This book discusses technology and systems to create valuable ideas from data through the construction of knowledge. The primary concern is to make better decisions about economic and management issues in today’s information-flooded society. Human creative activity is in the realm of soft technology, with no physical entity to operate. Focusing on the ability of knowledge as judgment power, this definition results: “Knowledge technology is soft technology that underpins the human creative activities of converting data and information into knowledge, creating new ideas based...
This book discusses technology and systems to create valuable ideas from data through the construction of knowledge. The primary concern ...
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.
The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in...
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs,...
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.
The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in...
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs,...
This book discusses the growing interest in realism in social sciences of the twenty-first century. The first part of this book provides recent discussions on realism in philosophy. The second part describes specific problems that have returned to realism in various fields of the social sciences, such as economics, cultural anthropology, management science, and statistics. This book clarifies what kinds of movements are taking place and consequently the direction in which the social sciences are heading in the future.
Readers would also find that there is...
This book discusses the growing interest in realism in social sciences of the twenty-first century. The first part of this book provides recent d...