Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284343
A. Alexandri, Christos Alexakos, Apostolos Terzoglou, Andreas Athanitis, D. Tsolis
This paper represents part of a wider study on the perception of secondary education teachers concerning the convolution of the Information & Communication Technologies (ICT) in the learning process, mainly focusing on their generic profile. Under this frame, the study is additionally focusing on digital games as an innovative tool of mentoring practice at the class level as well as at the level of Programmes of School Activities. The study aims to map the landscape of the cognitive profile of the secondary school teachers in correlation with digital games (serious games), their potential utilisation during the learning process and, moreover, the perception of the teachers’ community on the added value derived from their use.
{"title":"Evaluation of the Perception of Teachers for ICT and Cultural Mobile Apps in Education","authors":"A. Alexandri, Christos Alexakos, Apostolos Terzoglou, Andreas Athanitis, D. Tsolis","doi":"10.1109/IISA50023.2020.9284343","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284343","url":null,"abstract":"This paper represents part of a wider study on the perception of secondary education teachers concerning the convolution of the Information & Communication Technologies (ICT) in the learning process, mainly focusing on their generic profile. Under this frame, the study is additionally focusing on digital games as an innovative tool of mentoring practice at the class level as well as at the level of Programmes of School Activities. The study aims to map the landscape of the cognitive profile of the secondary school teachers in correlation with digital games (serious games), their potential utilisation during the learning process and, moreover, the perception of the teachers’ community on the added value derived from their use.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125374802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284359
Kristen Jaskie, Joshua Martin, Sunil Rao, W. Barnard, P. Spanias, E. Kyriakides, Yiannis Tofis, L. Hadjidemetriou, M. Michael, T. Theocharides, Stella K. Hadjistassou, A. Spanias
The international research experiences for students (IRES) program addresses multidisciplinary research at the overlap of sustainability, power systems, and signal processing with the aim of improving efficiency in PV power generation. The IRES program engages faculty at the ASU SenSIP Center and at the University of Cyprus’ (UCy) KIOS Center to address fault detection and other research problems in solar energy arrays. IRES participants are tasked with studying algorithms and software to monitor and control solar arrays. Research involves using data from programmable sensors embedded in smart monitoring devices (SMDs) that are attached to solar panels. The SMDs have sensors, actuators and radios that enable researchers to work with a solar array where every panel provides data. IRES participants are trained to use machine learning to assess the solar array condition. The program also trains the students to perform research and present results in international settings. In the first year of the project, four students travelled to the University of Cyprus and worked with UCy faculty on fault detection. The program included weekly research presentations by the students at UCy, presentations at a local workshop and continued engagement after the summer experience at ASU. Two of the students were able to present and publish their work in international conferences.
{"title":"IRES Program in Sensors and Machine Learning for Energy Systems","authors":"Kristen Jaskie, Joshua Martin, Sunil Rao, W. Barnard, P. Spanias, E. Kyriakides, Yiannis Tofis, L. Hadjidemetriou, M. Michael, T. Theocharides, Stella K. Hadjistassou, A. Spanias","doi":"10.1109/IISA50023.2020.9284359","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284359","url":null,"abstract":"The international research experiences for students (IRES) program addresses multidisciplinary research at the overlap of sustainability, power systems, and signal processing with the aim of improving efficiency in PV power generation. The IRES program engages faculty at the ASU SenSIP Center and at the University of Cyprus’ (UCy) KIOS Center to address fault detection and other research problems in solar energy arrays. IRES participants are tasked with studying algorithms and software to monitor and control solar arrays. Research involves using data from programmable sensors embedded in smart monitoring devices (SMDs) that are attached to solar panels. The SMDs have sensors, actuators and radios that enable researchers to work with a solar array where every panel provides data. IRES participants are trained to use machine learning to assess the solar array condition. The program also trains the students to perform research and present results in international settings. In the first year of the project, four students travelled to the University of Cyprus and worked with UCy faculty on fault detection. The program included weekly research presentations by the students at UCy, presentations at a local workshop and continued engagement after the summer experience at ASU. Two of the students were able to present and publish their work in international conferences.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122790693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284366
Márcio Mendonça, Konstantinos Papageorgiou, D. E. Mello, E. Papageorgiou, J. A. Fabri, Lucas Botoni de Souza, R. H. Palácios
This paper deals with two experiments regarding games developed in Scratch in the course of robotics at the Universidade Tecnológica Federal do Paraná campus Cornélio Procópio (UTFPR-CP) to assist in the learning of an autonomous vehicle using a similar classic game of war tanks, existing since the 80s for the Atari 2600. In the first experiment, applied to the class 2019/2, a student (player) controls a tank using the keyboard in a battle against another autonomous tank. In this game, certain fundamentals are presented, such as pose (position x, y and the angle formed in relation to the x axis), basic notions about controlled and autonomous robots, hierarchy of actions, modeling using state machine. These concepts were extracted through a questionnaire filled out by the students after the end of the games. The second experiment, applied to the 2020/1 class, was based on a game inspired by the classic Pong, using though more degrees of freedom (DOF). In this case, the player must operate the keyboard to reach a ball through a robotic arm with two rotating joints. Moreover, concepts such as workspace (in two dimensions), multiple solutions, inverse and direct kinematics were introduced. Delivery rates were 90% and 80% regarding the first and the second experiment, respectively. Finally, despite the limited number of these experiments, it is believed that the objective of using more modern didactic tools to teach important concepts in the discipline of robotics has been achieved. Thus, students perceived more easily the basic concepts of robotics presented in the experiments than ever before.
本文涉及两个关于在universityade Tecnológica Federal do paran校园corn - lio Procópio (UTFPR-CP)机器人课程中使用Scratch开发的游戏的实验,以帮助使用类似的经典战争坦克游戏学习自动驾驶车辆,该游戏自80年代以来就存在于Atari 2600上。在第一个实验中,应用于2019/2班,学生(玩家)使用键盘控制坦克与另一辆自动坦克作战。在这款游戏中,我们呈现了一些基本元素,如姿态(x, y位置以及与x轴相关的角度),关于受控和自主机器人的基本概念,行动层次结构,使用状态机进行建模。这些概念是学生在游戏结束后填写的问卷中提取出来的。第二个实验应用于2020/1班,是基于受经典Pong启发的游戏,使用了更多自由度(DOF)。在这种情况下,玩家必须操作键盘,通过带有两个旋转关节的机械臂来触球。此外,还引入了工作空间(二维)、多解、逆运动学和正运动学等概念。第一次和第二次实验的产出率分别为90%和80%。最后,尽管这些实验的数量有限,但相信使用更现代的教学工具来教授机器人学科中重要概念的目标已经实现。因此,学生在实验中比以往更容易理解机器人的基本概念。
{"title":"Digital game-based learning in a robotics course","authors":"Márcio Mendonça, Konstantinos Papageorgiou, D. E. Mello, E. Papageorgiou, J. A. Fabri, Lucas Botoni de Souza, R. H. Palácios","doi":"10.1109/IISA50023.2020.9284366","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284366","url":null,"abstract":"This paper deals with two experiments regarding games developed in Scratch in the course of robotics at the Universidade Tecnológica Federal do Paraná campus Cornélio Procópio (UTFPR-CP) to assist in the learning of an autonomous vehicle using a similar classic game of war tanks, existing since the 80s for the Atari 2600. In the first experiment, applied to the class 2019/2, a student (player) controls a tank using the keyboard in a battle against another autonomous tank. In this game, certain fundamentals are presented, such as pose (position x, y and the angle formed in relation to the x axis), basic notions about controlled and autonomous robots, hierarchy of actions, modeling using state machine. These concepts were extracted through a questionnaire filled out by the students after the end of the games. The second experiment, applied to the 2020/1 class, was based on a game inspired by the classic Pong, using though more degrees of freedom (DOF). In this case, the player must operate the keyboard to reach a ball through a robotic arm with two rotating joints. Moreover, concepts such as workspace (in two dimensions), multiple solutions, inverse and direct kinematics were introduced. Delivery rates were 90% and 80% regarding the first and the second experiment, respectively. Finally, despite the limited number of these experiments, it is believed that the objective of using more modern didactic tools to teach important concepts in the discipline of robotics has been achieved. Thus, students perceived more easily the basic concepts of robotics presented in the experiments than ever before.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121142635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284418
Konstantinos I. Kotsopoulos, Alexandros Papadopoulos, Anastasios Babathanasis, Stelios Axiotopoulos
In this study, challenges in the design of mobile applications in an ambient intelligent environment for promoting traditional products in small shops were analyzed. Fuzzy cognitive maps (FCM) were constructed from interviews with experts in presenting traditional products and from gamification literature. Simulations for investigating the causalities between the concepts of the FCMs followed and Business Process Model and Notation (BPMN) was used as a tool for quick modeling of an augmented reality mobile application. Afterwards scenarios based on different gamification user types were created and simulated. The case study was TalkingProducts research project which was focusing on the development of an augmented reality mobile application for promoting traditional local products, where product manufacturers and professionals of the creative industries sector cooperate in order to co-create smart interactive gamified experiences. The study of the FCM’s metrics and the results of the BPMN simulations showed that a better understanding of an application user’s behavior can be achieved which can lead to better design choices especially as regards to software requirements and functionality. The suggested methodological approach can offer valuable insights to the designing of interactive applications in ambient intelligence environments.
{"title":"A research in the design of augmented reality gamified mobile applications for promoting traditional products implemented in ambient intelligence environment of small shops.","authors":"Konstantinos I. Kotsopoulos, Alexandros Papadopoulos, Anastasios Babathanasis, Stelios Axiotopoulos","doi":"10.1109/IISA50023.2020.9284418","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284418","url":null,"abstract":"In this study, challenges in the design of mobile applications in an ambient intelligent environment for promoting traditional products in small shops were analyzed. Fuzzy cognitive maps (FCM) were constructed from interviews with experts in presenting traditional products and from gamification literature. Simulations for investigating the causalities between the concepts of the FCMs followed and Business Process Model and Notation (BPMN) was used as a tool for quick modeling of an augmented reality mobile application. Afterwards scenarios based on different gamification user types were created and simulated. The case study was TalkingProducts research project which was focusing on the development of an augmented reality mobile application for promoting traditional local products, where product manufacturers and professionals of the creative industries sector cooperate in order to co-create smart interactive gamified experiences. The study of the FCM’s metrics and the results of the BPMN simulations showed that a better understanding of an application user’s behavior can be achieved which can lead to better design choices especially as regards to software requirements and functionality. The suggested methodological approach can offer valuable insights to the designing of interactive applications in ambient intelligence environments.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126433738","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284369
M. Lévano
This work constitutes a qualitative leap, at the curriculum level, in the development of the evaluation process of the initial training cycle of the formative itinerary of the Civil Engineering in Computer Science degree, at the Catholic University of Temuco (CU Temuco). This work’s objective is to install mechanisms for the periodic monitoring and control of the curriculum regarding the general and specific competences, according to the major graduation profile. This work’s development allows to answer external and internal norms, which provide a legal support for its application. They stand out in the external framework to the criteria of the National Accreditation Commission. The work methodology covers a model based on a set of integrated activities which are designed under interventions for the initial cycle, according to the model by competencies of the University through collaborative learning between peers.
{"title":"Effects of Cycle Evaluation on Peer Learning: Competency Assessment, Case Study, Catholic University of Temuco, Chile","authors":"M. Lévano","doi":"10.1109/IISA50023.2020.9284369","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284369","url":null,"abstract":"This work constitutes a qualitative leap, at the curriculum level, in the development of the evaluation process of the initial training cycle of the formative itinerary of the Civil Engineering in Computer Science degree, at the Catholic University of Temuco (CU Temuco). This work’s objective is to install mechanisms for the periodic monitoring and control of the curriculum regarding the general and specific competences, according to the major graduation profile. This work’s development allows to answer external and internal norms, which provide a legal support for its application. They stand out in the external framework to the criteria of the National Accreditation Commission. The work methodology covers a model based on a set of integrated activities which are designed under interventions for the initial cycle, according to the model by competencies of the University through collaborative learning between peers.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"199 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125732408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284380
K. Chrysafiadi, Spyros Papadimitriou, M. Virvou
Educational games are a powerful tutoring tool since they can increase the students’ interest, motivation, and engagement. However, they should provide adaptivity to the learners’ different needs and characteristics for better educational results. Towards this direction, this paper presents an educational adventure game that adapts its scenario dynamically to the learner’s knowledge level and the needs. The adaptation is based on the learner’s knowledge level. Due to the fact that modelling the knowledge level is not a straightforward process, but it is characterized by human subjectivity, we use fuzzy logic, which simulates the human thinking way and is ideal for “computing” vague data. In particular, in the presented game, four fuzzy sets are used to describe the learner’s knowledge. The defined fuzzy sets are turned to fuzzy states in a state-chart diagram that depicts the adaptation of the game in relation to the learner’s progress. More specifically, fuzzy states of the learner’s knowledge level determine if the game scenario is going to be dynamically expanded or not concerning her/his progress or nonprogress. The gain of this is that the game adapts its scenario dynamically to each learner’s needs and tracks in a state-chart diagram all the stages s/he passed during her/his navigation within the game, and her/his learning results at each interaction with the game. Thus, the learner and teacher receive valuable insight concerning the learner’s educational progress on top of maintaining the learner’s motivation through the adaptivity of the gaming scenario.
{"title":"Fuzzy states for dynamic adaptation of the plot of an educational game in relation to the learner’s progress","authors":"K. Chrysafiadi, Spyros Papadimitriou, M. Virvou","doi":"10.1109/IISA50023.2020.9284380","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284380","url":null,"abstract":"Educational games are a powerful tutoring tool since they can increase the students’ interest, motivation, and engagement. However, they should provide adaptivity to the learners’ different needs and characteristics for better educational results. Towards this direction, this paper presents an educational adventure game that adapts its scenario dynamically to the learner’s knowledge level and the needs. The adaptation is based on the learner’s knowledge level. Due to the fact that modelling the knowledge level is not a straightforward process, but it is characterized by human subjectivity, we use fuzzy logic, which simulates the human thinking way and is ideal for “computing” vague data. In particular, in the presented game, four fuzzy sets are used to describe the learner’s knowledge. The defined fuzzy sets are turned to fuzzy states in a state-chart diagram that depicts the adaptation of the game in relation to the learner’s progress. More specifically, fuzzy states of the learner’s knowledge level determine if the game scenario is going to be dynamically expanded or not concerning her/his progress or nonprogress. The gain of this is that the game adapts its scenario dynamically to each learner’s needs and tracks in a state-chart diagram all the stages s/he passed during her/his navigation within the game, and her/his learning results at each interaction with the game. Thus, the learner and teacher receive valuable insight concerning the learner’s educational progress on top of maintaining the learner’s motivation through the adaptivity of the gaming scenario.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133611335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284352
Victor Chazan Pantzalis, Christos Tjortjis
Common Machine Learning applications in sports analytics relate to player injury prediction and prevention, potential skill or market value evaluation, as well as team or player performance prediction. This paper focuses on football. Its scope is long–term team and player performance prediction. A reliable prediction of the final league table for certain leagues is presented, using past data and advanced statistics. Other predictions for team performance included refer to whether a team is going to have a better season than the last one. Furthermore, we approach detection and recording of personal skills and statistical categories that separate an excellent from an average central defender. Experimental results range between encouraging to remarkable, especially given that predictions were based on data available at the beginning of the season.
{"title":"Sports Analytics for Football League Table and Player Performance Prediction","authors":"Victor Chazan Pantzalis, Christos Tjortjis","doi":"10.1109/IISA50023.2020.9284352","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284352","url":null,"abstract":"Common Machine Learning applications in sports analytics relate to player injury prediction and prevention, potential skill or market value evaluation, as well as team or player performance prediction. This paper focuses on football. Its scope is long–term team and player performance prediction. A reliable prediction of the final league table for certain leagues is presented, using past data and advanced statistics. Other predictions for team performance included refer to whether a team is going to have a better season than the last one. Furthermore, we approach detection and recording of personal skills and statistical categories that separate an excellent from an average central defender. Experimental results range between encouraging to remarkable, especially given that predictions were based on data available at the beginning of the season.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131617080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284411
Konstantinos Kovas, F. Grivokostopoulou, I. Perikos, Ioannis Hatziligeroudis
Entrepreneurship education constitutes a very important topic which is crucial for the economy and the society. It is necessary that young people learn aspects of entrepreneurship in an efficient and engaging way. Virtual reality constitutes a technology that can greatly assist in teaching and learning entrepreneurship mainly through the virtual situations, scenarios and visualizations that is capable of. In this paper we present a virtual world that has been formulated to assist students in learning entrepreneurship. We illustrate the virtual scenarios that require the active participation of students and the constructions that facilitate students learning in the virtual world.
{"title":"A Virtual Reality Platform for Learning Aspects of Entrepreneurship","authors":"Konstantinos Kovas, F. Grivokostopoulou, I. Perikos, Ioannis Hatziligeroudis","doi":"10.1109/IISA50023.2020.9284411","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284411","url":null,"abstract":"Entrepreneurship education constitutes a very important topic which is crucial for the economy and the society. It is necessary that young people learn aspects of entrepreneurship in an efficient and engaging way. Virtual reality constitutes a technology that can greatly assist in teaching and learning entrepreneurship mainly through the virtual situations, scenarios and visualizations that is capable of. In this paper we present a virtual world that has been formulated to assist students in learning entrepreneurship. We illustrate the virtual scenarios that require the active participation of students and the constructions that facilitate students learning in the virtual world.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"185 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133100572","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
As bandwidth demanding applications are spreading, optical networks will run out of bandwidth soon. Space Division Multiplexing (SDM) seems to be a promising solution as it will provide additional bandwidth by incorporating various spatial channels in Multi-Core Fibers (MCFs) and Multi-Mode Fibers (MMFs). Moreover, SDM needs to cut equipment costs down. SDM uses Jointly-Switching wavelength channels across all spatial channels, with the assistance of an adapted Wavelength Selective Switch (WSS). In this paper we analyze the cost of several SDM network configurations. We focus on the number of spatially dimensions, the R-degree of Colorless Directionless Contentionless Reconfigurable Optical Add-Drop Multiplexers (CDC-ROADMs) and the spatially integrated transceivers. Afterwards we derive the minimum number of WSSs needed for ROADM operation. The analysis indicates cases in which we can use much less SDM components and so significantly reduce costs. Moreover, we design an SDM network for Greece, and identify cases where the equipment costs can be minimized.
{"title":"Analyzing ROADM costs in SDM networks","authors":"Charalampos Papapavlou, Konstantinos Paximadis, Giannis Tzimas","doi":"10.1109/IISA50023.2020.9284386","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284386","url":null,"abstract":"As bandwidth demanding applications are spreading, optical networks will run out of bandwidth soon. Space Division Multiplexing (SDM) seems to be a promising solution as it will provide additional bandwidth by incorporating various spatial channels in Multi-Core Fibers (MCFs) and Multi-Mode Fibers (MMFs). Moreover, SDM needs to cut equipment costs down. SDM uses Jointly-Switching wavelength channels across all spatial channels, with the assistance of an adapted Wavelength Selective Switch (WSS). In this paper we analyze the cost of several SDM network configurations. We focus on the number of spatially dimensions, the R-degree of Colorless Directionless Contentionless Reconfigurable Optical Add-Drop Multiplexers (CDC-ROADMs) and the spatially integrated transceivers. Afterwards we derive the minimum number of WSSs needed for ROADM operation. The analysis indicates cases in which we can use much less SDM components and so significantly reduce costs. Moreover, we design an SDM network for Greece, and identify cases where the equipment costs can be minimized.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115264242","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-07-15DOI: 10.1109/IISA50023.2020.9284350
Danai Katsanta, D. Tsolis
In the new European economy, European Commission provides funding for a broad range of projects and programs covering a great range of areas, as regional development, employment & social inclusion, Research & Innovation, etc. A key-sector of the EU economy is Cultural Sector, gathering great European funds with central scope relative to creativity and creative economy as well as a cultureled local and regional development, always respecting the cultural environment and needs of the Member States. Even the European funding could cover the expectations of the EUmembers for cultural extroversion, a significant parameter which should be taken into consideration and is related to the performance of those funds. Paying a greater focus on results, is showing us that projects on cultural sector – getting funds by EU resources, are linked to the impact created. But the difficulties in categorizing grants data in Culture terms, is not giving us a well-defined approach regarding the Culture investment of EC and its members. Through this work is proposed a way to conceptualize and measure the EU-funded projects performance and the impact those create, using the indicators approach, but not only through a statistical approach, otherwise using a more conceptual analysis.
{"title":"Towards a methodology to conceptualize the EU-funded projects impact on cultural sector","authors":"Danai Katsanta, D. Tsolis","doi":"10.1109/IISA50023.2020.9284350","DOIUrl":"https://doi.org/10.1109/IISA50023.2020.9284350","url":null,"abstract":"In the new European economy, European Commission provides funding for a broad range of projects and programs covering a great range of areas, as regional development, employment & social inclusion, Research & Innovation, etc. A key-sector of the EU economy is Cultural Sector, gathering great European funds with central scope relative to creativity and creative economy as well as a cultureled local and regional development, always respecting the cultural environment and needs of the Member States. Even the European funding could cover the expectations of the EUmembers for cultural extroversion, a significant parameter which should be taken into consideration and is related to the performance of those funds. Paying a greater focus on results, is showing us that projects on cultural sector – getting funds by EU resources, are linked to the impact created. But the difficulties in categorizing grants data in Culture terms, is not giving us a well-defined approach regarding the Culture investment of EC and its members. Through this work is proposed a way to conceptualize and measure the EU-funded projects performance and the impact those create, using the indicators approach, but not only through a statistical approach, otherwise using a more conceptual analysis.","PeriodicalId":109238,"journal":{"name":"2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121504943","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}