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  • Spar 15%
    av Teruaki Hayashi
    1 466 - 1 582,-

    This book explores the employment of market mechanisms for data-interactive innovations. Based on the concept of innovators' marketplaces the book introduces a new concept of 'data jackets' to enable analysis of what kind of data exist, where they are located, and what kind of information they hold, even if the contents of data cannot be made publicly available.The book presents the concept of a marketplace for data in the case of data-interactive innovations. It introduces the marketplace as a platform for value-based exchange of data and - based on the idea of the innovators' marketplace - explains how data jackets can be utilized independently from the actual contents of the data. Specific chapters deepen the understanding of variables, constraints and intentions as constituent parts of data jackets, and the extension to variable quest, a process towards the design of data. A number of case studies showcases how the methods and processes presented can be employed in real-life contexts. Finally the authors present some extensions of the concept for web-based IMDJ and connections to business information system and an outlook.

  • Spar 15%
    av Yukio Ohsawa
    1 582 - 2 241,-

    This book states that data users often suffer from the difficulty of acquiring knowledge for decision-making, and others are unsure how existing data are useful. The reader will be released from these dilemmas and enabled to act beyond patterns in past events by creating a process to interact with the data market and the dynamic real-world rich in new events.We present new approaches from the aspects of computation, communication, and their integration, to readers including analysts in sciences and businesses, systems managers, and learners desiring to design knowledge to learn. We show clues to explaining causalities in the target world of a black-box AI of which users may seek a predictive performance. For obtaining interpretable knowledge, we show the integration of model- and data-driven approaches, the analysis and perception of signals from data acquired in the cyber or the real word, and creative communication which connects demands to data by visualizing the data market as a place for innovations

  • - Using Games to Activate and Train Innovators
    av Yukio Ohsawa & Yoko Nishihara
    1 398,-

    With numerous illustrations, this volume guides readers through both the components and the overall process of Innovators' Marketplace, a game-based business innovation learning tool that allows players to both invent and evaluate commercial ideas.

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