Author: Michel Jambu
Publisher: Elsevier
ISBN: 0080923674
Category : Mathematics
Languages : en
Pages : 489
Book Description
With a useful index of notations at the beginning, this book explains and illustrates the theory and application of data analysis methods from univariate to multidimensional and how to learn and use them efficiently. This book is well illustrated and is a useful and well-documented review of the most important data analysis techniques. - Describes, in detail, exploratory data analysis techniques from the univariate to the multivariate ones - Features a complete description of correspondence analysis and factor analysis techniques as multidimensional statistical data analysis techniques, illustrated with concrete and understandable examples - Includes a modern and up-to-date description of clustering algorithms with many properties which gives a new role of clustering in data analysis techniques
Exploratory and Multivariate Data Analysis
Author: Michel Jambu
Publisher: Elsevier
ISBN: 0080923674
Category : Mathematics
Languages : en
Pages : 489
Book Description
With a useful index of notations at the beginning, this book explains and illustrates the theory and application of data analysis methods from univariate to multidimensional and how to learn and use them efficiently. This book is well illustrated and is a useful and well-documented review of the most important data analysis techniques. - Describes, in detail, exploratory data analysis techniques from the univariate to the multivariate ones - Features a complete description of correspondence analysis and factor analysis techniques as multidimensional statistical data analysis techniques, illustrated with concrete and understandable examples - Includes a modern and up-to-date description of clustering algorithms with many properties which gives a new role of clustering in data analysis techniques
Publisher: Elsevier
ISBN: 0080923674
Category : Mathematics
Languages : en
Pages : 489
Book Description
With a useful index of notations at the beginning, this book explains and illustrates the theory and application of data analysis methods from univariate to multidimensional and how to learn and use them efficiently. This book is well illustrated and is a useful and well-documented review of the most important data analysis techniques. - Describes, in detail, exploratory data analysis techniques from the univariate to the multivariate ones - Features a complete description of correspondence analysis and factor analysis techniques as multidimensional statistical data analysis techniques, illustrated with concrete and understandable examples - Includes a modern and up-to-date description of clustering algorithms with many properties which gives a new role of clustering in data analysis techniques
L'Enseignement mathématique
Author:
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 1008
Book Description
Vols. for 1965- include a separately paged section, Bulletin bibliographique.
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 1008
Book Description
Vols. for 1965- include a separately paged section, Bulletin bibliographique.
Monographic Series
Author: Library of Congress
Publisher:
ISBN:
Category : Monographic series
Languages : en
Pages : 796
Book Description
Publisher:
ISBN:
Category : Monographic series
Languages : en
Pages : 796
Book Description
National Union Catalog
Author:
Publisher:
ISBN:
Category : Union catalogs
Languages : en
Pages : 1032
Book Description
Includes entries for maps and atlases.
Publisher:
ISBN:
Category : Union catalogs
Languages : en
Pages : 1032
Book Description
Includes entries for maps and atlases.
Subject Catalog
Author: Library of Congress
Publisher:
ISBN:
Category :
Languages : en
Pages : 1016
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1016
Book Description
Library of Congress Catalogs
Author: Library of Congress
Publisher:
ISBN:
Category : Monographic series
Languages : en
Pages : 796
Book Description
Publisher:
ISBN:
Category : Monographic series
Languages : en
Pages : 796
Book Description
Pocket Aristotle
Author: Aristotle
Publisher: Simon and Schuster
ISBN: 1439117217
Category : Philosophy
Languages : en
Pages : 395
Book Description
In this extraordinary volume of selections from Aristotle—culled from the monumental Oxford translation by authorities including W.D. Ross, Benjamin Jowett, and Ingram Bywater—editor Justin D. Kaplan has included the most widely read, studied, and quoted works of the great philosopher. Informative notes give the reader a convenient and concise review of each work, illuminating the main ideas. Thoughtfully assembled, The Pocket Aristotle is the essential guide to the man who has often been called the world’s most important thinker.
Publisher: Simon and Schuster
ISBN: 1439117217
Category : Philosophy
Languages : en
Pages : 395
Book Description
In this extraordinary volume of selections from Aristotle—culled from the monumental Oxford translation by authorities including W.D. Ross, Benjamin Jowett, and Ingram Bywater—editor Justin D. Kaplan has included the most widely read, studied, and quoted works of the great philosopher. Informative notes give the reader a convenient and concise review of each work, illuminating the main ideas. Thoughtfully assembled, The Pocket Aristotle is the essential guide to the man who has often been called the world’s most important thinker.
Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Armies and Ecosystems in Premodern Europe
Author: Sander Govaerts
Publisher:
ISBN: 9781641893985
Category :
Languages : en
Pages :
Book Description
Using the ecosystem concept as his starting point, the author examines the complex relationship between premodern armed forces and their environment at three levels: landscapes, living beings, and diseases. The study focuses on Europe's Meuse Region, well-known among historians of war as a battleground between France and Germany. By analyzing soldiers' long-term interactions with nature, this book engages with current debates about the ecological impact of the military, and provides new impetus for contemporary armed forces to make greater effort to reduce their environmental footprint.
Publisher:
ISBN: 9781641893985
Category :
Languages : en
Pages :
Book Description
Using the ecosystem concept as his starting point, the author examines the complex relationship between premodern armed forces and their environment at three levels: landscapes, living beings, and diseases. The study focuses on Europe's Meuse Region, well-known among historians of war as a battleground between France and Germany. By analyzing soldiers' long-term interactions with nature, this book engages with current debates about the ecological impact of the military, and provides new impetus for contemporary armed forces to make greater effort to reduce their environmental footprint.