2024
DOI: 10.24425/ijet.2024.149522
|View full text |Cite
|
Sign up to set email alerts
|

Virtuality engineering in esports

Andrzej Białecki,
Jan Gajewski,
Ryszard Romaniuk

Abstract: Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
0
0

Publication Types

Select...

Relationship

0
0

Authors

Journals

citations
Cited by 0 publications
references
References 52 publications
(58 reference statements)
0
0
0
Order By: Relevance

No citations

Set email alert for when this publication receives citations?