6,582 research outputs found

    Real “Smart Cities”: Insights from Civitas PROSPERITY

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    A city does not need to be smart, but to allow people be, behave, live and work smart(er). Furthermore, smart should not be necessarily equalled to high technology, but to the sound management, communication and use of available resources, be they tangible or intangible. Anyway our evolution cannot be limited to technology, even if the latter has become unavoidable. If not accompanied by a comprehensive perspective and coherent management, technology may rather block than facilitate resilience and sustainable urban development. Not always the most technically advanced and expensive solutions are the best (most effective) ones or frequently they cannot work alone, needing to be complemented by soft / lower-cost measures. Moreover,even if the actual “smart city” paradigm would be accepted, there do not seem to be enough resources (especially primary ones) to provide high-tech for everybody (WWF, 2018). In this case high-tech might be replaced by smart-tech staying for innovative solutions of best coping with given situations no matter the level of scientific, cultural, economic and behavioural advancement. These are some of the conclusions of a recent ongoing project funded through Horizon 2020, pleading for a global integrated perspective and providing the appropriate tools to sustainably shape and enhance it. Being built in response to the challenge “Real Smart Cities. Best practices and concepts for the future”, the present contribution informs on how Civitas PROSPERITY (applied research project) integrated these principles and produced innovation in the field of Sustainable Urban Mobility Plans (SUMP). The focus is on bright solutions that can be equally extended and applied in other fields of urban management beyond mobility, such as energy, land-use, cultural heritage etc

    Evolutionary Graph Compression and Diffusion Methods for City Discovery in Role Playing Games

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    Cities, while exciting in their visualization and permitting several layouts, do not take into account the placement of crucial characters which might be part of the narrative. Narrative graphs, a connected graph of all potential and existing relations within a game, can enable an ability to find a Nonplayer Character (NPC) who is likely to live nearby, under the assumption that those who interact most frequently are also close in distance. We examine the use of an evolutionary graph compression method and a method using simulated diffusion to cluster features based on relational information about players to generate relationally intimate groups. This clustering can be used to generate information about the game world and cities to inform PCG as to how the connectivity of these areas is, and should be, arranged. The algorithms are validated as being human competitive

    Knowledge Management in Knowledge Intensive Service Networks: A Strategic Management Perspective

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    Knowledge is the key to gaining and sustaining competitive advantage. Driven by a change in consumer needs towards “comprehensive service solutions”, more and more services are offered through networks. By so doing, individual firms can concentrate on their distinctive competencies and by combining these with those of partner firms such a network is able to offer complex, knowledge-intensive services at high quality and at reasonable prices. It is clear that the success of such knowledge intensive service networks depends strongly on the effective and efficient combination and use of the distinctive competencies of the network partners. That ability to combine and use distinctive competencies represents the core competency of the network as a whole. Understanding knowledge as a key resource for those distinctive competencies the combination problem can be seen as a knowledge management problem. The main contribution of this paper is to analyze knowledge management in service networks. We use a strategic management approach instead of a more technology-oriented approach since we believe that managerial problems still remain after technological problems have been solved. Therefore the question arises how to guarantee an effective and efficient combination and utilization of the distributed knowledge in knowledge-intensive service networks. The objective of this paper is to analyze the problems concerning the management of knowledge in service networks. It outlines possible solutions for these knowledge management problems in order to provide sustaining competitive advantage for the network as a whole.knowledge management, networks, knowledge-intensive services

    A Study Of Factors Contributing To Self-reported Anomalies In Civil Aviation

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    A study investigating what factors are present leading to pilots submitting voluntary anomaly reports regarding their flight performance was conducted. The study employed statistical methods, text mining, clustering, and dimensional reduction techniques in an effort to determine relationships between factors and anomalies. A review of the literature was conducted to determine what factors are contributing to these anomalous incidents, as well as what research exists on human error, its causes, and its management. Data from the NASA Aviation Safety Reporting System (ASRS) was analyzed using traditional statistical methods such as frequencies and multinomial logistic regression. Recently formalized approaches in text mining such as Knowledge Based Discovery (KBD) and Literature Based Discovery (LBD) were employed to create associations between factors and anomalies. These methods were also used to generate predictive models. Finally, advances in dimensional reduction techniques identified concepts or keywords within records, thus creating a framework for an unsupervised document classification system. Findings from this study reinforced established views on contributing factors to civil aviation anomalies. New associations between previously unrelated factors and conditions were also found. Dimensionality reduction also demonstrated the possibility of identifying salient factors from unstructured text records, and was able to classify these records using these identified features

    Tag disambiguation based on social network information

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    Within 20 years the Web has grown from a tool for scientists at CERN into a global information space. While returning to its roots as a read/write tool, its entering a more social and participatory phase. Hence a new, improved version called the Social Web where users are responsible for generating and sharing content on the global information space, they are also accountable for replicating the information. This collaborative activity can be observed in two of the most widely practised Social Web services such as social network sites and social tagging systems. Users annotate their interests and inclinations with free form keywords while they share them with their social connections. Although these keywords (tag) assist information organization and retrieval, theysuffer from polysemy.In this study we employ the effectiveness of social network sites to address the issue of ambiguity in social tagging. Moreover, we also propose that homophily in social network sites can be a useful aspect is disambiguating tags. We have extracted the ‘Likes’ of 20 Facebook users and employ them in disambiguation tags on Flickr. Classifiers are generated on the retrieved clusters from Flickr using K-Nearest-Neighbour algorithm and then their degree of similarity is calculated with user keywords. As tag disambiguation techniques lack gold standards for evaluation, we asked the users to indicate the contexts and used them as ground truth while examining the results. We analyse the performance of our approach by quantitative methods and report successful results. Our proposed method is able classify images with an accuracy of 6 out of 10 (on average). Qualitative analysis reveal some factors that affect the findings, and if addressed can produce more precise results

    Evolutionary games on graphs

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    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first three sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fourth section surveys the topological complications implied by non-mean-field-type social network structures in general. The last three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.Comment: Review, final version, 133 pages, 65 figure

    Product Intelligence: Its Conceptualization, Measurement and Impact on Consumer Satisfaction

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    In the last decade, companies have developed a large number of intelligent products. Due to the use of information technology, these products, for example, are able to work autonomously, cooperate with other products, or adapt to changing circumstances. Although intelligent products appear an attractive category of products, they have received little attention in the literature. The present article provides a conceptualization of the new construct of product intelligence and describes the development procedure of a measure for the construct. In addition, the article sets up and empirically tests a conceptual framework in which product intelligence leads to consumer satisfaction through the innovation attributes of relative advantage, compatibility, and complexity. Managerial implications for new product development and marketing of intelligent products are considered and suggestions for further research provided.Adoption;Innovation;Intelligent products;New product development;Smart products
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