Dr. Letizia Jaccheri
Department of Computer Science, Norwegian University of Science & Technology
Letizia Jaccheri (Ph.D. from Politecnico di Torino, Italy) is Professor at the Department of Computer Science. Jaccheris research is on: software engineering; entertainment computing; computational creativity; ICT-enabled social innovation. Jaccheri is the Norwegian representative and Vice President of IFIP TC14 on Entertainment Computing. She has published more than 100 papers in International conferences and journals. She has been teaching courses in software engineering at various levels since 1994. She has supervised PhD students, Post-doctoral students and acted as opponent for national and international defenses. From 2015 to April 2018 she was independent director of Reply S.p.A, an IT company with 6000 employees world wide. She has been general chair of IFIP ICEC 2015, co-chair of ACM IDC 2018, and Program Chair of the European Computer Science Summit 2018. She participates to several Horizon 2020 projects, among which INITIATE INnovation through bIg daTa and socIal entrepreneurship; UMI-Sci-Ed Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote STEM Education; SOCRATIC SOcial CReATive IntelligenCe Platform for achieving Global Sustainability Goals.
From Software through Art to Social Entrepreneurship
Abstract:The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers
Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions.
The first is maker movement and its role in educational practices.Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities
The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
Dr. Andrzej Najgebauer
Faculty of Cybernetics,
Military University of Technology,
He was the Vice-President of Military University of Technology for scientific affairs(2008-2012), Warsaw, Poland, Dean of Cybernetics Faculty (2005-2008). He was formerly Chief of Decision Support Systems Department and Professor in the Institute of Computer and Information Systems. He has Master's degree in Computer Science (Military University of Technology, 1981), Ph.D. in Computer Sciences, System Optimization (Military University of Technology,1988), Certificate, Doctor of Science in Computer Science, Decision Support Systems, (Polish habilitation in Warsaw University of Technology, Faculty of Electronics and Information Technology, 1999). His scientific and professional also educational work is connected with theory of systems, artificial intelligence, modeling and simulation, modeling and designing of military decision support systems, conflict analysis, threat prediction, war games designing, exercise and training systems (CAX) – designing and development, cybersecurity and cyberwar. He was project leader of Polish Army Simulation System for CAXes. He is the member of IFORS and member of Polish Society of Operations Research and Systems Analysis, vice-president of Polish Society of Computer Simulation. He is Polish representative of STO/NATO MSG and also leader of NMSG 026 activity in subject of Early Warning Systems for terrorist crisis.
He is the project leader of many Polish or international projects on Decision Support Systems in the area of Security and Defense. He is the specialist in Capability Based Planning for Polish Armed Forces in the area of Computer Based Decision Support. A member of Advisory Board of Polish Armed Forces in the area of Information Technology and Computer Simulation. He is an advisor of Polish Defense Holding. He was the supervisor of 9 doctorates, and also an organizer and president of many international scientific conferences in the area of Military Communication and Information Systems and Computational Intelligence. Author of 5 books and over than 100 publications. He is a member of special group of analysts, who participated in the evaluation of possible results of international war game for eastern Europe (horizon: 10 years). He was an expert in the Strategic Defense Review for simulation and optimization analyses of Capability Based Planning and Budgeting of Polish Armed Forces.
Computational Intelligence in Conflicts Analyses: Defense European Frontline
Abstract: The presentation is devoted to modeling and simulation techniques as well as AI techniques to support strategic planning to control international conflicts. My team so called MS4DS Team at Faculty of Cybernetics of MUT, taking part in Polish-American "tabletop" games, has proposed a set of methods and tools to analyze possible moves to resolve a hypothetical conflict along a front line in northeastern Europe. Both the model and some experimental results are presented in the keynote speech. Decision support was proposed as a set of statistical, optimization, simulation and artificial intelligence tools for conflict scenario preparation and analysis. The range of quantitative methods and the choice of appropriate research tools in the experiments will be presented. My short lecture is divided into following points:
1. The strategic game for defense of European Frontline, which was divided into two phases:
a. D1 – escalation of the conflict in the B states;
b. D2 – conventional conflict
2. Network model of conflict – strategic level
3. M&S techniques and Cast Logic for the Game Moves evaluation – determination
of effectiveness measures, such as the opponent's estimation of the probability that the conflict will escalate (Bayesian Network Model));
4. Simulation of selected incidents: evaluation of effectiveness measures on our side (evaluation of force potential and structure required, simulation analysis of combat clashes)
Coming from the different conflict analyses, considerations in subject of security of NATO countries in Northern-Eastern Flank we can formulate some important purposes of the strategic game for defense of the frontline. As the main there is reinforcement of deterrence on NATO's Frontline however perceived by opponent propaganda as aggressive posture of NATO. Some first-order insights and desired outputs will be presented. The effectiveness of the computational intelligence methods will be discussed in the speech.
Dr. Håkan Lennerstad
Department of Mathematics and Natural Sciences, Blekinge Institute of Technology
Håkan Lennerstad is professor in mathematics at Blekinge Institute of Technology, Sweden, with a very wide palette of research. The research spectrum started in his Ph.D. thesis on partial differential equations in non-smooth domanis, later centered around coding theory, optimal combinatorics for parallell processors, number theory and graph theory. He has also produced new kinds of graphics displaying mathematical knowledge to provide structure, enhance curiosity and inspire scientific dialogue. One of those is logical graphs, where the logic of a proof or an entire theory can be shown similarly to a flow chart or a mind map. The construction of a mathematical map challenges creativity by allowing systematic use of geographic metaphors to display mathematical connections. In the periodic system of mathematical functions, functions plays the roles of elements, being arranged in natural families while fundamental relations are displayed by arrows between the “elements” of mathematics.
Fuzzy Logic to Create a Visual Data Summary of Telecom Operator's
Customer Base: Where to Go and Which is the Current Success Rate?
Abstract:As was pointed out by L. Zadeh, the mission of fuzzy logic in the era of big data is
to create a relevant summary of huge amounts of data and facilitate decision-making.
In this study, fuzzy logic modelling is used to create a visual summary of telecom data: which gives a comprehensive idea concerning the desirability of boosting operator's presence in distinct neighbourhoods and operator's success in different regions. The data, used for framework validation, cover historical mobility in one region of Sweden during a week. Fuzzy logic allows us to model inherently relative characteristics, such as "a tall man" or "a beautiful woman", and, importantly, it also defines "anchors", the situations (characterised with the value of the membership function for the characteristic) under which the relative notion receives a unique crisp interpretation. We propose color coding as a function of the membership value for the relative notions such as "the desirability of boosting operator's presence in the neighbourhood" and "how well the operator is doing in the region". Once the level of granularity is decided by the user, the corresponding regions on the map (as they are defined by the zip code zone) are coloured in different shades passing from green (1) to red (0).