3 research outputs found

    Value in the territorial brand: The case of champagne

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    Purpose– The aim of this study is to consider how key actors in a territorial brand view the creation of value, and how it is balanced between the territorial and individual brands – using champagne as a means of exploring this.Design/methodology/approach– The project was exploratory and a qualitative process involving interviews with key actors in the region was adopted.Findings– Members of the champagne industry adopt a range of views about the nature of value, focusing on image, reputation and perceived quality, but varying between an individualist approach (which considers that value creation lies with the proprietary brands) and a more collectivist perspective, which considers it is predominantly the result of the territorial brand.Research limitations/implications– Research into the organisation of territorial brands is just beginning; while merely exploratory this research suggests that issues around value merit further consideration.Practical implications– Actors within a territorial brand need to clearly negotiate how they view value in order to maintain coherence and a common message. They may also need to pay more attention to issues around brand co-creation.Originality/value– No research in this precise field has previously been carried out and this study highlights variations in the perceptions of key actors within a territorial brand.</jats:sec

    ΠœΠ°Ρ‚Π΅ΠΌΠ°Ρ‚ΠΈΡ‡Π΅ΡΠΊΠ°Ρ модСль ΠΎΠ΄Π½ΠΎΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΡΠΊΠΎΠΉ ΠΊΠΎΠΌΠΏΡŒΡŽΡ‚Π΅Ρ€Π½ΠΎΠΉ ΠΈΠ³Ρ€Ρ‹, воспроизводящСй Π΄ΡƒΡΠ»ΡŒΠ½Ρ‹ΠΉ Π±ΠΎΠΉ Ρ‚Π°Π½ΠΊΠΎΠ²

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    In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield.Π’ ΡΠΎΠ²Π΅Ρ€ΡˆΠ΅Π½ΡΡ‚Π²ΠΎΠ²Π°Π½ΠΈΠΈ ΠΊΠΎΠΌΠΏΡŒΡŽΡ‚Π΅Ρ€Π½Ρ‹Ρ… ΠΈΠ³Ρ€, воспроизводящих Π±ΠΎΠΉ Ρ‚Π°Π½ΠΊΠΎΠ², ΠΌΠΎΠΆΠ½ΠΎ Π²Ρ‹Π΄Π΅Π»ΠΈΡ‚ΡŒ Π΄Π²Π΅ Π·Π°Π΄Π°Ρ‡ΠΈ: ΡƒΠ²Π΅Π»ΠΈΡ‡Π΅Π½ΠΈΠ΅ ΠΊΠΎΠ»Π»Π΅ΠΊΡ†ΠΈΠΈ ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Ρ… срСдств, ΠΏΡ€Π΅Π΄ΡΡ‚Π°Π²Π»ΡΡŽΡ‰ΠΈΡ… собой Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΏΡ€ΠΎΡ‚ΠΎΡ‚ΠΈΠΏΡ‹ Ρ€Π΅Π°Π»ΡŒΠ½Ρ‹Ρ… ΠΎΠ±Ρ€Π°Π·Ρ†ΠΎΠ² Ρ‚Π°Π½ΠΊΠΎΠ²; обСспСчСнии рСалистичности ΠΈΠ³Ρ€Ρ‹. Для Ρ€Π΅ΡˆΠ΅Π½ΠΈΡ этих Π·Π°Π΄Π°Ρ‡ Π½Π΅ΠΎΠ±Ρ…ΠΎΠ΄ΠΈΠΌ инструмСнт, ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡŽΡ‰ΠΈΠΉ ΡΠΎΠΏΠΎΡΡ‚Π°Π²ΠΈΡ‚ΡŒ ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Π΅ возмоТности Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… ΠΌΠ°Ρ€ΠΎΠΊ Ρ‚Π°Π½ΠΊΠΎΠ² с Π±ΠΎΠ΅Π²Ρ‹ΠΌΠΈ возмоТностями ΠΈΡ… Ρ€Π΅Π°Π»ΡŒΠ½Ρ‹Ρ… ΠΏΡ€ΠΎΡ‚ΠΎΡ‚ΠΈΠΏΠΎΠ², Π² качСствС ΠΊΠΎΡ‚ΠΎΡ€ΠΎΠ³ΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ ΠΌΠ°Ρ‚Π΅ΠΌΠ°Ρ‚ΠΈΡ‡Π΅ΡΠΊΡƒΡŽ модСль ΠΊΠΎΠΌΠΏΡŒΡŽΡ‚Π΅Ρ€Π½ΠΎΠΉ ΠΈΠ³Ρ€Ρ‹, Π²ΠΎΡΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡ‰ΡƒΡŽ Π΄ΡƒΡΠ»ΡŒΠ½Ρ‹ΠΉ Π±ΠΎΠΉ Ρ‚Π°Π½ΠΊΠΎΠ². Указанная модСль удовлСтворяСт ΡΠ»Π΅Π΄ΡƒΡŽΡ‰ΠΈΠΌ трСбованиям: ΠΏΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ, воспроизводимых Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ, соотвСтствуСт ΠΏΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°Ρ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΠΈ ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ, Ρ€Π΅Π°Π»ΠΈΠ·ΡƒΠ΅ΠΌΡ‹Ρ… ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ Π² процСссС ΠΈΠ³Ρ€Ρ‹; максимальноС количСство боСприпасов, ΠΊΠΎΡ‚ΠΎΡ€ΠΎΠ΅ ΠΌΠΎΠΆΠ΅Ρ‚ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒΡΡ Ρ‚Π°Π½ΠΊΠΎΠΌ Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ, Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ Ρ€Π°Π·ΠΌΠ΅Ρ€Ρƒ Π±ΠΎΠ΅ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡ‚Π° Ρ‚Π°Π½ΠΊΠ°. Π”ΡƒΡΠ»ΡŒ продолТаСтся Π΄ΠΎ Ρ‚Π΅Ρ… ΠΏΠΎΡ€, ΠΏΠΎΠΊΠ° Π½Π΅ Π±ΡƒΠ΄Π΅Ρ‚ ΠΏΠΎΡ€Π°ΠΆΡ‘Π½ ΠΎΠ΄ΠΈΠ½ ΠΈΠ· Ρ‚Π°Π½ΠΊΠΎΠ², ΠΈΠ»ΠΈ ΠΏΠΎΠΊΠ° Π½Π΅ Π±ΡƒΠ΄ΡƒΡ‚ израсходованы всС ΠΈΠΌΠ΅ΡŽΡ‰ΠΈΠ΅ΡΡ для пораТСния ΠΏΡ€ΠΎΡ‚ΠΈΠ²Π½ΠΈΠΊΠ° ΠΏΡƒΡˆΠ΅Ρ‡Π½Ρ‹Π΅ выстрСлы. НСобходимо Π½Π°ΠΉΡ‚ΠΈ вСроятности Π²ΠΎΠ·ΠΌΠΎΠΆΠ½Ρ‹Ρ… исходов Π΄ΡƒΡΠ»ΡŒΠ½ΠΎΠ³ΠΎ боя, матСматичСскоС ΠΎΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ Π΅Π³ΠΎ ΠΏΡ€ΠΎΠ΄ΠΎΠ»ΠΆΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΠΈ, матСматичСскоС ΠΎΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ расхода боСприпасов ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ΠΈΠ· сторон.РСшСниС Π·Π°Π΄Π°Ρ‡ΠΈ ΠΏΠΎΠ»ΡƒΡ‡Π΅Π½ΠΎ ΠΏΡƒΡ‚Ρ‘ΠΌ построСния матСматичСской ΠΌΠΎΠ΄Π΅Π»ΠΈ ΠΏΠΎ схСмС ΠœΠ°Ρ€ΠΊΠΎΠ²ΡΠΊΠΎΠ³ΠΎ случайного процСсса с дискрСтными состояниями ΠΈ Π½Π΅ΠΏΡ€Π΅Ρ€Ρ‹Π²Π½Ρ‹ΠΌ Π²Ρ€Π΅ΠΌΠ΅Π½Π΅ΠΌ. Π Π΅Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ Π² Π²ΠΈΠ΄Π΅ ΠΏΡ€ΠΎΠ³Ρ€Π°ΠΌΠΌΡ‹ ΠΌΠΎΠ΄Π΅Π»ΠΈ Π΄ΡƒΡΠ»ΡŒΠ½ΠΎΠ³ΠΎ боя Ρ‚Π°Π½ΠΊΠΎΠ² ΠΈ ΠΌΠΎΠΆΠ΅Ρ‚ Π±Ρ‹Ρ‚ΡŒ использовано ΠΏΡ€ΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠ΅ ΠΊΠΎΠΌΠΏΡŒΡŽΡ‚Π΅Ρ€Π½ΠΎΠΉ ΠΈΠ³Ρ€Ρ‹ ΠΆΠ°Π½Ρ€Π° Ρ‚Π°Π½ΠΊΠΎΠ²Ρ‹Ρ… симуляторов для ΠΎΡ†Π΅Π½ΠΊΠΈ ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Ρ… возмоТностСй Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Ρ‚Π°Π½ΠΊΠΎΠ² Π² Π΄ΡƒΡΠ»ΡŒΠ½ΠΎΠΌ бою ΠΏΠΎ Π΄Π°Π½Π½Ρ‹ΠΌ ΠΎ Ρ€Π°Π·ΠΌΠ΅Ρ€Π°Ρ… ΠΈΡ… Π±ΠΎΠ΅ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡ‚ΠΎΠ² ΠΈ интСнсивностях ΠΏΠ΅Ρ€Π΅Ρ…ΠΎΠ΄Π° ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ процСсса ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ состояния Π² Π΄Ρ€ΡƒΠ³ΠΎΠ΅; для ΠΏΠΎΠ΄Π±ΠΎΡ€Π° Π·Π½Π°Ρ‡Π΅Π½ΠΈΠΉ интСнсивностСй ΠΏΠ΅Ρ€Π΅Ρ…ΠΎΠ΄Π° ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ процСсса ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ состояния Π² Π΄Ρ€ΡƒΠ³ΠΎΠ΅, исходя ΠΈΠ· Π΄Π°Π½Π½Ρ‹Ρ… ΠΎ ΠΏΡ€Π΅Π΄ΠΏΠΎΠ»Π°Π³Π°Π΅ΠΌΡ‹Ρ… ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Ρ… возмоТностях Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Ρ‚Π°Π½ΠΊΠΎΠ² Π² Π΄ΡƒΡΠ»ΡŒΠ½ΠΎΠΌ бою. Π’Π°ΠΊΠΈΠΌ ΠΎΠ±Ρ€Π°Π·ΠΎΠΌ, данная модСль ΠΌΠΎΠΆΠ΅Ρ‚ Π±Ρ‹Ρ‚ΡŒ использована участниками ΠΈΠ³Ρ€Ρ‹ для провСдСния собствСнных исслСдований; Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Ρ‡ΠΈΠΊΠ°ΠΌΠΈ ΠΊΠΎΠΌΠΏΡŒΡŽΡ‚Π΅Ρ€Π½Ρ‹Ρ… ΠΈΠ³Ρ€, для настройки ΠΈΠ³Ρ€Ρ‹, задания Ρ‚Π°ΠΊΠΈΡ… Π·Π½Π°Ρ‡Π΅Π½ΠΈΠΉ интСнсивностСй ΠΏΠ΅Ρ€Π΅Ρ…ΠΎΠ΄Π° ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ процСсса ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ состояния Π² Π΄Ρ€ΡƒΠ³ΠΈΠ΅, ΠΏΡ€ΠΈ ΠΊΠΎΡ‚ΠΎΡ€Ρ‹Ρ… ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Π΅ возмоТности Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Ρ… Ρ‚Π°Π½ΠΊΠΎΠ², Π±ΡƒΠ΄ΡƒΡ‚ ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ Π±ΠΎΠ΅Π²Ρ‹ΠΌ возмоТностям ΠΈΡ… Ρ€Π΅Π°Π»ΡŒΠ½Ρ‹Ρ… ΠΏΡ€ΠΎΡ‚ΠΎΡ‚ΠΈΠΏΠΎΠ² Π½Π° ΠΏΠΎΠ»Π΅ боя

    Mathematical Single-Player Computer Game Model to Reproduce Duel Fight of Tanks

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    In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield
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