scholarly journals Optimal stochastic multi-states first-order Markov chain parameters for synthesizing daily rainfall data using multi-objective differential evolution in Thailand

2011 ◽  
Vol 20 (1) ◽  
pp. 20-31 ◽  
Author(s):  
Chakkrapong Taewichit ◽  
Peeyush Soni ◽  
Vilas M. Salokhe ◽  
Hemantha P. W. Jayasuriya
MAUSAM ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 67-74
Author(s):  
A. N. BASU

A Markov chain probability model has been fitted to the daily rainfall data recorded at Calcutta. The 'wet spell' and 'weather cycles' are found to obey geometric distribution, The distribution of the number of rainy days per week has been calculated and compared with the actual data.


2019 ◽  
Vol 41 (1) ◽  
pp. 37186 ◽  
Author(s):  
Jader Da Silva Jale ◽  
Sílvio Fernando Alves Xavier Júnior ◽  
Érika Fialho Morais Xavier ◽  
Tatijana Stošić ◽  
Borko Stošić ◽  
...  

2020 ◽  
Vol 7 (2) ◽  
pp. 35
Author(s):  
PRIMA D. RIAJAYA ◽  
M. SHOLEH ◽  
F. T. KADARWATI ◽  
M. RIZAL

<p><strong>Cotton Planting Times in South Sulawesi</strong></p><p>Climatic elements particularly the rainfall strongly influences successful production of rainfed cotton (Gossypium hirsutum). Planting times determined based on more than 20 years daily rainfall data. The rainfall was analyzed using Markov Chain First Order Probability and dryspell probability methods The rainfall data were collected from 46 rainfall stations over Jeneponto, Soppeng, Wajo, Gowa, Bone. Bulukumba. Bantaeng, and Takalar. The planting times varied from the irst week to the fourth week of December for Jeneponto, Takalar, and mostly Gowa. The planting times in Soppeng and Wajo were ranged from the third week of February to the third week of March. Morever, cotton planting times in Bone and Bulukumba were ranged from the third week of March to the third week of April.</p>


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


2016 ◽  
Vol 19 (3) ◽  
pp. 265-296
Author(s):  
Richard D. Evans ◽  
◽  
Glenn R. Mueller ◽  

Metro market real estate cycles for office, industrial, retail, apartment, and hotel properties may be specified as first order Markov chains, which allow analysts to use a well-developed application, ¡§staying time¡¨. Anticipations for time spent at each cycle point are consistent with the perception of analysts that these cycle changes speed up, slow down, and pause over time. We find that these five different property types in U.S. markets appear to have different first order Markov chain specifications, with different staying time characteristics. Each of the five property types have their longest mean staying time at the troughs of recessions. Moreover, industrial and office markets have much longer mean staying times in very poor trough conditions. Most of the shortest mean staying times are in hyper supply and recession phases, with the range across property types being narrow in these cycle points. Analysts and investors should be able to use this research to better estimate future occupancy and rent estimates in their discounted cash flow (DCF) models.


1968 ◽  
Vol 5 (03) ◽  
pp. 648-668
Author(s):  
D. G. Lampard

In this paper we discuss a counter system whose output is a stochastic point process such that the time intervals between pairs of successive events form a first order Markov chain. Such processes may be regarded as next, in order of complexity, in a hierarchy of stochastic point processes, to “renewal” processes, which latter have been studied extensively. The main virtue of the particular system which is studied here is that virtually all its important statistical properties can be obtained in closed form and that it is physically realizable as an electronic device. As such it forms the basis for a laboratory generator whose output may be used for experimental work involving processes of this kind. Such statistical properties as the one and two-dimensional probability densities for the time intervals are considered in both the stationary and nonstationary state and also discussed are corresponding properties of the successive numbers arising in the stores of the counter system. In particular it is shown that the degree of coupling between successive time intervals may be adjusted in practice without altering the one dimensional probability density for the interval lengths. It is pointed out that operation of the counter system may also be regarded as a problem in queueing theory involving one server alternately serving two queues. A generalization of the counter system, whose inputs are normally a pair of statistically independent Poisson processes, to the case where one of the inputs is a renewal process is considered and leads to some interesting functional equations.


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