Hardcover. Zustand: As New. Als Mitglied der Konvention zum Schutz der Biologischen Vielfalt (,Biodiversitatskonvention") hat sich Osterreich verpflichtet, neben den wilden Tier-und Pflanzenarten auch Kulturpflanzen und Haustiere als genetische Ressourcen zu schutzen. Mit diesem Band 14/5 der Roten Listen wurde das bewahrte Einstufungskonzept der vorangegangenen vier Bande zum ersten Mal auf Haustierrassen angewandt. Dafur wurde es geringfugig adaptiert, mit dem Ergebnis, dass nun die Einstufung des Gefahrdungsgrades alter Haustierrassen ebenso objektiv nachvollziehbar ist, wie der von wildlebenden Arten. Bearbeitet wurden u. a. Rinder, Pferde und Esel, Schweine, Schafe, Ziegen, Geflugel und Hunde. Angegeben werden neben dem Einstufungsergebnis selbst Bestandssituation, Bestandsentwicklung sowie die Verfugbarkeit geeigneter Lebensraume, die bei Haustieren bestenfalls einen Teil des Jahres im Freiland zu suchen sind und jedenfalls die Haltungsbedingungen und -moglichkeiten des Menschen mit umfassen. Anmerkungen beleuchten zusatzliche Aspekte von Gefahrdungssituation, Schutzprioritaten und Risikofaktoren und geben Empfehlungen fur weitere Massnahmen zur Erhaltung dieses wertvollen Kulturgutes.
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Anbieter: Brook Bookstore On Demand, Napoli, NA, Italien
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Sprache: Englisch
Verlag: Taylor and Francis Ltd, GB, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
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In den WarenkorbPaperback. Zustand: New. The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
EUR 58,91
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In den WarenkorbZustand: New.
Sprache: Englisch
Verlag: Taylor & Francis Ltd, London, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
Anbieter: Grand Eagle Retail, Bensenville, IL, USA
Paperback. Zustand: new. Paperback. The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This books perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment. Over the last decade big data and data mining has received growing interest and importance in game production to process and draw actionable insights from large volumes of player-related data in order to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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In den WarenkorbPaperback / softback. Zustand: New. New copy - Usually dispatched within 4 working days.
Sprache: Englisch
Verlag: Taylor and Francis Ltd, GB, 2021
ISBN 10: 1032091908 ISBN 13: 9781032091907
Anbieter: Rarewaves USA, OSWEGO, IL, USA
Paperback. Zustand: New. The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject.Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
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In den WarenkorbPaperback. Zustand: New.
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In den WarenkorbZustand: As New. Unread book in perfect condition.
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Anbieter: Biblios, Frankfurt am main, HESSE, Deutschland
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In den WarenkorbPaperback. Zustand: Brand New. 306 pages. 9.21x6.14x0.83 inches. In Stock.
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In den WarenkorbPaperback. Zustand: Brand New. 306 pages. 9.21x6.14x0.83 inches. In Stock.
Sprache: Englisch
Verlag: Springer-Verlag New York Inc, 2016
ISBN 10: 3319460994 ISBN 13: 9783319460994
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 79,27
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In den WarenkorbPaperback. Zustand: Brand New. 304 pages. 9.30x6.20x0.69 inches. In Stock.
Sprache: Englisch
Verlag: Springer International Publishing, 2016
ISBN 10: 3319460994 ISBN 13: 9783319460994
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.The 16 full papers, 13 short papers, and 2 posterspresented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature ofentertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.
Sprache: Englisch
Verlag: Springer International Publishing, Springer International Publishing Sep 2016, 2016
ISBN 10: 3319460994 ISBN 13: 9783319460994
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
Taschenbuch. Zustand: Neu. Neuware -This book constitutes the refereed proceedings of the 15th InternationalSpringer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 304 pp. Englisch.