Academic literature on the topic 'Gamos'

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Journal articles on the topic "Gamos"

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Mann, Nina, Slim Mzoughi, Ronen Schneider, Susanne J. Kühl, Denny Schanze, Verena Klämbt, Svjetlana Lovric, et al. "Mutations in PRDM15 Are a Novel Cause of Galloway-Mowat Syndrome." Journal of the American Society of Nephrology 32, no. 3 (February 16, 2021): 580–96. http://dx.doi.org/10.1681/asn.2020040490.

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BackgroundGalloway-Mowat syndrome (GAMOS) is characterized by neurodevelopmental defects and a progressive nephropathy, which typically manifests as steroid-resistant nephrotic syndrome. The prognosis of GAMOS is poor, and the majority of children progress to renal failure. The discovery of monogenic causes of GAMOS has uncovered molecular pathways involved in the pathogenesis of disease.MethodsHomozygosity mapping, whole-exome sequencing, and linkage analysis were used to identify mutations in four families with a GAMOS-like phenotype, and high-throughput PCR technology was applied to 91 individuals with GAMOS and 816 individuals with isolated nephrotic syndrome. In vitro and in vivo studies determined the functional significance of the mutations identified.ResultsThree biallelic variants of the transcriptional regulator PRDM15 were detected in six families with proteinuric kidney disease. Four families with a variant in the protein’s zinc-finger (ZNF) domain have additional GAMOS-like features, including brain anomalies, cardiac defects, and skeletal defects. All variants destabilize the PRDM15 protein, and the ZNF variant additionally interferes with transcriptional activation. Morpholino oligonucleotide-mediated knockdown of Prdm15 in Xenopus embryos disrupted pronephric development. Human wild-type PRDM15 RNA rescued the disruption, but the three PRDM15 variants did not. Finally, CRISPR-mediated knockout of PRDM15 in human podocytes led to dysregulation of several renal developmental genes.ConclusionsVariants in PRDM15 can cause either isolated nephrotic syndrome or a GAMOS-type syndrome on an allelic basis. PRDM15 regulates multiple developmental kidney genes, and is likely to play an essential role in renal development in humans.
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Rosti, Rasim Ozgur, Bethany N. Sotak, Stephanie L. Bielas, Gifty Bhat, Jennifer L. Silhavy, Ayca Dilruba Aslanger, Umut Altunoglu, et al. "Homozygous mutation inNUP107leads to microcephaly with steroid-resistant nephrotic condition similar to Galloway-Mowat syndrome." Journal of Medical Genetics 54, no. 6 (March 9, 2017): 399–403. http://dx.doi.org/10.1136/jmedgenet-2016-104237.

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BackgroundMicrocephaly with nephrotic syndrome is a rare co-occurrence, constituting the Galloway-Mowat syndrome (GAMOS), caused by mutations inWDR73(OMIM: 616144). However, not all patients harbour demonstrableWDR73deleterious variants, suggesting that there are other yet unidentified factors contributing to GAMOS aetiology.MethodsAutozygosity mapping and candidate analysis was used to identify deleterious variants in consanguineous families. Analysis of patient fibroblasts was used to study splicing and alterations in cellular function.ResultsIn two consanguineous families with five affected individuals from Turkey with a GAMOS-like presentation, we identified a shared homozygous variant leading to partial exon 4 skipping innucleoporin, 107-KD(NUP107). The founder mutation was associated with concomitant reduction in NUP107 protein and in the obligate binding partner NUP133 protein, as well as density of nuclear pores in patient cells.ConclusionRecently,NUP107was suggested as a candidate in a family with nephrotic syndrome and developmental delay. OtherNUP107-reported cases had isolated renal phenotypes. With the addition of these individuals, we implicate an allele-specific critical role forNUP107in the regulation of brain growth and a GAMOS-like presentation.
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Halleran, Michael R. "Gamos and Destruction in Euripides' Hippolytus." Transactions of the American Philological Association (1974-) 121 (1991): 109. http://dx.doi.org/10.2307/284446.

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Schneider, Diane. "Gamos et Thanatos : le sacrifice virginal dans la tragédie grecque / Gamos and Thanatos: Virginal Sacrifice in Greek Tragedy." ASDIWAL. Revue genevoise d'anthropologie et d'histoire des religions 6, no. 1 (2011): 182–88. http://dx.doi.org/10.3406/asdi.2011.967.

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Ross, Arra Lynn. "Heiros Gamos, and: A Means of Approach to Ecstasy." Prairie Schooner 85, no. 2 (2011): 119–22. http://dx.doi.org/10.1353/psg.2011.0061.

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Harkness, L. J., P. Arce, D. S. Judson, A. J. Boston, H. C. Boston, J. R. Cresswell, J. Dormand, et al. "A Compton camera application for the GAMOS GEANT4-based framework." Nuclear Instruments and Methods in Physics Research Section A: Accelerators, Spectrometers, Detectors and Associated Equipment 671 (April 2012): 29–39. http://dx.doi.org/10.1016/j.nima.2011.12.058.

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Li, Hongyan, Fang Liu, Hanzhe Kuang, Hua Teng, Siyi Chen, Sijing Zeng, Qimin Zhou, et al. "WDR73 Depletion Destabilizes PIP4K2C Activity and Impairs Focal Adhesion Formation in Galloway–Mowat Syndrome." Biology 11, no. 10 (September 25, 2022): 1397. http://dx.doi.org/10.3390/biology11101397.

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(1) Background: Galloway–Mowat syndrome (GAMOS) is a rare genetic disease, classically characterized by a combination of various neurological symptoms and nephrotic syndrome. WDR73 is the pathogenic gene responsible for GAMOS1. However, the pathological and molecular mechanisms of GAMOS1, especially nephrotic syndrome caused by WDR73 deficiency, remain unknown. (2) Methods and Results: In this study, we first observed remarkable cellular morphological changes including impaired cell adhesion, decreased pseudopodia, and G2/M phase arrest in WDR73 knockout (KO) HEK 293 cells. The differentially expressed genes in WDR73 KO cells were enriched in the focal adhesion (FA) pathway. Additionally, PIP4K2C, a phospholipid kinase also involved in the FA pathway, was subsequently validated to interact with WDR73 via protein microarray and GST pulldown. WDR73 regulates PIP4K2C protein stability through the autophagy–lysosomal pathway. The stability of PIP4K2C was significantly disrupted by WDR73 KO, leading to a remarkable reduction in PIP2 and thus weakening the FA formation. In addition, we found that podocyte-specific conditional knockout (Wdr73 CKO) mice showed high levels of albuminuria and podocyte foot process injury in the ADR-induced model. FA formation was impaired in primary podocytes derived from Wdr73 CKO mice. (3) Conclusions: Since FA has been well known for its critical roles in maintaining podocyte structures and function, our study indicated that nephrotic syndrome in GAMOS1 is associated with disruption of FA caused by WDR73 deficiency.
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Liviabella Furiani, Patrizia. "Gamos e kenogamion nel romanzo di Achille Tazio." Euphrosyne 16 (January 1988): 271–80. http://dx.doi.org/10.1484/j.euphr.5.126616.

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Arce, Pedro, Juan Ignacio Lagares, and Diego Azcona. "A utility to read automatically DICOM format data for GAMOS/Geant4 simulation." Physica Medica 32 (September 2016): 256. http://dx.doi.org/10.1016/j.ejmp.2016.07.549.

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Amato, Ernesto, Lucrezia Auditore, Antonio Italiano, Daniele Pistone, Pedro Arce, Alfredo Campennì, and Sergio Baldari. "Full Monte Carlo internal dosimetry in nuclear medicine by means of GAMOS." Journal of Physics: Conference Series 1561 (June 2020): 012002. http://dx.doi.org/10.1088/1742-6596/1561/1/012002.

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Dissertations / Theses on the topic "Gamos"

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Berretil, Slimane. "Propriétés électroniques des semi-conducteurs magnétiques GaMoS, GaMoSe, GaMoSeTe et GaNbS." Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37602939c.

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Šperbelis, Gediminas. "Rašalinio spausdintuvo spalvų gamos tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050621_092021-21158.

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It was investigated the colour reproduction on prints made in ink-jet printer. Experimentally investigated gradation characteristics of CMYK colours. It was made a 26 step strip with raster dots from 0 to 100 %. Prints were made at different printing regimes on papers with different whiteness. Zone optical densities were measured, compared with theoretical density values and gradational distortions were determined. Also were measured 100% raster strips in CIE L*a*b* coordinate system and defined the maximum reproduction of colours in ink-jet printer.
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Papastamati, S. "Gamos in archaic and classical Greek poetry : theme, ritual and metaphor." Thesis, University College London (University of London), 2013. http://discovery.ucl.ac.uk/1389425/.

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This thesis considers how advances in optical network and optoelectronic technologies may be utilised in particle physics applications. The research is carried out within a certain framework; CERN’s Large Hadron Collider (LHC) upgrade. The focus is on the upgrade of the ”last-tier” data links, those residing between the last information-processing stage and the accelerator. For that purpose, different network architectures, based on the Pas¬sive Optical Network (PON) architectural paradigm, are designed and evaluated. Firstly, a Time-Division Multiplexed (TDM) PON targeting timing, trigger and control applica¬tions is designed. The bi-directional, point-to-multipoint nature of the architecture leads to infrastructure efficiency increase. A custom protocol is developed and implemented us¬ing FPGAs. It is experimentally verified that the network design can deliver significantly higher data rate than the current infrastructure and meet the stringent latency require¬ments of the targeted application. Consequently, the design of a network that can be utilised to transmit all types of information at the upgraded LHC, the High-Luminosity LHC (HL-LHC) is discussed. The most challenging requirement is that of the high up¬stream data rate. As WDM offers virtual point-to-point connectivity, the possibility of using a Wavelength-Division Multiplexed (WDM) PON is theoretically investigated. The shortcomings of this solution are identified; these include high cost and complexity, therefore a simpler architecture is designed. This is also based on the PON paradigm and features the use of Reflective Electroabsorption Modulators (REAM) at the front-end (close to the particle collision point). Its performance is experimentally investigated and shown to meet the requirements of a unified architecture at the HL-LHC from a networking perspective. Finally, since the radiation resistance of optoelectronic components used at the front-end is of major importance, the REAM radiation hardness is experimentally investigated. Their radiation resistance limits are established, while new insights into the radiation damage mechanism are gained.
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Mermoz, Julien. "La vie religieuse des Cyclades de l’HR IIIC à la fin de la période archaïque." Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO20023/document.

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Notre thèse traite de l’histoire des sanctuaires et de l’évolution des cultes et de la mythologie cycladiques dans la transition, qui conduit de la fin du monde mycénien à la Grèce classique. Notre première partie (pp. 13-445) est constituée d’une suite de monographies retraçant les changements, qui affectent les habitats et les places cultuelles des différentes îles de l’archipel entre le XIIe et le VIe siècle av. J.-C.. La deuxième partie (pp. 446-558) contient un essai de synthèse et une interprétation des données présentées auparavant. Plus exactement, une réflexion sur les mécanismes de recomposition de l’héritage religieux de l’âge du bronze, qui participent à la définition des panthéons insulaires archaïques. La troisième partie (pp. 559-628) est un essai d’anthropologie religieuse, dans lequel est examinée la notion de création dans la mythologie des Cyclades, à la recherche d’un imaginaire insulaire. Le premier chapitre commence par l’analyse et l’interprétation de la Cosmogonie de Phérécyde de Syros. Le second chapitre vise à mettre en évidence de quelle façon les thèmes symboliques spécifiques au système de Phérécyde se retrouvent également déclinés dans les autres mythes régionaux et trouvent leur origines dans les cultes agraires locaux les plus anciens
The topic of our thesis is the history of the sanctuaries, and the evolution of the worships and mythology in the transition, which leads end of the Mycenaean world to classical Greece. Our first part (pp. 13-445) makes up of a continuation of monographs recalling the changes, which affect the settlements and the worship places of the various islands of the archipelago between XIIe to VIe Century B.C. The second part (pp. 446-558) contains a test of synthesis and an interpretation of the data presented before. More exactly, a reflection on the mechanisms of recombining of the religious heritage of the Bronze Age, which take part in the definition of archaic insulars pantheons. The third part (pp. 559-628) is an assai of religious anthropology, in which the concept of creation in the mythology of Cyclades is examined, in the search of an islander imaginary. The first chapter starts with the analysis and the interpretation of the Cosmogony of Pherekydes of Syros. The second chapter aims at highlighting how the topics symbolic systems specific to the system of Pherekydes are also found declined in the other regional myths and find their origin in the local agrarian worships oldest
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Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.

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Kyoto University (京都大学)
0048
新制・課程博士
博士(人間・環境学)
甲第21863号
人博第892号
新制||人||213(附属図書館)
2018||人博||892(吉田南総合図書館)
京都大学大学院人間・環境学研究科共生人間学専攻
(主査)教授 立木 秀樹, 教授 日置 尋久, 准教授 櫻川 貴司, 特定講師 DE BRECHT Matthew
学位規則第4条第1項該当
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Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.

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Orientador: Milton Terumitsu Sogabe
Resumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
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El, Obadi Saadia. "Generalizations of assignment games and information market games." Doctoral thesis, Universitat de Lleida, 2019. http://hdl.handle.net/10803/667893.

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Aquesta tesi consta de quatre capítols principals. El primer capítol analitza el comportament cooperatiu de les empreses i considera la introducció d'una tecnologia que és essencial per fabricar un nou producte. Considerem que es necessita més d'un jugador informat (o titular de patent) per produir un bé. Proporcionem algunes solucions puntuals en termes de les dades del mercat per al joc cooperatiu que es deriva d'aquell mercat d'informació. En el segon capítol, considerem que el benefici que es pot obtenir en cada submercat en que es divideix el marcat d'informació és incert. Només en coneixem les fites superior i inferior. L'objectiu del capítol consisteix a proporcionar solucions d'interval per al joc definit per intervals que es deriva d'aquell mercat. En el tercer capítol, estudiem una classe de jocs d'assignació on hi ha un jugador central amb doble paper com a comprador i venedor, necessari per a qualsevol intercanvi comercial. Estudiem el nucli d'aquest joc i analitzem si és un conjunt estable. Proporcionem algunes solucions puntuals en termes de les dades del mercat. Finalment, generalitzem el model permetent al jugador especial vendre i comprar més d'un article. En el darrer capítol, considerem el cas on hi ha més d'un jugador amb un doble paper com a venedor i com a comprador. De fet, aquests són intermediaris que compren els productes dels venedors i els venen als compradors. De forma que, sense intermediaris, el comerç no és possible. A més, cada intermediari pot intercanviar més d'una unitat. Proporcionem condicions suficients perquè el nucli del joc cooperatiu corresponent no sigui buit i estudiem els equilibris competitius.
Esta tesis consta de cuatro capítulos principales. El primer capítulo analiza el comportamiento cooperativo de las empresas cuando se desea introducir cierta tecnología que es esencial para la fabricación de un nuevo producto. En el modelo consideramos más de un jugador con parte de la tecnología necesaria para producir el bien. Estudiamos la existencia de PMAS y mostramos que el valor τ de este juego tiene propiedades de monotonicidad. También proporcionamos condiciones sobre el mercado, bajo las cuales el valor de Shapley pertenece al núcleo. En el segundo capítulo, consideramos incertidumbre sobre el beneficio que se puede obtener en cada submercado. Éste no se conoce con certeza aunque si se conoce entre qué valores puede estar. De esta forma consideramos un modelo de juegos definidos por intervalos. El objetivo del capítulo consiste en proporcionar soluciones de intervalo para el modelo bajo incertidumbre. En el tercer capítulo, estudiamos una clase de juegos de asignación donde hay un jugador central, necesario para cualquier intercambio que tenga lugar. Estudiamos el núcleo de este juego y analizamos si es un conjunto estable. Proporcionamos algunas soluciones puntuales en términos de los datos de mercado. También generalizamos el modelo permitiendo al jugador especial vender y comprar más de un artículo. Finalmente, consideramos el caso donde hay más de un intermediario que no produce bienes, ni tampoco consume. Compra los productos de los vendedores y los vende a los compradores de forma que, sin esos intermediarios, el comercio no es posible. Además, cada intermediario puede intercambiar más de una unidad. Proporcionamos condiciones suficientes para que el núcleo del juego cooperativo correspondiente no sea vacío y estudiamos los equilibrios competitivos.
This thesis consists of four main chapters. The first chapter, entitled Clan information market games, analyzes the cooperative behavior of firms, faced with the introduction of some technology with its ownership divided among several patent holders. All of them are necessary for manufacturing a new product. We study the existence of PMAS of the corresponding cooperative game and show that the τ-value of this game has some monotonicity properties. We also provide conditions on the market, under which the Shapley value belongs to the core. In the second chapter, we consider uncertainty on the profit obtainable in each submarket into which the information market is divided. We only know the lower and upper bounds of that profits. The aim of the chapter consists in providing interval solutions for the associated interval game. In the third chapter, we study a class of assignment games where there is a central player, with a double role as a buyer and as a seller, such that the trade is not possible without him. We provide some point solutions in terms of the market data. Further, we generalize the model allowing the special player to sell and buy more than one item. Finally, we consider the case where there is more than one player with a double role as a seller and as a buyer. They buy the goods from the sellers and sell them to the buyers. So, without any middleman, the trade is not possible. However, they don't add value to the trade. We provide sufficient conditions for the non-emptiness of the core of the corresponding cooperative game and we study the competitive equilibrium.
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Hansson, Aneer Sebastian, and Douglas Gidlöf. "Social Insecurity & Games : Games for self-reflection." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14650.

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This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to.
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Nguyen, Thi Van Anh. "Constraint Games : Modeling and Solving Games with Constraint." Caen, 2014. http://www.theses.fr/2014CAEN2054.

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Cette thèse présente un sujet dans le cadre de la théorie des jeux et de la programmation par contraintes. Plus précisément, nous nous concentrons sur modéliser les jeux de manière succincte et puis calculer leurs solutions sur ces représentations compactes grâce à la programmation par contraintes. Depuis longtemps, la théorie des jeux a subi une difficulté de la modélisation en raison de l'absence des représentations compactes pour modéliser les jeux. La représentation basique est encore une matrice appelée forme normale qui stocke les utilités des joueurs avec tous profils de stratégie. Pourtant, cette matrice agrandit exponentiellement avec le nombre de joueurs. Cela cause également une difficulté de la résolution des jeux. Dans cette thèse, nous introduisons un nouveau framework de Constraint Games afin de modéliser l'interaction stratégique entre les joueurs. Un constraint game est composé d'un ensemble de variables partagées par tous les joueurs. Parmi ces variables, chaque joueur possède un ensemble de variables décisionnelles qu'il peut contrôler et les contraintes représentant sa fonction d'utilité. Constraint games est un outil générique pour modéliser les jeux généraux et peut être exponentiellement plus succinct que leur forme normale. Nous montrons également l'utilité du framework par modéliser quelques jeux classiques et problèmes réels. Le concept de solution principal défini pour constraint games est l'Equilibre Nash en Stratégies Pure. C'est une situation dans laquelle aucun joueur n'a un intérêt de dévier unilatéralement. Il est bien connu que c'est complexe de calculer les équilibres Nash en stratégies pures dans les jeux. Pourtant, nous réussissons à construire un solver appelé ConGa qui se compose de plusieurs façons pour résoudre constraint games efficacement
This thesis presents a topic at the interface of game theory and constraint programming. More precisely, we focus on modeling games in a succinct way and then computing their solutions on these compactly encoded games thanks to constraint programming. For a long period of time, game theory has suffered a modeling difficulty due to the lack of compact representations for encoding arbitrary games. The basic game representation is still an n-dimensional matrix called normal form which stores utilities of all players with all joint strategy profiles. The matrix however exponentially grows with the number of players. This also causes a solving difficulty for computing solutions in games. In the thesis, we introduce a novel framework of Constraint Games to model strategic interaction between players. A constraint game is composed of a set of variables shared by all the players. Among these variables, each player owns a set of decision variables he can control and constraints expressing his utility function. Constraint games is a generic tool to model general games and can be exponentially more succinct than their normal form. We also show the usefulness of the framework by modeling a few classical games as well as realistic problems. The main solution concept defined for constraint games is Pure Nash Equilibrium. It is a situation in which no player has an incentive to deviate unilaterally. It has been well-known that finding pure Nash equilibrium is computationally complex. Nevertheless, we have achieved to build an efficient solver called ConGa which includes various ways for solving constraint games
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Sinha, Arunesh. "Audit Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/487.

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Modern organizations (e.g., hospitals, banks, social networks, search engines) hold large volumes of personal information, and rely heavily on auditing for enforcement of privacy policies. These audit mechanisms combine automated methods with human input to detect and punish violators. Since human audit resources are limited, and often not sufficient to investigate all potential violations, current state-of-the -art audit tools provide heuristics to guide human effort. However, numerous reports of privacy breaches caused by malicious insiders bring to question the effectiveness of these audit mechanisms. Our thesis is that effective audit resource allocation and punishment levels can be efficiently computed by modeling the audit process as a game between a rational auditor and a rational or worst-case auditee. We present several results in support of the thesis. In the worst-case adversary setting, we design a game model taking into account organizational cost of auditing and loss from violations. We propose the notion of low regret as a desired audit property and provide a regret minimizing audit algorithm that outputs an optimal audit resource allocation strategy. The algorithm improves upon prior regret bounds in the partial information setting. In the rational adversary setting, we enable punishments by the auditor, and model the adversary's utility as a trade-off between the benefit from violations and loss due to punishment when detected. Our Stackelberg game model generalizes an existing deployed security game model with punishment parameters. It applies to natural auditing settings with multiple auditors where each auditor is restricted to audit a subset of the potential violations. We provide novel polynomial time algorithms to approximate the non-convex optimization problem used to compute the Stackelberg equilibrium. The algorithms output optimal audit resource allocation strategy and punishment levels. We also provide a method to reduce the optimization problem size, achieving up to 5x speedup for realistic instances of the audit problem, and for the related security game instances.
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Books on the topic "Gamos"

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Faros, Papa philotheos. GAMOS. Athens: Akritas, 1986.

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Mauros gamos. Athēna: Kedros, 2001.

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Phygetakē-Karanastasē, Phreiderikē. Hieros gamos. Hērakleio: "Typokreta" VI.PE. Hērakleiou, 1991.

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Xanthake, Vasa Solo mou. O gamos: Nouvela. Athe na: Erme s, 1986.

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Xenopoulos, Grēgorios. Enas allokotos gamos. Athēna: Aphoi Vlassē, 1989.

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Addison, Jayne. Gamos epi prothesmia. Athens: Harlenik Ellas, 1995.

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Markopoulos, Nikos D. Erōtas, agapē, gamos. [Athens]: Ekdoseis Eurōekdotikē, 1986.

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Xenopoulos, Grēgorios. Henas allokotos gamos: Mythistorēma. Athēna: Aphoi Vlassē, 1989.

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Tou Koutroulē ho gamos. Athēna: Ekdoseis Nephelē, 2012.

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Broadrick, Annette. Gamos me to stanio. Athens: Harlenik, 1994.

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Book chapters on the topic "Gamos"

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Anthony, Maggy. "The hieros gamos." In Salome’s Embrace, 120–22. Abingdon, Oxon ; New York, NY : Routledge, 2018. |: Routledge, 2017. http://dx.doi.org/10.4324/9781315226316-22.

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Vasić, Danijela. "Hieros gamos (sveti brak) u japanskoj mitologiji." In Оријенталистика јуче-данас-сутра, 657–68. Београд: Филолошки факултет Универзитета у Београду, 2019. http://dx.doi.org/10.18485/orijentalistika_jds.2019.ch44.

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Arce, P., J. I. Lagares, D. Perez-Astudillo, J. Apostolakis, and G. Cosmo. "Optimization of an external beam radiotherapy treatment using GAMOS/Geant4." In IFMBE Proceedings, 794–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03474-9_224.

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Mustafa, Fatin Hamimi, Xiaoke Yi, and Alistair Lee McEwan. "Comparison of Geant4/Gamos with Monte Carlo Multilayer: Photon Transport in Tissue-Simulating Phantom for Glucose Sensing." In IFMBE Proceedings, 277–80. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-11128-5_69.

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Lee, Nami. "Seeking Hieros Gamos on the Korean Peninsula Understanding the Political Situations of Two Koreas from a Jungian Perspective." In Cultural Complexes in China, Japan, Korea, and Taiwan, 201–25. 1 Edition. | New York : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781003007647-14.

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Dillon, Roberto. "Games, Games and More Games!" In Ready, 27–85. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-341-5_4.

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Seiwald, Regina. "Games Within Games." In Communications in Computer and Information Science, 18–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.

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Vermeir, Nico. "Games." In Windows 8 App Projects, 173–93. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5066-1_10.

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Blum, Ulrich. "Games." In Encyclopedia of Law and Economics, 911–17. New York, NY: Springer New York, 2019. http://dx.doi.org/10.1007/978-1-4614-7753-2_185.

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Blum, Ulrich. "Games." In Encyclopedia of Law and Economics, 1–7. New York, NY: Springer New York, 2016. http://dx.doi.org/10.1007/978-1-4614-7883-6_185-1.

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Conference papers on the topic "Gamos"

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Arce, P., F. Sansaloni, and J. I. Lagares. "Point Detector Scorer in GAMOS/Geant4." In 2010 IEEE Nuclear Science Symposium and Medical Imaging Conference (2010 NSS/MIC). IEEE, 2010. http://dx.doi.org/10.1109/nssmic.2010.5873954.

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Arce, Pedro, Juan I. Lagares, Laura Harkness, Laurent Desorgher, Gianluca de Lorenzo, Yamiel Abreu, and Zhentian Wang. "GAMOS: An easy and flexible way to use GEANT4." In 2011 IEEE Nuclear Science Symposium and Medical Imaging Conference (2011 NSS/MIC). IEEE, 2011. http://dx.doi.org/10.1109/nssmic.2011.6154455.

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Arce, Pedro, Pedro Rato, Mario Canadas, and Juan Ignacio Lagares. "GAMOS: A Geant4-based easy and flexible framework for nuclear medicine applications." In 2008 IEEE Nuclear Science Symposium and Medical Imaging conference (2008 NSS/MIC). IEEE, 2008. http://dx.doi.org/10.1109/nssmic.2008.4775023.

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Elmoujarkach, Ezzat A., and Essam M. Banoqitah. "GAMOS based simulation using gamma back- scattered photons count method for mine detection." In 2016 International Workshop on Recent Advances in Robotics and Sensor Technology for Humanitarian Demining and Counter-IEDs (RST). IEEE, 2016. http://dx.doi.org/10.1109/rst.2016.7869860.

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Bhatnagar, Sonali, and S. N. L. Sirisha. "GEANT4 & GAMOS — A particle implementation of high energy simulation toolkit to oncology therapy." In 2014 IEEE Students' Technology Symposium (TechSym). IEEE, 2014. http://dx.doi.org/10.1109/techsym.2014.6807908.

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Jehlicka, A., P. Ritt, M. Mark, A. Pöllmann, T. Kuwert, and R. Ringler. "Monte-Carlo-Simulation mit GAMOS von Tc-99m markierten Sentinel-Lymphknoten und Validierung mit einer SLN-Sonde im Phantom." In NuklearMedizin 2021 – digital. Georg Thieme Verlag KG, 2021. http://dx.doi.org/10.1055/s-0041-1726822.

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Takhtamysheva, Aneta, Robert Porzel, and Markus Krause. "Games for games." In the ACM SIGKDD Workshop. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1600150.1600164.

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Dos Santos, Wilk Oliveira, and Clovis Gomes Da Silva Junior. "Challenges of Games Virtualization Applied to Educational." In V Workshop de Desafios da Computação aplicada à Educação. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/desafie.2016.9160.

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Abstract:
Game Virtualization is a process of digital versions creation for traditional/physical games. In education, this process aims to create digital versions for traditional/ physical educational games, keeping psychological and pedagogical concepts from traditional version, as well as associate these concepts to contemporary game design elements. In this sense, this paper presents five challenges for Game Virtualization Applied to Educational Games: (i) design of methodologies for educational games virtualization, (i.i) design of methodologies for educational game evaluation, (i.ii) recommendation of resources for Educational Games Virtualization, (ii) multidisciplinary of Educational Games Virtualization, and (iii) professional training to Educational Games Virtualization.
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"Games development and games applications." In 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2012. http://dx.doi.org/10.1109/cgames.2012.6314592.

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Esteves, Augusto, Elise van den Hoven, and Ian Oakley. "Physical games or digital games?" In the 7th International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2460625.2460651.

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Reports on the topic "Gamos"

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Lambert, Nicolas, Giorgio Martini, and Michael Ostrovsky. Quadratic Games. Cambridge, MA: National Bureau of Economic Research, August 2018. http://dx.doi.org/10.3386/w24914.

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Sandoval, John P., and Lawrence Berkbigler. GATOS Operator's Manual. Office of Scientific and Technical Information (OSTI), March 2018. http://dx.doi.org/10.2172/1427364.

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Harstad, Bård, and Matti Liski. Games and Resources. Cambridge, MA: National Bureau of Economic Research, November 2012. http://dx.doi.org/10.3386/w18519.

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Spina, Michelle, and Kerry Moffitt. PROOF BY GAMES. Fort Belvoir, VA: Defense Technical Information Center, March 2016. http://dx.doi.org/10.21236/ad1006449.

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Tritten, James J. Scenarios, Simulations, and Games. Fort Belvoir, VA: Defense Technical Information Center, October 1988. http://dx.doi.org/10.21236/ada201633.

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McCarty, Deryl S. War Games and Logistics. Fort Belvoir, VA: Defense Technical Information Center, April 1988. http://dx.doi.org/10.21236/ada203783.

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Wilken, Michael. Wounded Warrior Games (Video). Fort Belvoir, VA: Defense Technical Information Center, May 2011. http://dx.doi.org/10.21236/ada543110.

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Fox, Jeremy. Identification in Matching Games. Cambridge, MA: National Bureau of Economic Research, June 2009. http://dx.doi.org/10.3386/w15092.

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Sawyer, Benjamin. Games for Health, 2011. Fort Belvoir, VA: Defense Technical Information Center, June 2011. http://dx.doi.org/10.21236/ada547676.

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Roseta Palma, Catarina, and Ana Brasão. Strategic Games in Groundwater Management. DINÂMIA'CET-IUL, 2004. http://dx.doi.org/10.7749/dinamiacet-iul.wp.2004.39.

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