163 research outputs found
Econometrics models for diagnostics of bank stability
The banking system - is one of the main parts of the market. Development of the commercial banks andthe banking system plays a major role in the financial life of the State [1]. We do analysis of the currentoperational state of the bank on a monthly, quarterly, annual balance sheets. It allows us to allocate risk. Ourprimary objective is to create automatic procedures for making comprehansive econometric analysis of bankstability. The nesessity of solving to this problem lies in the fact that such analysis optimizes bankers' work. Thatin turn will help to accelerate a putting into operation Basel III new reqirements. The econometric model we usecan serve us as an alarming system. In this work we focus on developing methods for determining the stability of the banks and constructing econometric model based on public information with multidimensional scaling [2]
Archives of role-playing’s personal pasts
Tabletop role-playing games (TRPGs) are complex sites of play, and implicated in the production of meaning and affective relationships, characterised by emotional-physical responses. Role-players are encouraged, through the structure and affordances of these games, to build such relationships with (their) game characters, supporting the development of serial narratives and experiences across multiple game sessions. In this short paper, I explore how these affective connections are built and maintained through, and in relation to, character (record) sheets, used in a range of games to specify, represent and ultimately capture and preserve game characters
EVE Online’s war correspondents: player journalism as history
This chapter examines three news sites – EveNews24, TheMittani.com and Crossing Zebras – attendant upon the 12-year old Massively Multiplayer Online Game, EVE Online. It explores the role that EVE’s journalists and the historicising process of journalism play in constructing the game’s history, and considers the relationship between this journalism, fan practice and the game community. It concludes that EVE’s journalism does produce history, but that this is a history of and for an elite group of EVE players, arising from fandom of a particular approach to EVE play
Changing Cultural Coordinates: The Transistor Radio and Space / Time / Identity
In the decade after 1955, the ways in which it was possible to experience listening to radio were transformed in the United States of America: radio, and music listening, would never be the same again. For consumers these shifts were to be found in both when and where people were able to listen, but also in the very sense of how they understood themselves as listeners. In this chapter we explore the ways in which temporal, spatial and identity “reconfigurations” of listeners’ experiences of radio relate to the profound changes in the devices that reproduced the programs for those listeners, in the programs themselves, and in who provided them
Personal Listening Pleasures
Personal listening technologies have been credited with the privatization of listening, yet this idea seems difficult to sustain. In exploring the history of personal listening, this chapter highlights the need to distinguish between notions of private and personal, along with their commonly used synonym, individual. This analysis compels the reader to consider personal listening within its broader cultural context, as something also public, collective and communal. Furthermore, in light of the long history of personal listening practices, it interrogates the complex relationship between technological and cultural imperatives, encouraging the reader to question their assumptions about the causes of cultural change
Gaming Global
The Gaming Global report explores the games environment in:
five EU countries,
• Finland
• France
• Germany
• Poland
• UK
three non-EU countries,
• Brazil
• Russia
• Republic of Korea
and one non-European region.
• East Asia
It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts
Parallel evolutionary pathways to antibiotic resistance selected by biocide exposure
OBJECTIVES: Biocides are widely used to prevent infection. We aimed to determine whether exposure of Salmonella to various biocides could act as a driver of antibiotic resistance. METHODS: Salmonella enterica serovar Typhimurium was exposed to four biocides with differing modes of action. Antibiotic-resistant mutants were selected during exposure to all biocides and characterized phenotypically and genotypically to identify mechanisms of resistance. RESULTS: All biocides tested selected MDR mutants with decreased antibiotic susceptibility; these occurred randomly throughout the experiments. Mutations that resulted in de-repression of the multidrug efflux pump AcrAB-TolC were seen in MDR mutants. A novel mutation in rpoA was also selected and contributed to the MDR phenotype. Other mutants were highly resistant to both quinolone antibiotics and the biocide triclosan. CONCLUSIONS: This study shows that exposure of bacteria to biocides can select for antibiotic-resistant mutants and this is mediated by clinically relevant mechanisms of resistance prevalent in human pathogens
Valuing path dependent options in the variance-gamma model by Monte Carlo with a gamma bridge
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