgotten. Games cannot, however, be understood simply by reading – they must be experienced. Hopefully this book will show a guiding light towards understanding games in a wider spectrum and bring everyone closer to the actual experiences

    American Square Dance Vol. 60, No. 4 (Apr. 2005)

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    Monthly square dance magazine that began publication in 1945
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