-
4841.2015年中国网络婚恋交友行业报告
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2015-08-04]
根据1980年至2000年中国人口出生数量发展趋势,1980年至1991年是中国生育高峰期,且在1990年达到顶峰。1985年以后出生的人群(即30岁以下)进入婚恋需求高峰期,未来十年将是中国适婚人群的婚恋高峰。
关键词:网络婚恋;网络交友;数据挖掘
-
4842.中国媒体娱乐市场报告(2015-2019年)
[文化、体育和娱乐业] [2015-07-07]
The media and entertainment industry, which includes major sources of entertainment, such as TV, music, games, books, and movies, is constantly undergoing changes worldwide.
关键词:中国;娱乐;媒体;市场分析
-
4843.美国射箭设备市场报告(2015-2019年)
[文化、体育和娱乐业] [2015-06-11]
Archery is an outdoor sport, wherein bows are used to propel arrows. Although the art of archery has been practiced for a long time, it was introduced in the Olympic Games in 1990. Initially, archery was used for hunting and on battlefields. However, most people consider it as a sport. Various innovations in both products and services have made archery one of the most popular outdoor sports in the country.
关键词:射箭;户外运动;弓;各种创新
-
4844.美国社交游戏市场报告(2015-2019年)
[信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2015-05-09]
Social gaming refers to online games played on social media platforms, networks, or within social media applications. The popularity of social games stems from the collaboration between Facebook and Farmville, a game developed by Zynga in 2009. The US is one of the biggest markets for social games. The presence of a large number of people with accounts on social networking sites and other platforms is fostering the market growth. Most vendors launch advanced games in the US to tap the growing market and generate additional revenue. For instance, games such as Candy Crush Saga and the FIFA series witnessed an increase in their gaming base following their launch on social media platforms in the US.
关键词:社交游戏;社交媒体平台;网络;社交媒体应用程序;Facebook
-
4845.全球音乐流媒体服务市场报告(2015-2019年)
[文化、体育和娱乐业] [2015-05-09]
Music streaming enables users to listen to music using a device that is connected to the Internet. The service provider purchases digital rights from music recording companies and, based on their subscription type, users can access tracks listed on the service provider's application and website. Many service providers offer online radio streaming services. Users can also download songs and playlists directly onto their devices for offline listening as well.
关键词:音乐流媒体;互联网的设备;数字权利;应用程序
-
4846.全球演讲捕捉解决方案市场报告(2015-2019年)
[文化、体育和娱乐业,教育] [2015-05-07]
Lecture capture solutions refer to technologies that capture, create, manage, broadcast, and archive lectures. These technologies record the presenter's content, synchronize it with any visual aid and either stream the content live, or archive it for on-demand viewing on a computer or mobile device. In addition to these features, interactivity, and the solution's ability to paint any presentation content with the trainer's audio and video accelerates its usage in the academic, corporate, government, healthcare, and education sectors. The global lecture capture solutions market is expected to reach $672.25 million by 2019, growing at a CAGR of 19.45% during the period 2014-2019. The market is still in its growth stage and is yet to expand worldwide. North America holds a dominant position with 51.36% of the market share, owing to widespread online education in schools and colleges in that region. Next is Europe, which is also expanding with a 23.12% market share. The APAC is the fastest growing market and is expected to generate substantial revenues at the end of the forecast period. Both Latin America and the MEA, being emerging regions, are expected to grow rapidly, even though they hold comparatively small market shares.
关键词:演讲捕捉解决方案;技术;捕捉;创建;管理;广播;移动设备;功能;互动性
-
4847.知识诊断与教育游戏设计方面概率模型的应用
[教育,信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2015-05-01]
This research develops computational models of teaching and learning and combines these models with machine learning algorithms to interpret learners’ actions and customize instruction based on these interpretations. This approach results in frameworks that can be adapted to a variety of educational domains, with the frameworks clearly separating components that can be shared across tasks and components that are customized based on the educational content. Using this approach, this dissertation addresses three major questions: (1) How can one diagnose learners’ knowledge from their behavior in games and virtual laboratories? (2) How can one predict whether a game will be diagnostic of learners’ knowledge? and (3) How can one customize instruction in a computer-based tutor based on a model of learning in a domain?
关键词:知识诊断;教育游戏;教育游戏设计;概率模型
-
4848.美国家庭娱乐市场报告(2015-2019年)
[文化、体育和娱乐业] [2015-04-11]
The Home Entertainment market in the US comprises films, TV programs, and other premium content available in both digital and physical formats. The revenue from these includes rentals, sales, and subscriptions related to DVDs and BDs, OTT, streaming, TV subscription, and EST. With constant changes in consumer lifestyles and rapid changes in technology, consumers are buying different types of audio and video equipment, with advanced features, to enhance their entertainment experience at home.
关键词:家庭娱乐市场;电影;电视节目;数字和物理;格式
-
4849.全球手机游戏市场报告(2015-2019年)
[文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2015-04-07]
Mobile games are played on mobile devices such as tablets and smartphones. These games are either played on the internet or after installation on mobile devices. Non-network mobile gaming applications can also be downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device platform to run the gaming software.
关键词:移动玩法;移动设备;互联网;游戏;应用程序
-
4850.全球数字报纸出版市场报告(2015-2019年)
[文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2015-03-28]
Publishing is the process of the development, acquisition, copy-editing/editing, designing, production, marketing, and distribution of content through both physical and electronic media. Newspaper publishing is the production and distribution of newspapers. The process includes news gathering, writing columns, advertisements, printing, selling, and distribution.
关键词:发展;采集;复制编辑/编辑;设计;生产;销售;新闻采访;写作专栏;广告