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121.
A multivariate generalized Poisson regression model based on the multivariate generalized Poisson distribution is defined and studied. The regression model can be used to describe a count data with any type of dispersion. The model allows for both positive and negative correlation between any pair of the response variables. The parameters of the regression model are estimated by using the maximum likelihood method. Some test statistics are discussed, and two numerical data sets are used to illustrate the applications of the multivariate count data regression model.  相似文献   
122.
The generalized negative binomial distribution (GNBD) was defined and studied by Jain and Consul (1971). The GNBD model has been found useful in many fields such as random walk, queuing theory, branching processes and polymerization reaction in chemistry. In this paper, four methods by which the GNBD model gets generated are discussed. The different methods of estimating the model parameters are provided. By using the bias property, we found that the truncated version of GNBD model provides a better parameter estimates than the GNBD model when fitted to data sets from the GNBD model.  相似文献   
123.
The independent review of children's social care (2022) has proposed a radical reset of England's children's services, shifting a remote, assessment heavy system towards one that works alongside communities to help prevent statutory interventions. However, notions around the harnessing of community resources to deliver Early Help are often underpinned by assumptions regarding the voluntary, community and social enterprise (VCSE) sector and the ease with which such organizations can be integrated into preventative strategies. This paper reports findings from embedded research within a unitary authority in Southwest England during remodelling of its Early Help service to work more collaboratively with local VCSE organizations. The study generated data from ethnographic observations, semi-structured interviews and focus groups with 95 participants, including local parents, service providers, VCSE organizations and Council leaders. The findings illustrate that families value the compassionate, responsive and flexible support available within many VCSE settings. However, differences in practice cultures, regulatory pressures on statutory providers, the need to (re)build trust in communities and sensitivities around power-sharing and resourcing meant negotiating VCSE sector integration was fraught with complexities. Few studies have gained such privileged access to a Local Authority's remodelling of Early Help services, and this paper has significant insights for the debates surrounding the independent review of children's social care (2022) and its recommendation to bring services ‘closer to communities’.  相似文献   
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125.
Journal of Combinatorial Optimization - The hierarchy cost of a hierarchical clustering measures the quality of the induced k-clusterings compared to optimal k-clusterings. It is defined as the...  相似文献   
126.
Erving Goffman's work on interaction in everyday life focuses on joint spatio-temporal and face-to-face situations and denies the constitution of social situations via mediatized interaction. In contrast, we argue that shared immersive media such as Social Virtual Reality enable intense, delocalized forms of co-present interactions that constitute closeness and intimacy. By discussing Goffman in the context of current works that open up his perspective for mediatization, we present an understanding of social situations that focuses on intensity and synchronized embodiment—physical, digital, and corporeal. On the Social VR platform VRChat, synchronized bodies allow for intimate corporeal practices, such as cuddling, dancing, or cybersex. Virtual Reality technology facilitates delocalized forms of affective-bodily interaction, thereby contributing to the social negotiation of mediatized closeness and intimacy—despite physical distance. Our findings are based on a digital ethnographic analysis of lifeworlds and practices of enthusiast VRChat-users, combined with qualitative semi-structured interviews.  相似文献   
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