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The measurement models employed to score tests have been evolving
over the past century from those that focus on the entire test
(true score theory) to models that focus on individual test items
(item response theory) to models that use small groups of items
(testlets) as the fungible unit from which tests are constructed
and scored (testlet response theory, or TRT). In this book, the
inventors of TRT trace the history of this evolution and explain
the character of modern TRT. Written for researchers and
professionals in statistics, psychometrics, and educational
psychology, the first part offers an accessible introduction to TRT
and its applications. The second part presents a comprehensive,
self-contained discussion of the model couched within a fully
Bayesian framework. Its parameters are estimated using Markov chain
Monte Carlo procedures, and the resulting posterior distributions
of the parameter estimates yield insights into score stability that
were previously unsuspected.
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 socially suited 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.
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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 (Paperback, 1st ed. 2022)
Yujiu Yang, Xiao Hui Wang, Liang-Jie Zhang
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R1,630
Discovery Miles 16 300
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Ships in 10 - 15 working days
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This book constitutes the proceedings of the International
Conference on Cognitive Computing, ICCC 2022, held as part of SCF
2022 in December 2022. The conference was held in Honolulu, USA.
The 6 full and 2 short papers presented in this volume were
carefully reviewed and selected from 17 submissions. The papers
cover all aspects of Sensing Intelligence (SIJ as a Service
(SlaaS). Cognitive Computing is a sensing-driven computing (SDC)
scheme that explores and integrates intelligence from all types of
senses in various scenarios and solution contexts.
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