Iliopoulou-Georgudaki J.,University of Patras |
Kalogeras A.,Industrial Systems Institute |
Konstantinopoulos P.,Computer Technology Institute and Press |
Theodoropoulos C.,University of Patras
International Journal of Sustainable Development and World Ecology | Year: 2016
A process is presented to facilitate the sustainable management and development of tourist destinations. Based on a specific reforming of the Limits of Acceptable Change planning system and combined with the Tourism Carrying Capacity concept into a common framework, specific steps are described to integrate environmental, social and economic information of a tourist destination into indicators, which are afterwards compared with reference conditions. The Leopold matrix is applied to identify and classify restrictions of development and provide the basis for negotiations between managers, stakeholders and local communities. Through a feedback process of continuous monitoring and adjustment, the aim is to focus developmental activities on restricting factors until all indicators upgrade to reference. A case study at a Greek coastal municipality (Ilida - western Greece) is applied to demonstrate the process. Activity zones are identified and 18 indicators are selected. Results suggest high potential for tourism development of the area. However, low scores are assigned to 8/18 indicators, reflecting restrictions, requiring priority under a sustainable development plan. The proposed process offers managers and stakeholders the ability to easily visualize/identify restrictions and assign developmental priorities within a step-by-step upgrading process, toward the sustainable management and development of tourist destinations. © 2015 Taylor & Francis.
Michail O.,Computer Technology Institute and Press |
Spirakis P.G.,University of Liverpool
Proceedings of the Annual ACM Symposium on Principles of Distributed Computing | Year: 2014
In this work, we study protocols so that populations of distributed processes can construct networks. In order to highlight the basic principles of distributed network construction we keep the model minimal in all respects. In particular, we assume finite-state processes that all begin from the same initial state and all execute the same protocol. Moreover, we assume pairwise interactions between the processes that are scheduled by a fair adversary. In order to allow processes to construct networks, we let them activate and deactivate their pairwise connections. When two processes interact, the protocol takes as input the states of the processes and the state of their connection and updates all of them. Initially all connections are inactive and the goal is for the processes, after interacting and activating/deactivating connections for a while, to end up with a desired stable network. We give protocols (optimal in some cases) and lower bounds for several basic network construction problems such as spanning line, spanning ring, spanning star, and regular network. The expected time to convergence of our protocols is analyzed under a uniform random, scheduler. Finally, we prove several universality results by presenting generic protocols that are capable of simulating a Turing Machine (TM) and exploiting it in order to construct a large class of networks. We additionally show how to partition the population into k supernodes, each being a line of log k nodes, for the largest such k. This amount of local memory is sufficient for the supernodes to obtain unique names and exploit their names and their memory to realize nontrivial constructions. Copyright is held by the owner/author(s). Publication rights licensed to ACM.
Paraskevas M.,Computer Technology Institute and Press |
Stergatu H.,Computer Technology Institute and Press
Proceedings of the IADIS International Conference e-Learning 2012 | Year: 2012
In this paper, we present the Greek School Network (GSN) and describe the blogging and social networking service, which is designed to facilitate learning and collaboration. The paper focus on the challenges raised on installation, configuration and upgrading a private educational service social network application, using WordPress and BuddyPress and the solutions given for such a large-scale users group. Finally, we provide some statistical data that confirm the high use of this service. © 2012 IADIS.
Soumplis P.,University of Patras |
Soumplis P.,Computer Technology Institute and Press |
Papanikolaou P.,University of Patras |
Papanikolaou P.,Computer Technology Institute and Press |
And 5 more authors.
2014 IEEE 19th International Workshop on Computer Aided Modeling and Design of Communication Links and Networks, CAMAD 2014 | Year: 2014
Core networks offer high capacities by harvesting the high bandwidth-distance product of optical technologies. However they consume a non-negligible amount of power, while their traffic volume is forecasted to grow at very high rates for the 10 or 15 coming years. Thus, energy-efficiency in core and metro networks is mandatory for the sustainability of the future Internet. In this context, in this work we used Mantis, our network planning and operation tool, to design and carry out a comparative study of energy efficiency of current and next generation optical networks. In particular, we examined the cases of fixed-grid single-line-rate (SLR) Wavelength Division Multiplexing (WDM) optical networks, which are now deployed in the core, and next-generatoin mixed-line-rates (MLR) WDM and flex-grid networks. Under realistic network scenarios we profiled the total energy consumption of the optical layer and showed that through energy-aware algorithms we can achieve significant power savings. © 2014 IEEE.
Akribopoulos O.,Computer Technology Institute and Press |
Logaras M.,Computer Technology Institute and Press |
Mylonas G.,Computer Technology Institute and Press |
Chatzigiannakis I.,Computer Technology Institute and Press |
Mavrommati I.,Hellenic Open University
Proceedings - 9th International Conference on Intelligent Environments, IE 2013 | Year: 2013
A collection of pervasive street games is presented in this paper, that constitute a new social form of play taking place in public spaces, such as city parks, public spaces and streets. The main characteristic of these games is the ability to scale to a large number of players (in some cases involving more than 40 players) and can engage players located simultaneously in dispersed areas. Players interact with each other using a wide range of hardware devices that are either generic (such as smart phones) or specific (such as wireless sensor devices). We discuss a set of fundamental issues related to game design emphasizing on the one hand the interaction of the players with the ubiquitous computing environment and on the other hand the embedding of the game rules within the environment. The games are developed using open source technologies and evaluated in a series of events such as the Athens Plaython 2012 festival. The feedback received from the players indicates that this new form of gaming is indeed very promising. © 2013 IEEE.