自己紹介/私の成分/どんな人生を歩んできたのか/どんな資質があるのか/何ができるのか/どんな仕事をしてきたのか/どんなスキルがあるのか/何をやりたいのか
Self-introduction / I of component / what life was come in have been whether / what qualities is whether / what can be either / any job there is and whether / what skills've been to / What do you want to do
自己紹介/私の成分/どんな人生を歩んできたのか/どんな資質があるのか/何ができるのか/どんな仕事をしてきたのか/どんなスキルがあるのか/何をやりたいのか
Self-introduction / I of component / what life was come in have been whether / what qualities is whether / what can be either / any job there is and whether / what skills've been to / What do you want to do
NagoyaStat #9 で使用した資料です(公開に当たって口頭の内容を補完したものになります)。
「StanとRでベイズ統計モデリング」の第7章になります。
内容は単に回帰分析を行うだけではダメなケースについての取り扱い方について、著者の流儀について理解しようというものになります。
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The title of textbook is "Bayesian statistical modeling with Stan and R", and that of Chapter 7 in textbook is "Troublesome situation in regression analysys" in English.
UXとデザインまとめ by 上野学 - presentation from UX まとめ 2015 Sociomedia
2015年12月11日に行われた「UXまとめ2015」における上野学のプレゼンテーションです。
A presentation given by Manabu Ueno in UX matome 2015, Dec 11th 2015.
イベントの様子はこちらのイベントレポートから
https://www.sociomedia.co.jp/6819
NagoyaStat #9 で使用した資料です(公開に当たって口頭の内容を補完したものになります)。
「StanとRでベイズ統計モデリング」の第7章になります。
内容は単に回帰分析を行うだけではダメなケースについての取り扱い方について、著者の流儀について理解しようというものになります。
---
The title of textbook is "Bayesian statistical modeling with Stan and R", and that of Chapter 7 in textbook is "Troublesome situation in regression analysys" in English.
UXとデザインまとめ by 上野学 - presentation from UX まとめ 2015 Sociomedia
2015年12月11日に行われた「UXまとめ2015」における上野学のプレゼンテーションです。
A presentation given by Manabu Ueno in UX matome 2015, Dec 11th 2015.
イベントの様子はこちらのイベントレポートから
https://www.sociomedia.co.jp/6819
The document summarizes the structure and history of the visual novel game industry in Japan. It finds that visual novel games have a uniquely large narrative volume for their production cost compared to other media like novels and manga. Many visual novel game developers started as doujin (hobbyist) groups, and the industry serves as a talent pool for other media. The visual novel format is well-suited for producing epic stories at low cost.
1. In the 2000s, the handheld game console market reversed and surpassed the home console market due to soaring development costs for home consoles.
2. Mobile phone games became popular around 2003 when QVGA liquid crystal displays became common, though the non-social game market was saturated by 2010.
3. Japanese game companies struggled to enter the online games market, while their games did not sell as well overseas and the country lost international competitiveness in the game industry.
The document discusses the origins and evolution of Japanese role-playing games (JRPGs). It notes that while the first Dragon Quest games are difficult to define as JRPGs, they were an important milestone that helped popularize RPGs in Japan. The document then outlines the early history of RPGs in Japan in the 1980s, including the localization and simplification of Western RPGs (WRPGs) to make them more accessible to Japanese audiences. This "easiness revolution" helped establish JRPGs as having simpler and more narrative-driven designs compared to mechanically-focused WRPGs, leading JRPGs to diverge and evolve into their own unique genre over subsequent decades.