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Book part
Publication date: 9 March 2021

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The Emerald Handbook of Blockchain for Business
Type: Book
ISBN: 978-1-83982-198-1

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Book part
Publication date: 25 October 2023

Sumesh Singh Dadwal

As the size of the population is growing and the capacity of the planet Earth is limited, human beings are searching for sustainable and technology-enabled solutions to support…

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As the size of the population is growing and the capacity of the planet Earth is limited, human beings are searching for sustainable and technology-enabled solutions to support society, ecology and economy. One of the solutions has been developing smart sustainable cities. Smart sustainable cities are cities as systems, where their infrastructure, different subsystems and different functional domains are virtually connected to the information and communication technologies (ICT) and internet via sensors and devices and the Internet of Things (IoT), to collect and process real-time Big Data and make efficient, effective and sustainable solutions for a democratic and liveable city for its various stakeholders. This chapter explores the concepts and practices of sustainable smart cities across the globe and explores the use of technologies such as IoT, Blockchain technology and Cloud computing, etc. their challenges and then presents a view on business models for sustainable smart cities.

Book part
Publication date: 23 May 2024

Henry Jonathan, Hesham Magd and Shad Ahmad Khan

Artificial intelligence and augmented reality are two key tools gaining importance in the digital era due to their wide range of applications in different fields and sectors…

Abstract

Artificial intelligence and augmented reality are two key tools gaining importance in the digital era due to their wide range of applications in different fields and sectors. Industry 4.0 lays emphasis principally on the technology used to help the business remain competitive and sustainable. Sustainable development goals are another important objective of the UN which has laid responsibility for every business to support addressing the global challenges. Purpose: This chapter essentially aims to present the standpoint of artificial intelligence and augmented reality in meeting the sustainability perspective of organizations. Information about the study is gathered through secondary approaches, critically reviewing published literature, scientific reports, and statistical data accessible through business reports, and corporate websites. Further analyzed to present the perspectives of the authors in the study. Globally artificial intelligence market size is predicted to reach $190 billion by 2025, while the funding for startups doubled during the period 2011–2020 globally. The investment in artificial intelligence is going to reach $500 by 2024 resulting in substantial revenue returns. The augmented reality market size could reach $97 billion by 2028. Artificial intelligence today is increasingly used in many fields and is attracting multiple applications in many sectors such as manufacturing, retail, education, IT, and health care and has also contributed to sustainable development the same time by providing energy conservation options, optimization, and reduction of resources, minimizing wastage, offering timely assistance on maintenance schedules, practices which are enabling organizations to reach closer to sustainability and transformation.

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Navigating the Digital Landscape
Type: Book
ISBN: 978-1-83549-272-7

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Advances in Librarianship
Type: Book
ISBN: 978-0-12024-617-5

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Book part
Publication date: 19 July 2022

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Big Data: A Game Changer for Insurance Industry
Type: Book
ISBN: 978-1-80262-606-3

Book part
Publication date: 22 November 2012

Denise M. Pheils

Virtualization is the simulation or emulation of computer resources to the user (Grauer, n.d.; Simpson, 2008). This chapter discusses virtualization as a viable classroom…

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Virtualization is the simulation or emulation of computer resources to the user (Grauer, n.d.; Simpson, 2008). This chapter discusses virtualization as a viable classroom methodology for providing students with course relevant hands-on experience (Simpson, 2008) while synchronizing course specific content in traditional on-ground and online courses (Pheils, 2010). More specifically, this chapter provides an overview of virtualization, detailing several open source tools, and offering possible applications for incorporation into other courses including free resources for sample content. Proof-of-concept is established through examples of successful usage at two colleges. The adoption of virtualization within course development may provide a solution that spans disciplines and offers students the ability to practice and further their studies beyond the classroom.

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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

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Marketing in Customer Technology Environments
Type: Book
ISBN: 978-1-83909-601-3

Book part
Publication date: 11 June 2021

Rakibul Hasan, Park Thaichon and Scott Weaven

The main objective of this chapter is broadening the understanding of anthropomorphic artificial intelligence (AI) (e.g. avatars, humanoid robots, chatbots) in both physical and…

Abstract

The main objective of this chapter is broadening the understanding of anthropomorphic artificial intelligence (AI) (e.g. avatars, humanoid robots, chatbots) in both physical and digital environments. The chapter strives to demonstrate how organisations can curate relationship marketing and enhance customer experience by employing anthropomorphic AI. To achieve this, the chapter extends existing understanding in three ways. First, it explains the interconnectivity between relationship marketing and customer experience. Second, it presents anthropomorphic AI along with its different characteristics and technologies. Third, it offers some real-life uses cases and examples of such AI drawing from practical insights into five selected industries. Overall, the chapter provides some food of thoughts concerning the successful application and deployment of anthropomorphic AI in marketing practices.

Book part
Publication date: 22 November 2012

Maurice Eugene Dawson and Imad Al Saeed

As costs around the world continue to rise for education, institutions must become innovative in the ways they teach and grow students. To do this effectively, professors and…

Abstract

As costs around the world continue to rise for education, institutions must become innovative in the ways they teach and grow students. To do this effectively, professors and administrative staff should push toward the utilization of Open Source Software (OSS) and virtual tools to enhance or supplement currently available tools. In developing countries, OSS applications would allow students the ability to learn critical technological skills for success at small fraction of the cost. OSS also provides faculty members the ability to dissect source code and prepare students for low-level software development. It is critical that all institutions look at alternatives in providing training and delivering educational material regardless of limitations going forward as the world continues to be more global due to the increased use of technologies everywhere. Doing this could provide a means of shortening the education gap in many countries. Through reviewing the available technology, possible implementations of these technologies, and the application of these items in graduate coursework could provide a starting point in integrating these tools into academia. When administrators or faculty debate the possibilities of OSS, gaming, and simulation tools, this applied research provides a guide for changing the ability to develop students that will be competitive on a global level.

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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

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