Blockchain-Enabled Automatic Learning Method for Digital Gaming Systems Based on Big Data

Lianghuan Zhong, Chao Qi, Yuhao Gao
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Abstract

Big data technology helps with any real-world problem involving a large amount of data. The cost of dealing with huge amounts of data is reduced by deploying big data technologies on cloud-based infrastructure. New technologies like artificial intelligence (AI) and virtual reality (VR) rapidly transform the gaming industry. It is possible that blockchain technology could transform gaming from a pastime into a potential source of income. A standard learning system cannot meet students' unique learning requirements; therefore, an intelligent system must be developed. This article explores the development of an intelligent higher education system based on big data (IHES-BD). Using big data, teachers assess and predict the learning behavior of their students. The effect of their lessons can be relayed back to them to help students develop knowledge; it connects knowledge points related to the issues. According to the study's findings, the average time spent weekly playing video games is 12 hours. The gaming industry could reap huge rewards if video game participation continues to rise.
基于大数据的数字游戏系统区块链自动学习方法
大数据技术有助于解决任何涉及大量数据的现实问题。通过在基于云的基础设施上部署大数据技术,可以降低处理大量数据的成本。人工智能(AI)和虚拟现实(VR)等新技术迅速改变了游戏行业。区块链技术有可能将游戏从一种消遣转变为一种潜在的收入来源。标准化的学习体系不能满足学生独特的学习需求;因此,必须开发智能系统。本文探讨了基于大数据的智能高等教育系统(IHES-BD)发展。利用大数据,教师评估和预测学生的学习行为。他们的课程效果可以传递给他们,帮助学生发展知识;它将与问题相关的知识点连接起来。根据研究结果,人们平均每周花在玩电子游戏上的时间是12个小时。如果电子游戏的参与度继续上升,游戏行业可能会收获巨大的回报。
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