Introduction: The following case studies are intended to provide practical guidance for early years providers, schools, academy trusts, Music Hubs, and others looking to strengthen their music education provision and to inspire young people by...
Authors: John Ferguson Mathers Affiliations: School of Sport, University of Stirling, Stirling, United Kingdom. Journal: The Sport Psychologist Abstract: Success on the Association of Tennis Professionals (ATP) World Tour requires a specific blend of perceptuo-motor...
It’s safe to say that 2020 has changed the way we behave, both inside and outside of our homes. COVID-19 has affected every industry, from travel to campaigning, and the sports industry is not the same. Our mirror time has increased dramatically, and as a...
Chatbots by behaving as a conversational partner via auditory or textual methods can replace the manpower required for interactions. Chatbots are estimated to save more than $8 billion, according to a study released by UK-based Juniper Research. WhatsApp has 1.6...
Multimedia Location Services (JBI Studios) vs. Service Application (JBI Connect) JBI Connect is used as a fast and convenient social media portal. It should not be used for complex tasks or tasks that require actions, multiple entries, screen renaming, or other...
ABSTRACT Purpose- This study aims to determine the effect of recreational entertainment activities including indoor and outdoor games, contests, competitions, festivals and celebrations of various events, etc. conducted by organizations on job satisfaction of...
Artificial Reality vs Virtual Reality| It defines differences and similarities What is Virtual Reality (VR)? To help answer the questions surrounding Artificial Reality vs Virtual Reality, let’s define them both, starting with VR. Virtual reality represents...
Augmented reality (AR) and virtual reality (VR) are often said to be in the same energy, which may make sense, say, and a bargain for these related forces. Tom and Emrich, AR / VR expert and general manager of Augmented World Expo, said: “AR and VR share a...
At 23%, 18–34 year-olds account for a greater share of the population in China than their US or regional counterparts. As millennials in China gain greater economic independence, expect to see strong growth in paid-for mobile entertainment. 18–34, year-old...
Abstract WAP-G represents a current real-world case study (Q4 2000), covering the practicalities of major mobile entertainment services as it is currently being developed as a prototype by European Internet service providers. Software platforms for mobile...
Mobile Game Publishers face tough decisions regarding the distribution of their games on a daily basis: localization, app store roll-out, user acquisition spend. They need solid data to understand their markets and their users in order to back these important choices....
The traditional media industry has taken a huge hit over the past few years. Since the boom of online media and social media, newspapers have been replaced by online news sites, printed books have been replaced by Kindles and e-readers, and video rental stores have...