Download Applied Computing & Information Technology by Roger Lee (eds.) PDF

By Roger Lee (eds.)

This edited e-book offers clinical result of the 3nd foreign convention on utilized Computing and data know-how (ACIT 2015) which used to be hung on July 12-16, 2015 in Okayama, Japan. the purpose of this convention was once to compile researchers and scientists, businessmen and marketers, lecturers, engineers, laptop clients, and scholars to debate the various fields of desktop technological know-how and to percentage their studies and trade new principles and knowledge in a significant approach. study effects approximately all points (theory, functions and instruments) of computing device and data technology, and to debate the sensible demanding situations encountered alongside the way in which and the recommendations followed to resolve them.

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HTML5-benchmark HTML5-benchmark. com/. Cited 1 Feb 2015 18. : Teaching object-oriented programming laboratory with computer game programming. IEEE Trans. Educ. 50(3), 197–203 (2007) Feature Extraction and Cluster Analysis Using N-gram Statistics for DAIHINMIN Programs Seiya Okubo, Takaaki Ayabe and Tetsuro Nishino Abstract In this paper, we elucidate the characteristics of the computer program to play DAIHINMIN, which is a popular Japanese card game with imperfect information. First, we propose a method to extract feature values using the n-gram statistics and a cluster analysis method using the feature values.

Teaching object-oriented programming laboratory with computer game programming. IEEE Trans. Educ. 50(3), 197–203 (2007) Feature Extraction and Cluster Analysis Using N-gram Statistics for DAIHINMIN Programs Seiya Okubo, Takaaki Ayabe and Tetsuro Nishino Abstract In this paper, we elucidate the characteristics of the computer program to play DAIHINMIN, which is a popular Japanese card game with imperfect information. First, we propose a method to extract feature values using the n-gram statistics and a cluster analysis method using the feature values.

Chen et al. Phase 1 Phase 2 M1 time M2 time M3 time 51:36 16:08 30:52 15:07 01:43 01:34 M3, the participant re-tests the game simply by playing it. Again, the time that the participant spent on each method is recorded. The resulting average testing cost (human time) is shown in Table 1. The answer to each of the research questions is listed as follows: RQ1: How much cost (human time) do M1, M2, and M3 require? Answer: The cost of each method is given in Table 1. For both phases in the case study, M1 was slower than M2, and M2 was slower than M3.

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