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Cloud Gaming Smart Projector Market Business Trends 2029
Cloud Gaming Smart Projector Market Business Trends 2029
Market Overview | Cloud Gaming Smart Projector Market The global Cloud Gaming Smart Projector Market is expected to generate revenue of $1.6 billion by 2028, growing at a CAGR of 32.5% during the forecast period (2022-2028). The increase in demand for gaming content and the need for better gaming experience are the major factors driving the growth of this market. With the rise in popularity of…
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The Insane Engineering of the Gameboy
Video Source: Real Engineering
Read and complement the information in the video with the History of Nintendo:
Nintendo History " Nintendo Co., Ltd., headquartered in Kyoto, Japan, has created franchises that have become household names worldwide, including Mario™, Donkey Kong™, The Legend of Zelda™, Metroid™, Pokémon™, Animal Crossing™, Pikmin™ and Splatoon™, through its integrated hardware and software products.
Nintendo aims to deliver unique, intuitive entertainment experiences for everyone, manufacturing and marketing video game devices such as the Nintendo Switch™ family of systems, developing and operating applications for smart devices, and collaborating with partners on a range of other entertainment initiatives like visual content and theme parks.
Nintendo has sold more than 5.5 billion video games and over 800 million hardware units globally. From the launch of the Nintendo Entertainment System™ more than 30 years ago, through today and into the future, Nintendo’s continuing mission is to create unique entertainment that puts smiles on the faces of people all over the world.
A wholly owned subsidiary, Nintendo of Europe, based in Frankfurt, Germany, serves as headquarters for Nintendo's operations in Europe.
History of Nintendo Worldwide
History of Nintendo Worldwide 1889-1979 1889 Fusajiro Yamauchi began manufacturing "Hanafuda" (flower cards) Japanese playing cards in Kyoto.
1902 Mr. Yamauchi started manufacturing the first western-style playing cards in Japan. These were originally intended for export, but the product became popular in Japan as well as the rest of the world.
1933 The company was established as an unlimited partnership, Yamauchi Nintendo & Co.
1947 Mr. Yamauchi began a distribution company, Marufuku Co. Ltd.
1950 Hiroshi Yamauchi took office as President and headed the manufacturing operation of Yamauchi Nintendo & Co.
1951 The name of the company was changed to Nintendo Playing Card Co. Ltd.
1952 The company's consolidated factories were dispersed in Kyoto, Japan.
1953 Nintendo Playing Card Co. Ltd. became the first to succeed in manufacturing mass-produced plastic playing cards in Japan.
1959 The company started selling cards printed with Walt Disney characters, opening up a new market in children's playing cards and resulting in a boom in the card department.
1962 The company listed stock on the second section of the Osaka Stock Exchange and on the Kyoto Stock Exchange.
1963 The company changed its name to Nintendo Co., Ltd. and started manufacturing games in addition to playing cards.
1969 Nintendo expanded and reinforced the game department and built a production plant in Uji City, a suburb of Kyoto, Japan.
1970 The stock listing was changed to the first section of the Osaka Stock Exchange. A reconstruction and enlargement of corporate headquarters was completed. The company began selling the Beam Gun series, which employed opto-electronics, introducing electronic technology into the toy industry for the first time in Japan.
1973 The company developed a laser clay shooting system which rivaled bowling as a major pastime in Japan.
1974 Nintendo developed an image-projection system and employed the 16mm film projector in amusement arcades. The company began exporting these arcade machines to America and Europe.
1975 In co-operation with Mitsubishi Electric, Nintendo developed a videogame system using an electronic video recording (EVR) player for Japan.
1976 The microprocessor was introduced into a videogame system created by Nintendo.
1977 The company developed home-use videogames in cooperation with Mitsubishi Electric: "TV Game 15" and "TV Game 6".
1978 In March, Nintendo released a simplistic arcade cocktail table game based on the board game Othello, entitled Computer Othello. On the screen, green, white and black Othello pieces were replaced with square and plus symbols, respectively. Computer Othello had no joystick, only ten coloured buttons per player.
1979 Minoru Arakawa, son-in-law of Nintendo's Japanese chief Hiroshi Yamauchi, opened Nintendo of America in New York City. Nintendo started an operations division for coin-operated games.
History of Nintendo Worldwide 1980-1990 1980 The company created a wholly owned subsidiary, Nintendo of America Inc. in New York. Nintendo began selling the "GAME & WATCH" product line in Japan, the first portable LCD videogames with a microprocessor.
Nintendo artist Shigeru Miyamoto created the game Donkey Kong. The hero, originally called Jumpman, is a carpenter racing to save his girlfriend, Pauline, from a crazed ape. Jumpman was later renamed during the establishment of Nintendo of America's headquarters by Nintendo Co., Ltd. In honour of Jumpman's resemblance to their office landlord, Mario Segali, he was later renamed 'Mario'.
1981 Nintendo developed and distributed the coin-operated video game "Donkey Kong." This video game quickly became the hottest-selling individual coin-operated machine in the business.
1983 The company built a new plant in Uji City to increase production capacity and to allow for business expansion. In July, Nintendo listed stock on the first section of the Tokyo Stock Exchange and started work on the home videogame console "Family Computer" (Famicom), employing a custom CPU (Custom Processing Unit) and PPU (Picture Processing Unit).
1984 Nintendo developed and started selling the unique, twin-screen interactive coin-operated videogame "VS. System". At the same time, the company launched the Famicom system in Japan, later renamed Nintendo Entertainment System (NES) when it launched worldwide. Stellar software titles were developed one after another, from Excitebike, Super Mario Bros. and Metroid to The Legend of Zelda and Punch-Out! From these titles, it was Super Mario Bros. that quickly became a smash hit around the world. Studies at the time showed that children were as or more familiar with Mario as they were with Mickey Mouse and Bugs Bunny.
1986 The Nintendo Entertainment System was launched in Europe and instantly became a major hit and a must-have in homes across the continent. Nintendo developed and began selling the "Family Computer Disk Drive System" in Japan to expand the functions of the Famicom. Also in Japan, the company began installation of the "Disk Writer" to rewrite game software.
1987 Nintendo sponsored a Famicom "Golf Tournament" in Japan as a communications test using the public telephone network and Disk Faxes to aid in building a Famicom network.
1988 The company researched and developed the Hands Free controller, making the NES accessible to even more Nintendo fans. The game library for the NES grew to 65 titles, helping to broaden the system's appeal to include more adults.
1989 The Game Boy, the first portable, handheld game system with interchangeable game cartridges, is introduced in Japan along with Tetris.
1990 Japan entered the 16-bit market by releasing the Super Famicom in the autumn. Game Boy was launched in Europe and established what would become an astronomical worldwide installed base for the Nintendo handheld console.
In June, Nintendo of Europe was set up as a wholly owned subsidiary of Nintendo, based in Grossostheim, Germany.
History of Nintendo Worldwide 1991 - present 1992 The Super Nintendo Entertainment System (Super Famicom) was launched in Europe in June. The console went on to sell more than 46 million units worldwide. Japan saw the release of the Super NES Super Scope and Mario Paint with the Super NES Mouse Accessory. The long-awaited Zelda sequel, The Legend of Zelda: A Link to the Past, also arrived for the Super NES.
1993 The Super FX Chip was announced: a breakthrough technology for home video systems. The first game using the Super FX Chip, Star Wing, was released in April.
Nintendo of the Netherlands was established and Nintendo products, which had previously been distributed and managed by Bandai in the Netherlands, were handed over. Other subsidiaries were also established in France, UK, Spain, Belgium and Australia.
1994 The Super Game Boy accessory was released, expanding the library of games that could now be played on the Super NES. Nintendo helped pioneer the development and implementation of an industry-wide rating system in the United States. This year also saw the introduction of a game that would set a new standard in video game excellence - using proprietary Advanced Computer Modeling (ACM) graphics, Donkey Kong Country took the US holiday season by storm.
The Nintendo Gateway was launched, putting Super Nintendo units and a selection of SNES games into commercial planes for the enjoyment of passengers.
1995 Thanks to the success of Donkey Kong Country, ACM graphics were introduced to the Game Boy system by way of Donkey Kong Land. Along with this boost to the Game Boy system line, Nintendo also introduced the Play It Loud! series of Game Boy systems with colour casings. ACM graphics made another appearance on the Super NES with the release of the arcade smash-hit, Killer Instinct. In Japan, Nintendo began selling the SatellaView adapter for Super Famicom, enabling the system to receive digital data from a broadcast satellite. At the same time, Nintendo introduced a 32-bit Virtual Immersion system known as the Virtual Boy.
Nintendo enhanced the quality of ACM graphics for the upcoming release of Donkey Kong Country 2: Diddy's Kong Quest and released Cruis'n USA and Killer Instinct in arcades.
Nintendo produced its one billionth game cartridge.
1996 Nintendo 64 launched in Japan on 23 June. Thousands lined up to be the first to experience the world's first 64-bit home videogame system. More than 500,000 systems were sold on the first day. Another system launch occurred in early September when Nintendo introduced the Game Boy Pocket, a sleeker, 30-percent-smaller version of the world's most popular handheld.
Super Mario 64 was proclaimed by many as "the greatest video game of all time." Meanwhile, the Super NES saw the release of the third game in the continuing Donkey Kong series, Donkey Kong Country 3: Dixie Kong's Double Trouble. Pokémon, a new gaming phenomenon on the Game Boy, was released in Japan on 26 February.
1997 In March, Nintendo 64 launched in Europe and sold 2.3 million in the first year. Nintendo introduced the Rumble Pak, which enabled players to feel the realistic vibrations contained in the game.
1998 Nintendo introduced Game Boy Color and the innovative devices Game Boy Camera and Printer, bringing new life to the longest-running hit in the history of interactive entertainment. Game Boy Color systems were cased in two brand-new colours: purple and clear purple.
The highly anticipated The Legend of Zelda: Ocarina of Time for Nintendo 64 was released, setting new standards and breaking pre-order records for any videogame to date.
1999 Nintendo released Pokémon throughout Europe on 8 October. Nintendo expanded the library of high-quality software with innovative titles such as Pokémon Snap and Pokémon Pinball, the latter including a built-in rumble feature. Hits such as Mario Golf, Donkey Kong 64 and Perfect Dark were launched. Also, during the summer, the range of Game Boy Color coloured casings expanded with red, green, yellow and blue added to the collection.
Nintendo first announced plans for a new system utilising an IBM Gekko Processor and Matsushita's Unique DVD Technology.
2000 The Nintendo Game Boy became the most popular selling console ever as sales surpassed 100 million. Meanwhile, the Pokémon franchise continued to be a worldwide phenomenon, and Nintendo celebrated its success with a limited edition release of Pikachu Nintendo 64. The N64 expanded its library of classics with hits such as The Legend of Zelda: Majora's Mask, Ridge Racer 64 and Mario Tennis.
The Nintendo of the Netherlands office became responsible for both Belgium and the Netherlands market and changed its name to Nintendo Benelux. Meanwhile, the headquarters of Nintendo Co., Ltd were relocated to Minami-ward of Kyoto, Japan.
2001 Nintendo UK was established in January, and a new office opened in Slough, Berkshire, UK. Pokémon Gold and Silver for Game Boy Color were simultaneously and successfully launched in Europe on 6 April, 2001. Over its launch weekend, one million units of Pokémon Gold and Silver were sold, making it the fastest selling game ever in Europe. Game Boy Advance launched on 21 March in Japan, 11 June in US and 22 June across Europe. It set the mark as the fastest selling console ever with 500,000 units being sold within the first week in Europe. Game Boy Advance launch successes included first-party favourites such as Super Mario Advance and F-Zero: Maximum Velocity.
Nintendo GameCube was launched on 14 September, 2001 in Japan and 18 November, 2001 in America. In all, 2.7 million units were shipped by December, of which 95% sold through. The sales success of Luigi's Mansion and Super Smash Bros. Melee marked both popular games as flagship titles for the console.
Game Boy Advance e-Reader hardware launched in Japan on 1 December and brought a new meaning to portable gameplay. Different game information stored on e-Reader cards could be swiped through the e-Reader and transferred onto the Game Boy Advance.
2002 Nintendo Italia was established on 2 January and opened an office in Milan. Game Boy Advance - now available in new Black and Platinum editions - smashed the 5 million hardware units barrier across Europe. Pokémon mini, the world's smallest console, was launched on 15 March across Europe with four titles, including Pokémon mini Party and Pokémon mini Pinball.
Nintendo, Sega and Namco announced joint development of 3D computer graphic board "TRIFORCE" on 22 February for next generation arcade machines. Nintendo GameCube launched in Europe on 3 May with 1 million units, a recommended retail price of €199 and 20 launch titles. Since that time, it's been joined on the shelves by spectacular new Mario adventure Super Mario Sunshine, revolutionary wireless controller Nintendo WaveBird, and over 100 titles of every genre and description.
At the end of May, after 52 years at the helm of the company, Nintendo Co., Ltd, President Hiroshi Yamauchi announced his retirement, naming Satoru Iwata as his successor. By the end of 2002, more than 25 million Game Boy Advance units were in homes around the world.
2003 In March, the Game Boy Advance SP was released, building on the massive success of the Game Boy Advance by adding a smart clam-shell design. The new system was an instant success.
March also saw the release of the stunning Metroid Prime, hailed by fans and critics alike as one of the best games for Nintendo GameCube. In May, to celebrate the first birthday of Nintendo GameCube, the eagerly awaited The Legend of Zelda: The Wind Waker arrived, bringing one of Nintendo's flagship characters to the system in striking, cel-shaded style.
In June, the release of the Game Boy Player for Nintendo GameCube meant that gamers could experience Game Boy and Game Boy Advance titles on their television sets. With the release of Pokémon Ruby and Sapphire in July, the Pokémon phenomenon erupted for the first time on Game Boy Advance.
October saw the return of a well-loved franchise in the form of Mario Kart: Double Dash!! for Nintendo GameCube.
2004 January saw the worldwide announcement of Nintendo's ‘mystery system’: the Nintendo DS, a dual-screened handheld with Touch Screen technology.
In the autumn, Pokémon FireRed and LeafGreen are launched for Game Boy Advance, continuing the success of the Pokémon phenomenon.
2004 also saw the arrival of many different special editions of the Game Boy Advance: Tribal Edition (June), Classic NES Edition (July), Limited Pink Edition (October), Zelda Limited Edition (November) and Mario Limited Edition (November) were all released across Europe.
Toward the end of the year, the Nintendo DS was released in the US and Japan to immediate success. The new dual-screened system also featured wireless multiplayer, Touch Screen technology and backward compatibility with Game Boy Advance titles.
2005 On 11 March, the Nintendo DS was launched in Europe to immediate success. By June the system had sold a million units throughout Europe.
Meanwhile, Nintendo introduced the Game Boy Micro. Measuring just 4 inches wide by 2 inches tall, the ultra-stylish Game Boy Micro featured a backlit screen.
2006 In 2006, Nintendo DS rose to the top of the gaming world as the most popular portable console, thanks to games suitable for everyone. Players all over Europe made Animal Crossing: Wild World, New Super Mario Bros and Metroid Prime Hunters best-sellers.
Nintendogs ushered in the Touch! Generations brand of games, a range of titles that let people play like never before. Dr Kawashima's Brain Training - the top Touch! Generations title - became a huge hit even among people who never played before.
Nintendo DS renewed its look in June with the Nintendo DS Lite, which features brighter screens along with its slim design.
The year ended with the launch of Wii. The new home console with its innovative control system found an audience with both Nintendo fans and those who don't traditionally play videogames. The console's success is bolstered by titles such as Wii Sports and the newest episode in the Zelda series, The Legend of Zelda: Twilight Princess.
Prior to the launch of Wii, Nintendo President Satoru Iwata conducted a series of internal interviews with Nintendo staff as well as external developers providing an in-depth look behind the scenes of the company and the process of bringing new hardware and software to market. The “Iwata Asks” series of interviews would be continued in years to come, often candidly revealing information about the inner workings of the company, both past and present.
2007 With Wii’s emergence at the end of 2006, the stage was set in 2007 for the arrival of a range of titles that took advantage of the system’s unique capabilities and threw the door wide open to a whole new gaming audience.
Games like WarioWare: Smooth Moves, Endless Ocean and Big Brain Academy for Wii invited everyone to dive into the fun regardless of previous experience, while the arrival of Super Mario Galaxy and Metroid Prime 3: Corruption brought cherished Nintendo franchises back into being with the addition of new features only possible on Wii.
Fans of classic games rejoiced in September when the first Hanabi Festival was celebrated on Virtual Console. Millions of European Wii players could get their hands on titles like Super Mario Bros.: The Lost Levels for the very first time, as the Hanabi Festival saw the launch of gaming classics never before released in Europe.
The Mii Contest Channel launched on Wii in November, allowing players to enter Mii characters of their own creation in themed competitions. The Channel resides in an ongoing tradition of providing players with tools to allow them to express their creativity and get more actively involved with Nintendo products, further highlighting the shift from passive playing to active involvement.
On Nintendo DS, Sight Training: Enjoy Exercising and Relaxing Your Eyes as well as More Brain Training from Dr Kawashima expanded the Touch! Generations range of software and continued to attract new users, a feat also achieved by the newest instalment in the Legend of Zelda series, Phantom Hourglass - which invited players to control all the exploration and action on the Nintendo DS Touch Screen.
6 December saw the launch of the revamped website for Nintendo of Europe. From the purple colours of the Nintendo GameCube and Game Boy Advance, the new website strives to convey the look and feel of Nintendo DS and Wii on the worldwide web.
Link’s Crossbow Training arrived alongside the Wii Zapper also in December, expanding the ways for everyone to play with Wii and bringing the curtain down on a year which saw a vast new audience experiencing games for the first time via Nintendo systems.
2008 Building on the growing number of people discovering videogames for the first time through Wii and Nintendo DS whilst continuing to cater to long-time Nintendo fans, 2008 saw the release of more software that quickly scored a direct hit with public affections.
In April, Wii Fit and the Wii Balance Board took Europe by storm, inviting whole families to have fun at home whilst becoming more aware of their personal fitness levels. Later in the year, the launch of Mario Kart Wii and the Wii Wheel accessory brought players of all ages and experience levels together for classic Mario Kart action that was straightforward for beginners and engrossing for experts.
Continuing the trend on Nintendo DS, Professor Kageyama’s Maths Training and ‘Cooking Guide: Can’t decide what to eat?’ expanded on the traditional uses for games systems by turning calculation into a fun diversion and offering users a helping hand in the kitchen, while the arrival of Professor Layton and the Curious Village had players young and old scratching their heads for solutions to problematic puzzles.
The month of May saw the launch of WiiWare, a game download service that offered Wii owners access to a host of affordable and varied new titles that could be purchased from the comfort of their sofas via the Wii Shop Channel. Another new service, the Nintendo Channel, was also launched on Wii, providing users with access to info, news and interviews relating to upcoming titles.
In June Nintendo of Europe’s website welcomed another country with the inclusion of South Africa.
Towards the end of the year two more high-profile titles were released for Wii. Shigeru Miyamoto’s entry into the music game genre, Wii Music, allowed families to get together and freely experiment simulating the playing of a wide variety of music instruments. Closing the year was Animal Crossing: Let’s Go to the City which supported the Wii Speak accessory, connecting living rooms across an Internet connection, allowing players to talk to each other as they visited each other’s towns in the game.
2009 In March 2009 Nintendo Iberica S.A. opened a branch office in Lisbon to provide marketing and commercial services of Nintendo products in Portugal. During the same month Nintendo also announced it had shipped its 100 millionth Nintendo DS system worldwide.
A month later the Nintendo DS range grew with the arrival of Nintendo DSi in Europe. The new handheld system included new camera and sound features that took the experience of using DS to the next level and made it an indispensable asset for those who picked one up.
Another major new feature was the introduction of Nintendo DSiWare, allowing players to download an ever-growing range of games and applications to give their handheld an even more personal touch. Notable releases that gave players a platform to let their creative juices flow were Mario vs. Donkey Kong: Minis March Again that allowed players to create and share their own levels, while the free Flipnote Studio paved the way for an entire community of budding animators to share their handmade flipnotes with the world.
2009 also saw the release of the eagerly awaited Pokémon Platinum Version as well as Professor Layton and Pandora’s Box, while the active play phenomenon was extended to Nintendo DS with the release of ‘Walk With Me: Do You Know Your Walking Routine?’ which included two Activity Meters allowing players to keep track of their walking routines in a playful way.
In the Summer things really heated up with the launch of Wii Sports Resort, accompanied by the Wii MotionPlus accessory for greatly improved motion controls. Set on the sunny Wuhu Island resort players could experience activities ranging from swordplay to archery in an unprecedented way thanks to Wii MotionPlus. Later in the year the game also became part of a limited edition Wii Sports Resort Pak featuring an all-black version of the Wii hardware.
Wii Fit returned in a new shape, with Wii Fit Plus offering users more ways to monitor their fitness. The addition of a Calorie Check tool and the option of customising workouts around a player’s own personal needs ensured it was even more convenient for everyone to find their feet with the hit fitness software.
November saw the eagerly awaited launch of New Super Mario Bros. Wii, which offered the first four-player experience in a Mario adventure, letting experienced players help newcomers along as they stormed Bowser’s castle together and catering for the continued expansion of the gaming audience as well as long-time Mario fans. It was also the first game to introduce the Super Guide feature which allowed players struggling with a particular level to let Luigi finish the level for them, thus preventing them from getting stuck before seeing the end of the game.
2010 In January Nintendo announced it would be distributing Monster Hunter Tri for Wii in Europe, as part of an ongoing effort of providing strong third party support for quality titles. With free online play and full Wii Speak support the Japanese gaming phenomenon made its first entry on a Nintendo system.
February saw the launch of a limited edition Pink Nintendo DSi bundle including Nintendo presents: Style Boutique, the 2009 game that lets players experience the ins and outs of running their own fashion emporium.
The Nintendo DS range of handheld systems grew even larger in size in March when Nintendo DSi XL went on sale in Europe. Including all the features of the original Nintendo DSi, the Nintendo DSi XL boasted larger screens, a wider viewing angle making it suitable for playing games together, as well as a larger, more comfortable stylus and pre-installed Nintendo DSiWare games and applications.
Pokémon HeartGold Version and Pokémon SoulSilver Version joined the system on shop shelves in the same month, while more bite-sized fun came in April with the release of WarioWare: Do It Yourself for the Nintendo DS family of systems.
Summer gaming got off to a flying start with Super Mario Galaxy 2 on Wii. The sequel to 2007’s Super Mario Galaxy included brand new power-ups, the return of Yoshi and more gravity-based hijinks. In August, Nintendo continued to expand the gaming population with the release of Art Academy: Learn Painting and Drawing Techniques with Step-by-Step Training. Using the Nintendo DS Touch Screen, even people who had never considered themselves artistic before could learn to create impressive works of art. On Wii, a Nintendo heroine returned in September when METROID: Other M launched across Europe.
September saw another gaming icon reach a milestone, as Nintendo commenced celebrations for Mario’s 25th anniversary. Marking a quarter of a century since the release of Super Mario Bros. in Japan, the campaign included several limited edition hardware bundles released to celebrate Mario’s career.
The celebrations culminated in the release of Super Mario All-Stars 25th Anniversary Edition on Wii in December. Mario was joined on shop shelves by his old adversary with the release of Donkey Kong Country Returns on Wii.
2011 Early 2011 saw the release of Nintendo 3DS, which allows users to see stereoscopic 3D visuals without the need for special glasses. The system launched with a varied software line-up, including Nintendo-developed games Pilotwings Resort and nintendogs + cats, and its catalogue expanded in May with Steel Diver and Dead or Alive Dimensions, distributed and marketed in Europe by Nintendo. Meanwhile, Wii owners were not left in the cold with the releases of Mario Sports Mix and Kirby’s Epic Yarn in February.
Nintendo continued to enhance the offering of Nintendo 3DS throughout the year, giving users access to innovative and unique games exclusive to Nintendo 3DS, Virtual Console classics, and over 1,000 DSiWare games with the launch of Nintendo eShop in June. The same month also gave Nintendo 3DS owners the opportunity to enjoy a fresh take on an old favourite in The Legend of Zelda: Ocarina of Time 3D, including remastered graphics and new features such as Boss Challenge and motion controls.
Wii owners were treated to one of the system’s biggest games in August with the release of Xenoblade Chronicles. This expansive role-playing game featured an innovative combat system, a cast of unique characters and a rich, compelling game world for players to explore. Nintendo DS owners could embark on a unique journey of their own in Inazuma Eleven, a blend of RPG and football from LEVEL-5, developer of the Professor Layton games.
Nintendo commemorated 25 years of The Legend of Zelda in 2011, with a range of activities throughout the year. In September, Nintendo made The Legend of Zelda: Four Swords Anniversary Edition on DSiWare available for free for a limited time, and later in the year London played host to a special one-off concert, The Legend of Zelda 25th Anniversary Symphony Concert Tour. The anniversary celebrations culminated with the November launch of The Legend of Zelda: Skyward Sword for Wii, alongside a special limited edition gold-coloured Wii Remote Plus.
November and December truly offered experiences for everyone: Mario took to Nintendo 3DS to discover new worlds in SUPER MARIO 3D LAND and race off the start line in Mario Kart 7, while Professor Layton and the Spectre’s Call, Kirby’s Adventure Wii, and Pullblox completed a year packed with varied and innovative gaming.
2012 2012 was a landmark year for Nintendo, seeing the launch of a new home console, Wii U, and also a new handheld system, Nintendo 3DS XL.
The Last Story, an epic RPG from the creator of Final Fantasy, launched on Wii in February. The first European Nintendo Direct was also broadcast, connecting Nintendo with its fans to deliver news directly. In March, Mario Party 9 and PokéPark 2: Wonders Beyond entertained Wii owners, while Pit burst back into the limelight on Nintendo 3DS in Kid Icarus: Uprising, the first title in the Kid Icarus series in over 20 years.
Nintendo 3DS XL, a new handheld system featuring the largest screens yet found in a Nintendo portable console, was released in July. The summer also saw varied titles launch in succession: the zany music action of Beat the Beat: Rhythm Paradise on Wii, the strategic Pokémon Conquest, and New Art Academy, which continued to teach players a range of artistic skills. August rounded out with the launch of New Super Mario Bros. 2, which challenged players to reach a whopping one million gold coins.
October saw the launch of some fan-favourite portable offerings as Pokémon White Version 2 and Pokémon Black Version 2 arrived on Nintendo DS, while the puzzle professor returned in Professor Layton and the Miracle Mask on Nintendo 3DS.
November 2012 heralded the launch of a new Nintendo home console: Wii U. Nintendo’s first high definition home console boasted dual screen gaming thanks to the Wii U GamePad’s built-in screen, which opened up new gameplay possibilities and ways to interact in the home. Wii U was backed up by a strong software line-up at launch, including New Super Mario Bros. U and Nintendo Land, introducing new ways for friends and families to play together.
2013 It was another year of innovative software in 2013 as Nintendo established strong software line-ups across both Nintendo 3DS and Wii U.
In March, Luigi’s Mansion 2, a sequel to the original Nintendo GameCube launch title, was launched for Nintendo 3DS as part of The Year of Luigi, celebrating 30 years of Mario’s younger brother.
Nintendo also worked with TT Games to release two exclusive LEGO titles: LEGO® CITY Undercover on Wii U, and prequel LEGO® CITY Undercover: The Chase Begins on Nintendo 3DS. In April, strategy came to Nintendo 3DS in the form of Fire Emblem: Awakening, and the portable console also received a double dose of Donkey Kong in May as Donkey Kong Country Returns 3D launched alongside Nintendo eShop title Mario and Donkey Kong: Minis on the Move.
Animal Crossing: New Leaf arrived on Nintendo 3DS in June, giving players the chance to live life at their own pace as mayor of a town populated by quirky animals, while The Year of Luigi continued in full force in July with the release of Mario & Luigi: Dream Team Bros. on Nintendo 3DS and New Super Luigi U on Wii U. The eagerly-anticipated Pikmin 3, the first wholly original entry in the real-time strategy series in nearly ten years, also arrived on Wii U in July.
In August, Nintendo released Wii U mass-action game The Wonderful 101 in collaboration with PlatinumGames Inc., and October brought experiences both new and nostalgic. On Wii U, The Legend of Zelda: The Wind Waker HD was released, a high definition remaster of the 2003 Nintendo GameCube classic. This was followed up by an exclusive title in the Sonic the Hedgehog series, Sonic Lost World, on Wii U and Nintendo 3DS, while Wii Party U and Wii Karaoke U by JOYSOUND brought a party atmosphere to round off October.
Nintendo 2DS, a handheld with the ability to play all Nintendo 3DS titles in 2D, was introduced in October. It was accompanied by the launch of the new Pokémon titles, Pokémon X and Pokémon Y, which gave players new Pokémon and new mysteries to discover in the spectacular Kalos Region.
In November, SUPER MARIO 3D WORLD, the first high definition, multiplayer 3D Mario platform game, was released on Wii U. A trio of sporty titles also arrived to warm players up in the cold winter months: Mario & Sonic at the Sochi 2014 Olympic Winter Games, Wii Fit U and Wii Sports Club.
Nintendo 3DS also ended the year on a high note. In November, The Legend of Zelda: A Link Between Worlds was launched, while Nintendo released a home version of its Louvre Museum audio guide on Nintendo eShop, named Nintendo 3DS Guide: Louvre. Finally, the year was topped off with the release of Bravely Default, a new Square Enix RPG for Nintendo 3DS.
2014 Nintendo continued to provide unique experiences to players around the world in 2014, launching engaging software throughout the year to cater for players of all tastes and skill levels.
Mario Party: Island Tour’s January launch put a portable party in the hands of Nintendo 3DS players, while February showcased the breadth of Nintendo’s software offerings, with titles like Steel Diver: Sub Wars, Inazuma Eleven 3: Team Ogre Attacks! and the return of a gaming icon in Donkey Kong Country: Tropical Freeze.
More of Nintendo’s big names continued to come out in force, with Yoshi’s New Island, Professor Layton vs. Phoenix Wright: Ace Attorney, Mario Golf: World Tour, Kirby: Triple Deluxe and Kid Icarus: Uprising all releasing in the first half of the year.
May saw the highly anticipated release of Mario Kart 8 on Wii U. The first high-definition entry in the popular kart racing series launched to strong review scores, and sold over 1.2 million copies worldwide in its first weekend.
The release of Pullblox World offered up hundreds of brainteasers for Wii U fans over the summer, while Nintendo 3DS players explored their social, creative and artistic sides with titles like Tomodachi Life, Chibi-Robo! Let’s Go, Photo! and Pokémon Art Academy.
In September, Wii U players were charging into epic battles with The Legend of Zelda characters in Hyrule Warriors, before being dazzled by the climactic action of Wii U exclusive Bayonetta 2, which released in October.
Meanwhile, Nintendo 3DS owners were enjoying LEVEL-5’s stellar action RPG Fantasy Life, exploring a whole new world in Disney Magical World and settling scores in Super Smash Bros. for Nintendo 3DS, the first portable iteration of the fan-favourite fighting series.
In November, Pokémon Omega Ruby and Pokémon Alpha Sapphire arrived on Nintendo 3DS to provide a fresh take on a classic adventure, while Ultimate NES Remix, new add-on content for Mario Kart 8, and the much-anticipated release of Super Smash Bros. for Wii U kept players busy long into the winter months.
Even those curious creatures known as Pikmin were thrust into the spotlight to star in PIKMIN Short Movies. This trio of short animated movies could be downloaded from Nintendo eShop and enjoyed in glorious HD on Wii U or dazzling 3D on Nintendo 3DS.
Finally, Nintendo rounded out 2014 with the launch of amiibo, with iconic characters such as Mario, Link, Donkey Kong and Samus available at launch. These interactive figures – and later, cards – work with select software and encompass some of Nintendo’s best loved worlds and characters.
2015 In 2015, Nintendo continued to surprise and delight fans with a strong software line-up that leveraged innovative takes on well-known franchises.
Nintendo’s most iconic game series was the centre of attention throughout the year as the original Super Mario Bros. marked its 30th anniversary. As part of the celebrations, Nintendo launched the Let’s Super Mario campaign, encouraging fans to create and submit videos showing their love of Mario.
For the first time ever, Toad starred in his own adventure when Captain Toad: Treasure Tracker launched on Wii U in January, while February saw the arrival of two new additions to the Nintendo 3DS family of systems: New Nintendo 3DS and New Nintendo 3DS XL, each introducing a number of enhancements. These handhelds were accompanied by the launch of Monster Hunter 4 Ultimate and The Legend of Zelda: Majora’s Mask 3D – a full remaster of the fan-favourite Nintendo 64 game.
Mario Party 10 arrived on Wii U in March, bringing with it the first wave of amiibo figures in the Super Mario Collection, and Xenoblade Chronicles 3D put a sprawling RPG adventure in players’ pockets in April, thanks to the enhanced processing power of New Nintendo 3DS and New Nintendo 3DS XL.
May saw Wii U owners restoring Dream Land to its colourful best in Kirby and the Rainbow Paintbrush, then splatting ink and claiming turf in Nintendo’s colourful new title Splatoon. This fresh take on the online multiplayer shooter proved to be a massive hit, selling one million copies worldwide in its first month.
Nintendo kicked off the summer period in June with the release of the utterly adorable Yoshi’s Woolly World for Wii U, which launched alongside three equally cute Yarn Yoshi amiibo.
In September, Tatsumi Kimishima took office as President of Nintendo Co., Ltd.
Meanwhile, Mario fans were given the chance to craft the courses of their dreams to share with others online when Super Mario Maker arrived on Wii U. By the end of the month, sales had already reached one million globally.
October brought innovative takes on classic series for Nintendo 3DS with the co-operative multiplayer adventure The Legend of Zelda: Tri Force Heroes, as well as Animal Crossing: Happy Home Designer which introduced the first series of Animal Crossing amiibo cards.
November served up multiplayer fun on Wii U with the release of Mario Tennis: Ultra Smash and Animal Crossing: amiibo Festival. On Nintendo 3DS, players were plugging into adventure with Chibi-Robo! Zip Lash and becoming stars of the fashion industry in Nintendo presents: New Style Boutique 2 - Fashion Forward.
Nintendo then rounded out the year with two epic RPG adventures – Nintendo 3DS owners embarked on a hilariously mixed-up quest in Mario & Luigi: Paper Jam Bros., while Wii U owners dove into the massive open-world of Xenoblade Chronicles X. "
Source: Nintendo
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lalsingh228-blog · 1 month
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AR VR In Training Market Set for Explosive Growth
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Global AR VR In Training Market Report from AMA Research highlights deep analysis on market characteristics, sizing, estimates and growth by segmentation, regional breakdowns & country along with competitive landscape, player’s market shares, and strategies that are key in the market. The exploration provides a 360° view and insights, highlighting major outcomes of the industry. These insights help the business decision-makers to formulate better business plans and make informed decisions to improved profitability. In addition, the study helps venture or private players in understanding the companies in more detail to make better informed decisions. Major Players in This Report Include, InfiVR (India), VIRNECT CO., LTD. (Austria), Hurix (India), Accenture plc (Ireland), Microsoft Corporation (United States), Samsung Electronics Co., Ltd. (South Korea), Sony (Japan), Alphabet (Google, Inc.) (United States), Magic Leap, Inc. (United States), Wikitude GmbH (Austria). Free Sample Report + All Related Graphs & Charts @: https://www.advancemarketanalytics.com/sample-report/174233-global-ar-vr-in-training-market The AR VR In Training market is expected to witness high demand in the forecasted period due to a surge in the penetration of smartphones in emerging economies. Augmented reality (AR), as well as Virtual reality (VR), is the high-profile tools that are generally used for the education purpose. The various organizations are using this type of tool to educate their employees. The covid pandemic is helping to boost the AR VR In Training market in the forecasted period. The upsurge in the adoption of AR & VR in industrial sites to improve efficiency as well as safety at the workplace is act as the driver of the market. Market Drivers
The increasing demand from the SME's
The growing demand from the various industries
Market Trend
The growing popularity of smart devices across the
Rising investments in the AR market
Opportunities
The growing opportunities in enterprise applications
The technological advancement associated with AR VR In Training
Challenges
The  concern related to the slow adoption of AR & VR in the emerging countries
Enquire for customization in Report @: https://www.advancemarketanalytics.com/enquiry-before-buy/174233-global-ar-vr-in-training-market In this research study, the prime factors that are impelling the growth of the Global AR VR In Training market report have been studied thoroughly in a bid to estimate the overall value and the size of this market by the end of the forecast period. The impact of the driving forces, limitations, challenges, and opportunities has been examined extensively. The key trends that manage the interest of the customers have also been interpreted accurately for the benefit of the readers. The AR VR In Training market study is being classified by Deployment Mode (On-premise, Cloud), Enterprise Size (Small & Medium Enterprise, Large Enterprise), Industry Vertical (BFSI, IT & Telecom, Healthcare, Transportation & Logistics, Manufacturing, Media & Entertainments, Automotive, Aerospace & Defense, Others), Component (Solution (Content Management, Device Management, 3D Modeling), Hardware (Mobile Computing Devices, Virtual Reality Devices, Head-mounted Gear, Gesture-tracking Device, Displays & Projectors, Security & Video Cameras, Others), Services (Professional Services, Managed Services)), Training Type (Customer Service Training, Product Knowledge Training, Sales Training, Safety Training) The report concludes with in-depth details on the business operations and financial structure of leading vendors in the Global AR VR In Training market report, Overview of Key trends in the past and present are in reports that are reported to be beneficial for companies looking for venture businesses in this market. Information about the various marketing channels and well-known distributors in this market was also provided here. This study serves as a rich guide for established players and new players in this market. Get Reasonable Discount on This Premium Report @ https://www.advancemarketanalytics.com/request-discount/174233-global-ar-vr-in-training-market Extracts from Table of Contents AR VR In Training Market Research Report Chapter 1 AR VR In Training Market Overview Chapter 2 Global Economic Impact on Industry Chapter 3 Global Market Competition by Manufacturers Chapter 4 Global Revenue (Value, Volume*) by Region Chapter 5 Global Supplies (Production), Consumption, Export, Import by Regions Chapter 6 Global Revenue (Value, Volume*), Price* Trend by Type Chapter 7 Global Market Analysis by Application ………………….continued This report also analyzes the regulatory framework of the Global Markets AR VR In Training Market Report to inform stakeholders about the various norms, regulations, this can have an impact. It also collects in-depth information from the detailed primary and secondary research techniques analyzed using the most efficient analysis tools. Based on the statistics gained from this systematic study, market research provides estimates for market participants and readers. Contact US : Craig Francis (PR & Marketing Manager) AMA Research & Media LLP Unit No. 429, Parsonage Road Edison, NJ New Jersey USA – 08837 Phone: +1 201 565 3262, +44 161 818 8166 [email protected]
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jackysbrandshop · 1 month
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Jacky's Brand Shop Introduces Cutting-Edge Samsung Smart Projectors to UAE Market
Jacky's Brand Shop, a pioneering name in consumer electronics retail, proudly announces the arrival of Samsung Smart Projectors to UAE market. These innovative devices, designed to revolutionize entertainment and productivity, are now available exclusively at Jacky's Brand Shop outlets across the country.
Samsung Smart Projectors represent the pinnacle of technological advancement, combining state-of-the-art features with unparalleled convenience. As a leader in the global electronics industry, Samsung continues to push boundaries, and Jacky's Brand Shop is proud to partner with them to bring these remarkable products to the UAE. Read more, visit https://penzu.com/public/d53d78342dfaa9a2
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Electronic Thermal Management Materials Market 2024 Expected to Reach Significant Rate by 2031
Global “Electronic Thermal Management Materials Market” research report is a comprehensive analysis of the current status of the Electronic Thermal Management Materials industry worldwide. The report categorizes the global Electronic Thermal Management Materials market by top players/brands, region, type, and end-user. It also examines the competition landscape, market share, growth rate, future trends, market drivers, opportunities, and challenges in the global Electronic Thermal Management Materials market. The report provides a professional and in-depth study of the industry to help understand its current state and future prospects. What Are The Prominent Key Player Of the Electronic Thermal Management Materials Market?
Honeywell International Inc.
Boyd
European Thermodynamics Ltd
Laird PLC
Henkel AG & Company
Lord Corporation
Parker Chomerics
Amerasia International (AI) Technology Inc.
3M
DuPont
Marian Inc.
Darcoid company
Wacker AG
Dr Dietrich Muller Gmbh
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Electronic Thermal Management Materials
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Regional Segment of Electronic Thermal Management Materials Market:
Geographically, the report includes research on production, consumption, revenue, market share, and growth rate of the following regions:
United States
Europe (Germany, UK, France, Italy, Spain, Russia, Poland)
China
Japan
India
Southeast Asia (Malaysia, Singapore, Philippines, Indonesia, Thailand, Vietnam)
Latin America (Brazil, Mexico, Colombia)
Middle East and Africa (Saudi Arabia, United Arab Emirates, Turkey, Egypt, South Africa, Nigeria)
The global Electronic Thermal Management Materials Market report answers the following questions:
What are the main drivers of the global Electronic Thermal Management Materials market? How big will the Electronic Thermal Management Materials market and growth rate in upcoming years?
What are the major market trends that affecting the growth of the global Electronic Thermal Management Materials market?
Key trend factors affect market share in the world's top regions?
Who are the most important market participants and what strategies being they pursuing in the global Electronic Thermal Management Materials market?
What are the market opportunities and threats to which players are exposed in the global Electronic Thermal Management Materials market?
Which industry trends, drivers and challenges are driving that growth?
Browse More Details On This Report at - https://www.businessresearchinsights.com/market-reports/electronic-thermal-management-materials-market-107025
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Electronic Thermal Management Materials Market Size
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Smart Home Projector Market Analysis of Key Regions and Players 2030
In the modern era of entertainment and connectivity, our homes have become more than just living spaces—they're multimedia hubs where we can immerse ourselves in movies, games, and digital content. Enter the Smart Home Projector, a revolutionary device that brings the cinematic experience right into our living rooms. Join us as we explore the dynamic landscape of the Smart Home Projector Market, where innovation, convenience, and entertainment converge to redefine home entertainment.
Embracing the Future of Home Entertainment: Understanding the Smart Home Projector Market
The Smart Home Projector Market represents a new frontier in home entertainment, offering cutting-edge technology that transforms any space into a personal theater. Smart projectors combine high-resolution displays, advanced connectivity features, and intelligent software to deliver stunning visuals and immersive audio experiences. With the growing demand for home entertainment solutions and the increasing popularity of streaming services, the Smart Home Projector Market is experiencing rapid growth, driving innovation and investment in the industry.
Request Sample Report: https://www.snsinsider.com/sample-request/3201
Unveiling the Features of Smart Home Projectors: Segmentation Analysis
To gain insight into the Smart Home Projector Market, let's examine its key segments:
Display Technology: Smart projectors utilize various display technologies, including LCD, DLP, and laser projection, each offering unique advantages in terms of brightness, color accuracy, and energy efficiency.
Connectivity Options: Smart projectors come equipped with a range of connectivity options, such as Wi-Fi, Bluetooth, HDMI, and USB, enabling seamless integration with streaming devices, gaming consoles, and mobile devices.
Smart Features: These include built-in streaming apps, voice control capabilities, smart home integration (e.g., with Amazon Alexa or Google Assistant), and automatic keystone correction, enhancing user convenience and flexibility.
Resolution and Image Quality: Smart projectors offer a range of resolutions, from standard HD to 4K Ultra HD, providing crisp, detailed images and lifelike colors for an immersive viewing experience.
Transforming Home Entertainment: Impact on Consumers
The Smart Home Projector Market is not just about technology—it's about transforming the way we experience entertainment in the comfort of our homes. By offering cinematic-quality visuals and immersive audio, smart projectors create an unparalleled viewing experience that rivals traditional theaters. Moreover, with the ability to stream content from popular services like Netflix, Hulu, and Disney+, smart projectors provide access to a vast library of movies, TV shows, and games, catering to diverse entertainment preferences and lifestyles.
Global Perspectives: Regional Outlook
The adoption of smart home projectors varies across regions, influenced by factors such as consumer preferences, technological infrastructure, and economic conditions. Developed markets in North America, Europe, and Asia-Pacific lead the adoption of smart home projectors, driven by high disposable incomes, advanced digital infrastructure, and a strong appetite for home entertainment solutions. Emerging markets in Latin America, Africa, and the Middle East present opportunities for market growth, fueled by rising consumer spending and increasing awareness of smart home technologies.
Driving Innovation and Competition: Competitive Analysis
Leading companies in the Smart Home Projector Market, such as Sony Corporation, Epson America Inc., and LG Electronics Inc., are driving innovation and shaping the future of home entertainment. Through research and development efforts, strategic partnerships, and investments in user experience and design, these companies are pushing the boundaries of smart projector technology, delivering cutting-edge features and performance to consumers worldwide. Additionally, startups and technology firms are entering the market, exploring niche applications and disruptive innovations, driving competition and expanding the market's reach.
Conclusion: Creating an Immersive Home Theater Experience
In conclusion, the Smart Home Projector Market represents a transformative force in the evolution of home entertainment, offering consumers an immersive, cinematic experience right in their living rooms. With advanced features, connectivity options, and content streaming capabilities, smart projectors are redefining the way we enjoy movies, games, and digital content at home. As technology continues to evolve and consumer demand grows, the Smart Home Projector Market will continue to innovate and expand, bringing the magic of the movies into our homes like never before.
Access Full Report Details: https://www.snsinsider.com/reports/smart-home-projector-market-3201  
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marketinsight1234 · 3 months
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Projector Screen Market: Global Industry Analysis and Forecast 2023 – 2030
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Projector Screen Market Size Was Valued at USD 45.2 Billion in 2022, and is Projected to Reach USD 53.46 Billion by 2030, Growing at a CAGR of 2.12% From 2023-2030.
A projector screen is a specialized surface designed to enhance the visibility and clarity of projected images from a projector onto a larger viewing area. Typically utilized in settings such as home theatres, classrooms, boardrooms, and auditoriums, a projector screen serves as a reflective or translucent medium that optimizes the projection of images and videos.
Projector screens are designed to have an even and uniform surface, ensuring that projected content is sharp, vibrant, and accurately represented. Technological advancements in projection systems, such as the development of ultra-short throw projectors, higher resolution capabilities like 4K and 8K, and smart functionalities, have increased demand for advanced projection surfaces.
Get Full PDF Sample Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) @
https://introspectivemarketresearch.com/request/12303
The latest research on the Projector Screen market provides a comprehensive overview of the market for the years 2023 to 2030. It gives a comprehensive picture of the global Projector Screen industry, considering all significant industry trends, market dynamics, competitive landscape, and market analysis tools such as Porter's five forces analysis, Industry Value chain analysis, and PESTEL analysis of the Projector Screen market. Moreover, the report includes significant chapters such as Patent Analysis, Regulatory Framework, Technology Roadmap, BCG Matrix, Heat Map Analysis, Price Trend Analysis, and Investment Analysis which help to understand the market direction and movement in the current and upcoming years. The report is designed to help readers find information and make decisions that will help them grow their businesses. The study is written with a specific goal in mind: to give business insights and consultancy to help customers make smart business decisions and achieve long-term success in their particular market areas.
Leading players involved in the Projector Screen Market include:
Da-Lite Screen Company (US), Stewart Filmscreen(US), Draper Inc. (US), Elite Screens, Inc. (US), ACCO Brands Corp. (US), Elite Screens Inc (US), Pyle US Sound Around Inc (US), Screen Innovations (US), Severtson Screens (US), Silver Ticket Products (US 
If You Have Any Query Projector Screen Market Report, Visit:
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Segmentation of Projector Screen Market:
By Screen Type
Portable Screens
Wall/Ceiling Mounted Screens
Fixed Frame Screens
Electric/Motorized Screens
By Material
Matte White
Pearlescent
High-Gain
Ambient Light Rejecting (ALR)
Tab Tensioned Fabrics
By End- User
Education
Media and Entertainment
Healthcare, Government and Defence
Commercial, Personal
Market Segment by Regions: -
North America (US, Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
South America (Brazil, Argentina, Rest of SA)
What to Expect in Our Report?
(1) A complete section of the Projector Screen market report is dedicated for market dynamics, which include influence factors, market drivers, challenges, opportunities, and trends.
(2) Another broad section of the research study is reserved for regional analysis of the Projector Screen market where important regions and countries are assessed for their growth potential, consumption, market share, and other vital factors indicating their market growth.
(3) Players can use the competitive analysis provided in the report to build new strategies or fine-tune their existing ones to rise above market challenges and increase their share of the Projector Screen market.
(4) The report also discusses competitive situation and trends and sheds light on company expansions and merger and acquisition taking place in the Projector Screen market. Moreover, it brings to light the market concentration rate and market shares of top three and five players.
(5) Readers are provided with findings and conclusion of the research study provided in the Projector Screen Market report.
Our study encompasses major growth determinants and drivers, along with extensive segmentation areas. Through in-depth analysis of supply and sales channels, including upstream and downstream fundamentals, we present a complete market ecosystem.
If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.
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electronalytics · 5 months
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4K Display Market Analysis 2023 Dynamics, Players, Type, Applications, Trends, Regional Segmented, Outlook & Forecast till 2033
4K Display Market size was valued at USD 114.44 Billion in 2023, and the market is projected to be worth USD 907.05 Billion by 2033. Registering a CAGR of 23% during the forecast period 2024-2033.
The competitive analysis of the 4K Display Market offers a comprehensive examination of key market players. It encompasses detailed company profiles, insights into revenue distribution, innovations within their product portfolios, regional market presence, strategic development plans, pricing strategies, identified target markets, and immediate future initiatives of industry leaders. This section serves as a valuable resource for readers to understand the driving forces behind competition and what strategies can set them apart in capturing new target markets.
Market projections and forecasts are underpinned by extensive primary research, further validated through precise secondary research specific to the 4K Display Market. Our research analysts have dedicated substantial time and effort to curate essential industry insights from key industry participants, including Original Equipment Manufacturers (OEMs), top-tier suppliers, distributors, and relevant government entities.
Receive the FREE Sample Report of 4K Display Market Research Insights @ https://stringentdatalytics.com/sample-request/4k-display-market/12726/
Market Segmentations:
Global 4K Display Market: By Company • Sharp Corporation • LG Electronics • AU Optronics Corporation • Samsung Electronics • Red Digital Cinema Camera Company • Sony Corporation • AJA Video Systems • Planar Systems • Canon • EIZO Corporation • Panasonic Corporation Global 4K Display Market: By Type • Smartphones &Tablets • Digital Cameras • Monitors & Smart Tvs • Cameras • Projectors Global 4K Display Market: By Application • Retail & Advertisement • Business & Education • Aerospace & Defense • Media & Entertainment • Consumer Electronics
Regional Analysis of Global 4K Display Market
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global 4K Display market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.
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Key Report Highlights:
Key Market Participants: The report delves into the major stakeholders in the market, encompassing market players, suppliers of raw materials and equipment, end-users, traders, distributors, and more.
Comprehensive Company Profiles: Detailed company profiles are provided, offering insights into various aspects including production capacity, pricing, revenue, costs, gross margin, sales volume, sales revenue, consumption patterns, growth rates, import-export dynamics, supply chains, future strategic plans, and technological advancements. This comprehensive analysis draws from a dataset spanning 12 years and includes forecasts.
Market Growth Drivers: The report extensively examines the factors contributing to market growth, with a specific focus on elucidating the diverse categories of end-users within the market.
Data Segmentation: The data and information are presented in a structured manner, allowing for easy access by market player, geographical region, product type, application, and more. Furthermore, the report can be tailored to accommodate specific research requirements.
SWOT Analysis: A SWOT analysis of the market is included, offering an insightful evaluation of its Strengths, Weaknesses, Opportunities, and Threats.
Expert Insights: Concluding the report, it features insights and opinions from industry experts, providing valuable perspectives on the market landscape.
Report includes Competitor's Landscape:
➊ Major trends and growth projections by region and country ➋ Key winning strategies followed by the competitors ➌ Who are the key competitors in this industry? ➍ What shall be the potential of this industry over the forecast tenure? ➎ What are the factors propelling the demand for the 4K Display? ➏ What are the opportunities that shall aid in significant proliferation of the market growth? ➐ What are the regional and country wise regulations that shall either hamper or boost the demand for 4K Display? ➑ How has the covid-19 impacted the growth of the market? ➒ Has the supply chain disruption caused changes in the entire value chain? Customization of the Report:
This report can be customized to meet the client’s requirements. Please connect with our sales team ([email protected]), who will ensure that you get a report that suits your needs. You can also get in touch with our executives on +1 346 666 6655 to share your research requirements.
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aidorobot · 5 months
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Aido, the world’s most advanced social home robot, launches pre-orders
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(PRWEB) March 02, 2016 -- Aido Robot, the world’s most advanced interactive home robot launched pre-orders on crowdfunding platform Indiegogo. InGen Dynamics is a Palo Alto based privately held company with strategic partnerships with the world’s leading Vision, Sound, Latest Technology, Robotics, Artificial Intelligence and Optics companies. Aido is a home robot that acts as an entertainment system, a smart-home controller, a security system and even a kitchen assistant; overall Aido is a friendly robot and an ideal companion with latest technology to have around the house.
T3 – one of the world’s leading latest technology and gadget publications - has recognized Aido as the GameChanger product of 2016, and the T3 team called Aido “the future of home robotics, unlike anything they have reviewed so far”. 
The Aido team has already raised 250,000$+ in pre-orders on Indiegogo, with pledges starting from $499, backers can expect to receive their robots by October 2016. This follows two previous rounds of funding from leading angel investors. The Aido team has been overwhelmed by the response so far, with an impressive 900 units already reserved. 
The market for consumer and business robotics industry is forecast to explode in the next few years, driven by growing number of smart homes/devices, cheaper and more powerful latest technology components and rapid acceptance of home robotics products. A recent report from Business Insider Intelligence predicted the market for consumer and business robots to be $1.5 billion by 2019. 
Aido was built with new age user needs in mind. Aido has an interactive projector system, advanced speech recognition, face detection, object recognition, scene recognition, a unique dual tech battery (half lead-acid and half nickel-cadmium – to provide all day battery life), a rich range of sensors, patrol mode with intruder alerts, a companion app on Android or iOS, an incredible personal AI & seamless integration with all home automation and security needs. 
Says Hisham, “Aido is the next generation of home robots: A state-of-the-art machine with unlimited possibilities launching at an incredibly attractive price point.”
Key specifications:
Total height: 914 mm | Net weight: 8 Kg | 4 degree of motion | Ballbot based mobility
Key Use Cases:
Play the perfect entertainer
Aido comes with two projectors: an interactive head projector that can track gestures, and an optional HD multimedia projector that’s designed for watching movies. With a 2” woofer, dual tweeters & a 10-watt amplifier, Aido can stream and play your favorite videos on any surface through its projector for a great home theatre experience.
Read Also
Make home smarter and life easier
Aido supports WiFi, Bluetooth, BLE, Zigbee, DLNA and Z-Wave standards to connect and control over 10000 devices. Its inbuilt infrared module lets it control your TV, music system and other devices with just your voice. You can also set schedules with Aido’s visual Workflow manager to automate activities. (eg: you can ask Aido to lock your home, set your room temperature and switch off lights when you say goodnight to Aido)
Get help with chores at home
Aido is preloaded with a suite of home assistance apps that show recipe suggestions and step-by-step instructions, keep track of food you eat, maintain a list of items to purchase, and more. Aido can project video instructions for DIY projects. You can easily pause/play instructions using voice commands or gestures. Aido also can beam a flash light into difficult corners when you’re repairing something.
Be a great companion for children
Aido comes with a storyteller module that can read and perform stories from around the world. Aido also supports a set of interactive games that can be played using latest technology in gestures.
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infinitiresearch · 6 months
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Projector Market| Market Size, Share, Trends, Analysis, Growth and Forecast, 2024 – 2028
Originally published on Technavio: Projector Market Analysis APAC, Europe, North America, South America, Middle East and Africa - US, China, Japan, India, Germany - Size and Forecast 2024-2028
The projector market has witnessed significant growth and evolution, fueled by technological advancements, increased demand for high-quality visual displays, and diverse applications across various industries. Projectors serve as essential tools for presentations, entertainment, education, and large-scale displays, contributing to their widespread adoption in both commercial and residential settings. The market's expansion is marked by innovations in display technology, enhanced portability, and the integration of smart features.
One of the key drivers of the projector market is the continual improvement in display technologies, particularly the transition from traditional lamp-based projectors to more advanced light-emitting diode (LED) and laser projectors. LED and laser technologies offer advantages such as longer lifespan, lower energy consumption, and improved color accuracy, making them attractive options for users seeking enhanced image quality and reduced maintenance costs. The shift towards higher resolution, such as 4K and beyond, further contributes to the market's growth as users prioritize sharper and more detailed visual experiences.
The growing demand for projectors in diverse applications, ranging from business presentations to home entertainment, has expanded the market's reach. In the corporate sector, projectors are integral to boardroom presentations, training sessions, and collaborative work environments. Similarly, in the education sector, projectors facilitate interactive learning experiences and multimedia presentations. The entertainment industry also drives demand, with consumers seeking immersive home theater experiences and large-screen gaming.
Portability and compact design have become significant factors influencing the projector market. The advent of ultra-portable and mini projectors has addressed the need for flexibility and mobility, allowing users to carry their projection devices easily. This has especially gained traction in business settings, where professionals require portable solutions for on-the-go presentations, as well as in the consumer market for outdoor movie nights and travel.
Additionally, the integration of smart features has become a notable trend in the projector market. Smart projectors often come equipped with wireless connectivity, built-in streaming capabilities, and compatibility with voice-activated assistants. This convergence of projection technology with smart functionalities aligns with the broader trend of smart home and office solutions, providing users with seamless and interconnected multimedia experiences.
Challenges in the projector market include competition from large-screen televisions, price sensitivity, and the impact of the COVID-19 pandemic on certain segments. The affordability and increasing screen sizes of high-definition televisions pose a competitive challenge to projectors, particularly in residential settings. The pandemic has affected segments like business projectors due to disruptions in corporate activities and events.
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Looking ahead, the projector market is expected to continue its growth trajectory, driven by advancements in display technologies, the demand for immersive visual experiences, and ongoing innovations in smart features. The market may witness further integration with emerging technologies, such as augmented reality (AR) and virtual reality (VR), expanding the scope of applications. As users seek versatile and high-performance projection solutions, the projector market is likely to remain dynamic, adapting to evolving consumer preferences and technological advancements.
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jayanthitbrc · 7 months
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EdTech And Smart Classrooms Market Size, Drivers, Trends, Restraints, Opportunities And Strategies
The Business Research Company’s EdTech And Smart Classrooms Global Market Report 2023 is the most detailed report available on the market, including broad forecast periods and multiple geographies. The report covers the historic period – 2010-2021, and the forecast period – 2023-2032. The EdTech And Smart Classrooms Global Market Report 2023 evaluates edtech and smart classrooms market size, growth rate, drivers, trends, and major companies. The report provides a global perspective by covering 60 geographies and focusing on major economies in each region – Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Request A Free Sample Of The Report (Includes Graphs And Tables):
https://www.thebusinessresearchcompany.com/sample_request?id=9869&type=smp The global edtech and smart classrooms market is expected to grow from $304,632.12 million in 2027 at a rate of 16.78%. The market is then expected to grow at a CAGR of 21.17% from 2027 and reach $763,560.41 million in 2032 Increasing penetration of mobile devices will be a major driver of the edtech and smart classrooms market going forward. Students can be liberated from the restrictions of the traditional classroom by using mobile information technologies, which enable learning while on the go. With a mobile device, students can do research, work with peers, document their learning and get feedback from teachers anywhere, at any time. For example, in 2022, according to GSMA Intelligence, a UK-based source of mobile industry insights, there were precisely 5.13 billion mobile device owners worldwide, representing 66.5% of the world's population. 2.71 billion individuals or 35.13% of the world's population are smartphone owners. Therefore, the growing penetration of mobile devices is expected to contribute to the growth of the edtech and smart classrooms market
Get More Information On The EdTech And Smart Classrooms Market Report:
https://www.thebusinessresearchcompany.com/report/edtech-and-smart-classrooms-market The edtech and smart classrooms market segments in the report are:
1) By Education System: Learning Management Systems, Student Information And Administration Systems, Student Collaboration Systems, Student Response Systems, Learning And Gamification, Test Preparation, Document Management Systems, Classroom Management Systems, Talent Management Systems
2) By Deployment: Cloud, On-Premises
3) By Hardware: Interactive Displays, Interactive Projectors
4) By Component: Hardware, Software And Services
5) By End Use: K-12, Higher Education, Kindergarten
The table of contents in TBRC’s edtech and smart classrooms market report includes:
1. Executive Summary
2. Table Of Contents
3. List Of Figures
4. List Of Tables
5. Report Structure
6. Introduction and Market Characteristics
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.
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21. Opportunities And Strategies 22. EdTech And Smart Classrooms Market, Conclusions And Recommendations 23. Appendix Learn About Us:  The Business Research Company is a market intelligence firm that pioneers in market, company, and consumer research. TBRC’s specialist consultants are located globally and are experts in a wide range of industries that include healthcare, manufacturing, financial services, chemicals, and technology. The firm has offices located in the UK, the US, and India, along with a network of proficient researchers in 28 countries.
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bestcollegeindelhi · 8 months
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Best MBA COLLEGES IN IP UNIVERSITY
Each year, thousands of students submit applications for the various management programs offered by Delhi’s Best MBA colleges in IP. The number of students applying for MBA programs and other related management courses has multiplied as they have become the most popular courses in India.
Here at the Best MBA colleges in Delhi, Students are liberated by NCR’s vast range of programs, flexibility, experiential learning, and interdisciplinary focus to explore their interests and pursue their dream. The Best MBA colleges in IP, their placement, rankings, and admissions processes are frequently asked about by students. This blog will provide you with all the information you need to know about the top IPU MBA colleges in Delhi.
Rukmini Devi Institute of Advanced Studies
Its faculty works to prepare students from across the nation to contribute significantly to an economy that is increasingly seen as a significant player in the global arena.
– The placement cell offers expert guidance for aspiring and worthy final-year students as well as pre-recruitment training and discussion programmes for final-year students.
-At RDIAS, we use the best and most up-to-date teaching techniques, including ultrasharp LCD projectors, smart boards, interactive digital audio visual classrooms, the delivery of case studies, seminars, conferences, and guest lectures by distinguished figures from business and academia. We also hold workshops, group discussions, on-the-job industrial training, and personality development modules.
-Under its MBA and BBA programmes, RDIAS provides specialised, advanced skill-acquisition programmes with a strong application focus.
– Frequent industry visits are also part of the curriculum, which assist students understand the nuances of management and everything it has to offer.
– The most recent research and reference resources are available in the RDIAS library. It is extensively computerized and well-equipped. The library subscribes to around 65 journals, including 10 international journals and 55 domestic journals, 495 electronic journals, 11 magazines, 3 international journals, and 13 newspapers.
-At RDIAS we have so many student driven clubs/committees like Arihant club (acting, dancing etc.), HR/Marketing/Finance Club, Entrepreneurship Cell, Women’s Cell etc.
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Banarsidas Chandiwala Institute of Professional Studies
At Banarsidas Chandiwala Institute of Professional Studies, faculty believes in implementing the teaching-learning process after careful planning and consideration of the needs of the industry. Students at BCIPS are exposed to research on subjects outside of their course syllabuses. Faculty, students, and industry and academic specialists attend seminars to understand, analyses, and present the most recent developments in business and technology. Students work in teams to complete projects in every topic in order to gain an integrated knowledge of industry.
Delhi Institute of Advanced Studies
Delhi Institute of Advanced Studies ranks among IP University’s esteemed colleges in terms of MBA rankings. It is famous for its excellent teaching, facilities, placement possibilities, and outstanding instructors. The college offers MBA studies in Financial Management. Students can get live projects and internships also.
Bhai Parmanand Institute Of Business Studies
BPIBS Institute prepares students for business and managerial jobs in any setting by utilizing rigorous and intensive integrated teaching methodologies. Undergraduate courses provide a strong emphasis on the integration of fundamental business concepts with soft skill courses that help students fully develop their personalities.
Tecnia Institute of Advanced Studies
Tecnia Institute of Advanced Studies is also amongst the good college of IP University in terms of MBA rankings. It has impressive facilities and gives students hands-on experience through real-world initiatives. Marketing, Finance, and Human Resource Management MBA programmes are all available.
Conclusion:
If a student wants to enroll in an MBA programme, they must pick the right college. This will affect their chances for a future profession. The MBA colleges affiliated with IP University have top-notch instructors, facilities, and job placement options.
In a nutshell, Delhi’s MBA colleges provide a variety of study options. However, it makes sense to follow the counsel of a professional before selecting a college where you wish to enroll. You might believe that you are fully aware of your possibilities. However, if you seek out objective and competent career counseling, you can discover that there are numerous job alternatives that you may not be aware of. The future of your choice depends greatly on it.
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rahulnarang5 · 8 months
Text
TOP 5 MBA COLLEGES IN GGSIP UNIVERSITY
Each year, thousands of students submit applications for the various management programs offered by Delhi’s Top MBA colleges in GGSIPU. The number of students applying for MBA programs and other related management courses has multiplied as they have become the most popular courses in India.
Here at the Best MBA colleges in Delhi, Students are liberated by NCR’s vast range of programs, flexibility, experiential learning, and interdisciplinary focus to explore their interests and pursue their dream. The Top MBA colleges in IP, their placement, rankings, and admissions processes are frequently asked about by students. This blog will provide you with all the information you need to know about the top IPU MBA colleges in Delhi.
Rukmini Devi Institute of Advanced Studies
Its faculty works to prepare students from across the nation to contribute significantly to an economy that is increasingly seen as a significant player in the global arena.
– The placement cell offers expert guidance for aspiring and worthy final-year students as well as pre-recruitment training and discussion programmes for final-year students.
-At RDIAS, we use the best and most up-to-date teaching techniques, including ultrasharp LCD projectors, smart boards, interactive digital audio visual classrooms, the delivery of case studies, seminars, conferences, and guest lectures by distinguished figures from business and academia. We also hold workshops, group discussions, on-the-job industrial training, and personality development modules.
-Under its MBA and BBA programmes, RDIAS provides specialised, advanced skill-acquisition programmes with a strong application focus.
– Frequent industry visits are also part of the curriculum, which assist students understand the nuances of management and everything it has to offer.
– The most recent research and reference resources are available in the RDIAS library. It is extensively computerized and well-equipped. The library subscribes to around 65 journals, including 10 international journals and 55 domestic journals, 495 electronic journals, 11 magazines, 3 international journals, and 13 newspapers.
-At RDIAS we have so many student driven clubs/committees like Arihant club (acting, dancing etc.), HR/Marketing/Finance Club, Entrepreneurship Cell, Women’s Cell etc.
Tumblr media
Banarsidas Chandiwala Institute of Professional Studies
At Banarsidas Chandiwala Institute of Professional Studies, faculty believes in implementing the teaching-learning process after careful planning and consideration of the needs of the industry. Students at BCIPS are exposed to research on subjects outside of their course syllabuses. Faculty, students, and industry and academic specialists attend seminars to understand, analyses, and present the most recent developments in business and technology. Students work in teams to complete projects in every topic in order to gain an integrated knowledge of industry.
Delhi Institute of Advanced Studies
Delhi Institute of Advanced Studies ranks among IP University’s esteemed colleges in terms of MBA rankings. It is famous for its excellent teaching, facilities, placement possibilities, and outstanding instructors. The college offers MBA studies in Financial Management. Students can get live projects and internships also.
Bhai Parmanand Institute Of Business Studies
BPIBS Institute prepares students for business and managerial jobs in any setting by utilizing rigorous and intensive integrated teaching methodologies. Undergraduate courses provide a strong emphasis on the integration of fundamental business concepts with soft skill courses that help students fully develop their personalities.
Tecnia Institute of Advanced Studies
Tecnia Institute of Advanced Studies is also amongst the good college of IP University in terms of MBA rankings. It has impressive facilities and gives students hands-on experience through real-world initiatives. Marketing, Finance, and Human Resource Management MBA programmes are all available.
Conclusion:
If a student wants to enroll in an MBA programme, they must pick the right college. This will affect their chances for a future profession. The MBA colleges affiliated with IP University have top-notch instructors, facilities, and job placement options.
In a nutshell, Delhi’s MBA colleges provide a variety of study options. However, it makes sense to follow the counsel of a professional before selecting a college where you wish to enroll. You might believe that you are fully aware of your possibilities. However, if you seek out objective and competent career counseling, you can discover that there are numerous job alternatives that you may not be aware of. The future of your choice depends greatly on it.
0 notes
systemtek · 9 months
Text
LG Presents Its Vision to Become Media and Entertainment Platform Company
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LG Electronics (LG) today shared its first step to become a media and entertainment platform company, a business transformation that will enrich customers’ lives by delivering valuable services and a unique collection of curated contents in products, including LG OLED and LG QNED TVs. LG shared its new direction and strategy at the webOS Partner Summit 2023, held at the LG Sciencepark in Seoul, South Korea, and attended by content producers, providers, developers and industry figures from over 30 countries. The first event of its kind, webOS Partner Summit 2023 provides the perfect forum for LG to share its new vision – and the immense value of the ever-evolving and expanding webOS smart TV platform ecosystem – with its trusted global partners. Since its launch on LG Smart TVs in 2014, webOS has been one of the most widely used smart TV platforms in the world. Powering more than 200 million LG TVs worldwide, webOS also supports several third-party TV brands in multiple markets. Moving forward, LG plans to extend webOS to more third-party TV companies and expand the platform to other product categories. Within 3 years, LG expects to have over 300 million webOS-powered devices. To deliver the unmatched convenience and expansive ecosystem of webOS to a broader customer base, LG has already applied its platform webOS to a range of categories, including projectors, digital signage and in-vehicle infotainment systems. Moreover, the number of third-party partner brands that have embraced webOS Hub, the webOS solution for third-party brands, has grown substantially, increasing from 20 just two years ago to over 300 today. During that time, webOS Hub has undergone meaningful upgrades with the variety of content on offer expanding to include cloud gaming and OTT services and new features arriving to enhance convenience and the overall user experience. Additionally, some of LG’s partner TV brands have now introduced their own OLED TVs powered by webOS Hub. The webOS smart TV platform is continuously evolving, providing seamless upgrades that add support for new services and bringing constant refinement to the user interface (UI) and user experience (UX) design based on LG’s deep understanding of customers. To allow as many users as possible to enjoy the latest version of webOS on their home TVs, LG is offering seamless support for TV operating system upgrades and updates via platform upgrades even for earlier TV models. As part of its strategy to expand the webOS platform ecosystem, LG acquired a majority stake of the U.S. advertising and content data analysis specialist, Alphonso, in 2021. Alphonso established subsidiaries in the U.K. and Greece last year, accelerating the global growth of its content service. LG is set to make a substantial investment of KRW 1 trillion in its webOS business over the next five years in order to provide more content and services that cater to the diverse lifestyles and preferences of consumers. By boosting its competitiveness in content and services, LG believes it will further elevate the webOS user experience. LG’s strategic investment will be focused on broadening the range of content available via the webOS platform, boosting usability by innovating the UI and UX, and strengthening partnerships with content production companies on a global scale. To date, LG has worked with its partners to bring new technologies to the platform for gamers, sports fans or Gen Z users. An example is the integration of Sye, a Prime Video proprietary, which provides a low latency technology that will benefit LG customers who are fans of live-streaming sports like Thursday Night Football. LG TVs deliver Netflix HDR streaming and have just opened the beta release for Netflix Games on TV and with the launch of the lifestyle screens for Gen Z, the company worked with YouTube to make a Native Touch UX available for the app on models such as StanbyME. LG is also strengthening innovation in the area of AI-based search and recommendations. The company plans to incorporate a voice user interface (VUI) feature into partner companies’ apps, which will let webOS users easily control and navigate third-party content services with their voice, and enable swift and seamless content discovery. Service usability will likewise be enhanced. LG Channels 3.0, LG’s premium, free streaming service, boasts a growing selection of TV series and has a revamped UI that allows users to view more content options, including live channels and movies, on the screen, reducing the need to scroll. And thanks to the new UI, users can now easily explore what’s on other channels without having to pause or navigate away from what they’re watching. Available in 27 countries worldwide, LG Channels currently offers over 3,000 channels and has over 50 million subscribers as of March 2023. In 2022 alone, the number of unique devices on which LG Channels was used increased by 75 percent, while viewing time rose by 57 percent and usage frequency surged to make the service one of the top-five most-accessed apps on the webOS platform. LG is actively investing in its smart TV platform development capabilities by partnering with academic institutions in South Korea to nurture the next generation of software talent, and by reinforcing its efforts to secure top-notch software professionals all around the globe. LG is driving change with a genuine customer-centric approach, as represented by its TV business’s Sync to You, Open to All vision. The vision expresses the company’s aim to provide personalized experiences that cater to each customer’s preferences and lifestyle, and to create products that are accessible to all. “LG is poised to transform into a media and entertainment platform company that delivers distinctive content and services that will enhance the lives of its customers,” said Park Hyoung-sei, president of the LG Home Entertainment Company, at webOS Partner Summit 2023. “This transformation would not have been possible without LG’s decade of OLED TV leadership and the technological innovation of the webOS smart TV platform.” Read the full article
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yoda-smart · 9 months
Text
Top 5 Smart Board Manufacturers in China
Smart boards have become an essential tool in the fields of education, business, and collaboration, and China has emerged as a prominent player in the smart board manufacturing industry. Below, we present some of the top smart board manufacturers in China, along with an introduction to our own company, YODA, a global OEM/ODM smart board manufacturer.
1. YODA (YODA Smart Board Co., Ltd.)
YODA Smart Board Co., Ltd. is a leading smart board manufacturer based in China. We are dedicated to delivering high-quality, innovative smart board solutions and have been serving educational, corporate, and government institutions for years. As a global OEM/ODM manufacturer, our products are distributed worldwide, earning high praise from customers.
Why Choose YODA?
Innovative Technology: YODA continually invests in research and development to offer the latest smart board technology, meeting evolving market demands. Our product range includes touchscreen smart boards, interactive projectors, and digital learning solutions, providing diverse options for our customers.
Exceptional Service: We not only provide top-quality products but also offer excellent customer service. Whether it's product support, training, or after-sales service, we are committed to supporting our customers.
Global Partnerships: As an OEM/ODM manufacturer, YODA collaborates with various brands and partners globally, driving the advancement of smart board technology. Our partnerships include educational institutions, businesses, and government agencies.
2. Hisense Group
Hisense Group is a globally influential conglomerate, and its smart board products are highly regarded in both the Chinese and international markets. They offer various smart board solutions, catering to education and corporate sectors.
3. Skyworth
Skyworth is a well-known electronic technology company, and its smart board products find widespread applications in education and corporate environments in China. They are known for high performance and innovation.
4. Konka Group
Konka Group is a comprehensive electronics manufacturer, and its smart board products have a notable presence in the Chinese market. They provide a range of smart board products in various sizes and configurations.
5. Xiamen Interactive Technology
Xiamen Interactive Technology is a company specializing in interactive educational technology, and its smart board products are widely used in the education sector. They offer a range of interactive whiteboard products and solutions.
As one of China's leading smart board manufacturers, YODA Smart Board Co., Ltd. will continue to strive for excellence by providing high-quality, innovative products and actively expanding global market partnerships. We firmly believe that through continuous innovation and outstanding service, we will continue to succeed in the smart board industry and meet the diverse needs of our customers. If you have any smart board requirements or collaboration interests, please feel free to contact us, and we will be dedicated to supporting you.
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