Quantitative and Qualitative Games by Austin Blaquiere, Francoise Gerard and George Leitmann

Quantitative and Qualitative Games by Austin Blaquiere, Francoise Gerard and George Leitmann PDF Author:
Publisher: Academic Press
ISBN: 0080955673
Category : Mathematics
Languages : en
Pages : 190

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Book Description
In this book, we study theoretical and practical aspects of computing methods for mathematical modelling of nonlinear systems. A number of computing techniques are considered, such as methods of operator approximation with any given accuracy; operator interpolation techniques including a non-Lagrange interpolation; methods of system representation subject to constraints associated with concepts of causality, memory and stationarity; methods of system representation with an accuracy that is the best within a given class of models; methods of covariance matrix estimation;methods for low-rank matrix approximations; hybrid methods based on a combination of iterative procedures and best operator approximation; andmethods for information compression and filtering under condition that a filter model should satisfy restrictions associated with causality and different types of memory.As a result, the book represents a blend of new methods in general computational analysis,and specific, but also generic, techniques for study of systems theory ant its particularbranches, such as optimal filtering and information compression.- Best operator approximation,- Non-Lagrange interpolation,- Generic Karhunen-Loeve transform- Generalised low-rank matrix approximation- Optimal data compression- Optimal nonlinear filtering

Quantitative and Qualitative Games by Austin Blaquiere, Francoise Gerard and George Leitmann

Quantitative and Qualitative Games by Austin Blaquiere, Francoise Gerard and George Leitmann PDF Author:
Publisher: Academic Press
ISBN: 0080955673
Category : Mathematics
Languages : en
Pages : 190

Get Book Here

Book Description
In this book, we study theoretical and practical aspects of computing methods for mathematical modelling of nonlinear systems. A number of computing techniques are considered, such as methods of operator approximation with any given accuracy; operator interpolation techniques including a non-Lagrange interpolation; methods of system representation subject to constraints associated with concepts of causality, memory and stationarity; methods of system representation with an accuracy that is the best within a given class of models; methods of covariance matrix estimation;methods for low-rank matrix approximations; hybrid methods based on a combination of iterative procedures and best operator approximation; andmethods for information compression and filtering under condition that a filter model should satisfy restrictions associated with causality and different types of memory.As a result, the book represents a blend of new methods in general computational analysis,and specific, but also generic, techniques for study of systems theory ant its particularbranches, such as optimal filtering and information compression.- Best operator approximation,- Non-Lagrange interpolation,- Generic Karhunen-Loeve transform- Generalised low-rank matrix approximation- Optimal data compression- Optimal nonlinear filtering

Quantitative and Qualitative Games

Quantitative and Qualitative Games PDF Author: Austin Blaquière
Publisher:
ISBN:
Category :
Languages : en
Pages : 276

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Book Description


Game Research Methods: An Overview

Game Research Methods: An Overview PDF Author: Patri Lankoski
Publisher: Lulu.com
ISBN: 1312884738
Category : Education
Languages : en
Pages : 374

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Book Description
"Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Quantitative and Qualitative Games

Quantitative and Qualitative Games PDF Author: Austin Blaquiere
Publisher:
ISBN:
Category :
Languages : it
Pages : 172

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Book Description


基本原動機(水力学・熱力学)演習

基本原動機(水力学・熱力学)演習 PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 183

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Book Description


Quantitative and Qualitative Games [By] Austin Blaquiere, Francoise Gerard [And] George Leitmann

Quantitative and Qualitative Games [By] Austin Blaquiere, Francoise Gerard [And] George Leitmann PDF Author: Austin Blaquiere
Publisher:
ISBN:
Category : Game theory
Languages : en
Pages : 172

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Book Description


Understanding the Predictable

Understanding the Predictable PDF Author: Lloyd Melnick
Publisher: Createspace Independent Publishing Platform
ISBN: 9781508911531
Category :
Languages : en
Pages : 146

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Book Description
The definitive book about Customer Lifetime Value (LTV) Understanding the Predictable is the first book both to explain all aspects of customer lifetime value and help you grow the value of all of your customers. Understanding the Predictable delves into the world of Customer Lifetime Value (LTV), a metric that shows how much each customer is worth to your business. By understanding this metric, you can predict how changes to your product will impact the value of each customer. You will also learn how to apply this simple yet powerful method of predictive analytics to optimize your marketing and user acquisition. If you are looking for a way to make your business successful without effort, do not buy this book. If you are looking, however, for an underlying way to look at your customers and business to build a great company, then Understanding the Predictable is for you. In Understanding the Predictable, you will first learn the core components of customer lifetime value and how to calculate LTV. The book then delves into ways to improve the value of your customers, your advertising mix and overall profitability. Each chapter includes A case study that makes the concepts of LTV come to life. Key takeaways so you can quickly implement the core concepts. Understanding the Predictable is your key to business success

Understanding Games and Game Cultures

Understanding Games and Game Cultures PDF Author: Ingrid Richardson
Publisher: SAGE
ISBN: 1529738520
Category : Language Arts & Disciplines
Languages : en
Pages : 194

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Book Description
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.

Research Design

Research Design PDF Author: John W. Creswell
Publisher: SAGE
ISBN: 1452226105
Category : Reference
Languages : en
Pages : 305

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Book Description
The bestseller that pioneered the comparison of qualitative, quantitative, and mixed methods research design continues in its Fourth Edition to help students and researchers prepare their plan or proposal for a scholarly journal article, dissertation or thesis.

Serious Games

Serious Games PDF Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643

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Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.