Xiaohui Wang – författare
624 kr
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1 338 kr
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Cognitive Computing – ICCC 2022
6th International Conference, Held as Part of the Services Conference Federation, SCF 2022, Honolulu, HI, USA, December 10-14, 2022, Proceedings
617 kr
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815 kr
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Artificial Intelligence and Mobile Services – AIMS 2023
12th International Conference, Held as Part of the Services Conference Federation, SCF 2023, Honolulu, HI, USA, September 23–26, 2023, Proceedings
617 kr
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815 kr
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This book constitutes the refereed proceedings of the 12th International Conference on Artificial Intelligence and Mobile Services, AIMS 2023, Held as Part of the Services Conference Federation, SCF 2023, Honolulu, HI, USA, September 23–26, 2023.
The 9 full papers presented together and selected from 16 submissions. The conference focuses on AI modeling; AI analysis; AI & mobile applications; AI architecture; AI management; AI engineering; mobile backend as a service (MBaaS); and user experience of AI & mobile services.
1 299 kr
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1 733 kr
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This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry.
Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy.
As a new cultural phenomenon, eSports are politically, economically, culturally, and sociallysuited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry.The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.648 kr
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1 299 kr
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