Πλοήγηση ανά Επιβλέποντα "Doukidis, Georgios"
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Τεκμήριο ESTIA: exploitation plan for tourism mobile services(2001-09-30) Τζιρτζιλάκης, Γεώργιος; Tzirtzilakis, Yiorgos; Doukidis, Georgios; Kourouthanasis, PanagiotisThe purpose of this thesis is to present an exploitation plan for tourism related services over mobile phones. The material presented intents not only to document the proposed plan but also to provide ideas that develop insight and personal judgment about the proposed positions. Chapter 0 contains material about the theoretical framework that is necessary to understand the analysis and some implementation aspects of that thesis. The essentials of business strategy are describing in a simple way the traditional knowledge about the formulation of business strategy. After that we are introducing some models that provide insight in the understanding on how finally some tourism related services could be designed and later on classified and evaluated. However all this knowledge is in a theoretical framework that according to my opinion is too important to be in the context. So I decided to name it as Chapter 0 as it is not integrated with the respective analysis. The first chapter presents the system, the services and is not expanding beyond a simple description of what the system is intending to do. The next chapter is dedicated to describe the Tourism market. The actors, the potential the growth prospects and the impact of the new media in the market structure are some of the points addressed. Chapter three is dedicated to mobile commerce. The chapter provides some information about the major subjects of that evolving industry, the roles of the actors, the services, the penetration rates that reveal the potential of the market and finally some of the possible business models that are likely to be adopted in the wireless supply chain. Continuing our analysis, we are examining the customer of the new wireless traveler market in chapter four. Alternative ways of segmentation are applied and the useful conclusions emerge for use in the following analysis. Finally, the chapter five analyses the main subjects of exploitation plan such as value chain and revenue flows, strategies employed by the actors, their respective strengths and weaknesses, an evaluation of the structural attractiveness based on the competitive forces of the sector an concludes with a suggested strategic positioning. In the annex one can find a draft figures about the size of the Greek wireless services market currently and information about the European holidaymaker profile.Τεκμήριο Gamified prospect of Human Resource DepartmentPantazis, Ioannis; Athens University of Economics and Business, Department of Business Administration; Athens University of Economics and Business, Department of Marketing and Communication; Doukidis, GeorgiosThis thesis reviews the growing trend of using ‘Gamification’ within traditional enterprise human resources (HR) processes and practices. As gamification quickly becomes a hot topic across a wide range of industries, business functions and academia, and now holds a place in the Oxford English dictionary, it is a concept that has been hailed as a “game changing layer" and mocked as a “useless buzzword". According to Gartner (2012), Gamification will be in 25% of redesigned business processes by 2015, will grow to a $2.8 billion business by 2016 and 70% of the top global 2000 businesses will have at least one ‘gamified’ application by 2014. Research shows that amongst the initial adopters of gamification mechanics is the corporate HR department. Pioneers within the function are working with industry analysts and gaming organizations to build gaming platforms to deliver loyalty based or game based applications for their employees. This thesis will explore the literature available to date on this new but growing concept along with the fundamentals of people motivation and engagement mechanisms and explore how it HR professionals can support the strategic goals on employee training with gamification platforms. The document begins by examining the fundamentals of people motivation and engagement. It then focuses on the mechanism of interest creation and presents the flow theory. Following this, the thesis assesses how engagement, motivation and interest affects learning and will shortly present the Fogg Model. In addition, the basis of gamification are explained by presenting the game environment, the game elements and the game design. Closing the literature review, the thesis examines the challenges that gamification faces when it comes to be applied on corporate learning and we will present the commonly used methodology of applying gamification. In the next chapters of this thesis we describe the used methods for the research and data collection. The thesis will follow the Core Attitudinal Model in order to identify how job satisfaction dimensions affect the employees’ intention of participating in corporate trainings and how the induction of gamification elements may affect these intentions. The findings indicate that game and gamification can be used in the context of training as a tool to increase the engagement, motivation and interest towards the training activities in cases that employees’ willingness to participate is very low.Τεκμήριο Managing the risk of peer-to-peer transactionsAndroutsellis-Theotokis, Stephanos; Ανδρουτσέλλης-Θεοτόκης, Στέφανος; Athens University of Economics and Business, Department of Management Science and Technology; Spinellis, Diomidis; Doukidis, Georgios; Louridas, PanosIt is being progressively recognized that information systems and applications supporting collaborative tasks, including online transaction processing systems, that currently follow centralized client-server models, can also be based on the maturing wave of peer-to-peer architectures. Motivations for this architectural decision include improved scalability, performance, and access to resources; ability to deal with transient user populations; dynamic ad-hoc communication, network organization and failure recovery; lack of a single point of failure; and ability to perform direct and unmediated transactions. In order to manage and reduce the risk inherent in peer-to-peer transactions and their decentralized and uncontrolled environment, a variety of approaches have been proposed in the literature and implemented in both research and industrial settings, with reputation and trust management systems being the most prominent. These aim to provide peers with estimates of the risk involved in their transactions, based on the observed past behaviour of their counterparties. Though reputation management systems offer a lot in this direction, it is argued that the information they provide about past behaviour may not be enough to accurately assess the risk involved in a transaction, and various issues remain open especially in purely distributed implementations. As a result, there still is considerable concern over the amount of risk involved in online transactions, even with the support of reputation management systems. In our research we attempt to address the above issues by proposing new, alternative and original concepts for reducing the risk of peer-to-peer transactions, and by designing, implementing and evaluating decentralized risk management systems that incorporate and utilize these concepts. After investigating the emerging field of peer-to-peer systems and architectures, and distributed reputation management systems, we first focus on the way in which reputation information is currently modeled, expressed and used, as it is an area that we believe warrants further research. In this work we propose an alternative approach, in which reputation information is expressed and manipulated in terms of monetary units. By coupling the reputation information with the transaction amount we can describe and implement specific algorithms for the estimation and propagation of reputation information, and other decision making processes. Central to this approach is the notion of “ratcheting” trust estimates, i.e. allowing the build-up of trust as a result of repeated successful transactions, potentially beyond the actual transaction value. Based on these concepts we design, test and evaluate the MOR-TRUST distributed reputation management system. We then take the above work a step further, to propose an alternative concept for peer-to-peer transaction risk management, and a corresponding system that implements it. In the PTRIM system we no longer rely on a distributed reputation management approach, but instead we base our design on the financial principles governing credit markets for managing, transferring or reducing credit and transaction risk. PTRIM builds a transaction default market layer on top of a main transaction processing system, within which peers offer to underwrite the transaction risk for a slight increase in the transaction cost. The insurance cost, determined through market-based mechanisms, is a way of identifying untrustworthy peers and perilous transactions. The risk of the transactions is contained, and at the same time members of the peer-to-peer network capitalize on their market knowledge by profiting as transaction insurers. Although PTRIM extends the main concepts that the MOR-TRUST approach is based on, the two system designs and implementations are independent. We define a robust evaluation methodology for each of the two systems. For MORTRUST we build a simulation environment based on synthetic network graphs and data, and run sets of simulation trials. For PTRIM, instead, we design, implement and deploy a complete prototype system and run sets of trials based on groups of real subjects, as well as a different “composite” platform involving real transaction data sampled from actual online transaction processing systems and real subjects providing insurance for these transactions. The evaluation of these two systems validated and verified the efficiency of our proposed concepts. Our findings suggest that our proposed approaches are able to support peer-to-peer transaction processing systems either through distributed reputation management, or through the insurance offers produced by the transaction default market layer. At the same time, we highlight areas of future work and possible improvements with respect to both the systems and the evaluation procedure itself.Τεκμήριο Mobile shopper behavior towards in store proximity marketing using beacons: the role of shopping motivationsVlachogiannis, Miltos; Βλαχογιάννης, Μίλτος; Athens University of Economics and Business, Department of Business Administration; Athens University of Economics and Business, Department of Marketing and Communication; Doukidis, GeorgiosShopper behavior in the mobile environment is rapidly evolving. Same time, proximity marketing practices are becoming extremely popular in the retail setting due to the emergence of Bluetooth Low Energy beacons; however the academic research regarding the implications of such technologies on consumer behavior is limited. This paper performs an extensive review of existing literature on mobile marketing, shopper marketing, consumer behavior, and proximity marketing to study the factors that influence shopping decisions in the mobile context. As a key finding, a systematic and careful research on the ever changing mobile shopper behavior should be performed, so that retailers could leverage the capabilities of mobile. To this end, drawing on previous literature that examined utilitarian and hedonic motives for shopping, the author proposes a quantitative approach to measure how in store proximity marketing activities influence shopping decisions based on the shopper’s motivations. Moreover, a detailed presentation of beacons technology is provided including its value for consumers and firms as well as popular use cases in retail. The findings of the study provide implications for both managers and academics in designing mobile marketing strategies based on an understanding of shoppers’ behavior.