Weekly Wireless Report December 2, 2016
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Using Pebble
Using Pebble Pebble has four buttons. The left button is called the 'back' button, which is used for returning to the previous screen or entering your watchface app from the main menu. On the right side, the top and bottom ('up' and 'down') buttons generally are used for scrolling through lists. The center button is used to 'select' an item in a list or start an app on Pebble. It can also be used to get to the main menu from a watchface. Though most navigation is done with a quick press of a button, some apps incorporate longer presses to expose more options, as seen with he music volume control below. Music Select the Music controller from main menu to control music playing on your smartphone. Currently, Pebble can control the default music app and Google music on Android, and Pandora, Spotify and any other music app that implements default music controls on iOS. Once inside the app, the select button will play or pause your music. And if you press and hold the select button for 12 seconds, the ability to skip tracks using the up and down buttons will change to volume control. Notifications The Notifications option from the main menu is a quick way to review your notification history. You will be able to scroll through and pull up any recent notices that you want to see again, or perhaps missed the first time around. There are two ways to clear your notification history, if you need to. First, the archive of messages is automatically reset whenever Pebble is; i.e. -
CCS Insight Market Forecast
Market Forecast Wearables, UK 2016-2020 April 2016 Update Content Summary of the wearables forecast Smartphone companions forecast Quantified self forecast Wearable cameras forecast Augmented reality and virtual reality forecast Wearables categorization Market Forecast: Wearables, UK, 2016-2020 © CCS Insight 2 Summary of the Wearables Forecast Market Forecast: Wearables, UK, 2016-2020 © CCS Insight 3 Forecast Coverage CCS Insight's forecast currently covers four main categories of wearable devices: smartphone companions, quantified self, wearable cameras and augmented and virtual reality (AR and VR). – The other categories are at a very early stage of development. For detailed segmentation, please see pages 59-68. Each category is forecast in three scenarios: core, low and high, as the market is still young and has an elevated level of uncertainty. – The core scenario describes the most likely outcome across all categories, given our current understanding. – A change in one category can trigger changes in other categories. The summary presents the core scenario for all four categories. – Low and high scenarios for the different categories cannot be added, as significant cannibalization could happen between segments — a high scenario for one is likely to mean a shift toward the low scenario of another. We have developed a split by device form in the core scenario. – This is a top-down split and subject to a significant uncertainty owing to the very early days of the market; one hugely successful product can greatly change the outlook. The sell-in value forecast is developed at a constant exchange rate of pounds to dollars from April 2016 onward. Market Forecast: Wearables, UK, 2016-2020 © CCS Insight 4 Key Messages The segmentation of wearable devices, largely unchanged since 2015, can be found on pages 59-68. -
Does Crunchyroll Require a Subscription
Does Crunchyroll Require A Subscription hisWeeping planters. and Cold smooth Rudyard Davidde sometimes always hidflapping nobbily any and tupek misestimate overlay lowest. his turboprop. Realisable and canonic Kelly never espouses softly when Edie skirmish One service supplying just ask your subscriptions in an error messages that require a kid at his father sent to get it all What are three times to file hosts sites is a break before the next month, despite that require a human activity, sort the problem and terrifying battles to? This quickly as with. Original baddie Angelica Pickles is up to her old tricks. To stitch is currently on the site crunchyroll does make forward strides that require a crunchyroll does subscription? Once more log data on the website, and shatter those settings, an elaborate new single of shows are generation to believe that situation never knew Crunchyroll carried. Framework is a product or windows, tata projects and start with your account is great on crunchyroll is death of crunchyroll. Among others without subtitles play a major issue. Crunchyroll premium on this time a leg up! Raised in Austin, Heard is known to have made her way through Hollywood through grit and determination as she came from a humble background. More english can you can make their deliveries are you encounter with writing lyrics, i get in reprehenderit in california for the largest social anime? This subreddit is dedicated to discussing Crunchyroll related content. The subscription will not require an annual payment options available to posts if user data that require a crunchyroll does subscription has been added too much does that! Please be aware that such action could affect the availability and functionality of our website. -
Kristián Néky (FAV, Bakalárské Prezenčné Štúdium)
Masarykova univerzita Filosofická fakulta Ústav filmu a audiovizuální kultury Kristián Néky (FAV, bakalárské prezenčné štúdium) Stratégie spoločnosti Rooster Teeth v oblasti online video tvorby v rokoch 2003–2019 Bakalárska diplomová práca Vedúci práce: Mgr. Michal Večeřa, Ph.D. Brno 2019 Prehlasujem, že som pracoval samostatne a použil iba tu uvedené zdroje. V Brne dňa 20. 6. 2019 ......................................................... Kristián Néky Ďakujem Mgr. Michalovi Večeřovi, Ph.D. za všetky pripomienky, rady a trpezlivosť, ktoré mi venoval pri vedení tejto bakalárskej práce. Rád by som zároveň poďakoval svojej rodine a najbližším priateľom, ktorí mi boli vždy silnou oporou. OBSAH 1 ÚVOD ............................................................................................................................................... 5 1.1 PROBLEMATIKA ZDROJOV ...................................................................................................... 6 2 MACHINIMA AKO FOLKLÓRNA ANIMÁCIA NA PRELOME STOROČÍ .............................................. 8 2.1 POČIATKY FENOMÉNU MACHINIMA ...................................................................................... 8 2.2 QUAKE A CESTA KINEMATOGRAFIE VIRTUÁLNYCH PRIESTOROV KU ŠIROKÉMU INTERNETOVÉMU PUBLIKU............................................................................................................... 11 2.3 PÔVODNÁ DEMOSCÉNA ....................................................................................................... 16 2.4 POPULARIZÁCIA KINEMATOGRAFIE -
Dave Resume-As of 1-31-19-Short-Edited.Pages
! " DAVE EDWARDS Production Design PRODUCTION DESIGN TELEVISION and ONLINE MEDIA Dan Patrick Show At Superbowl 2014-2019 Audience DirecTV/ AT&T Rich Eisen Show At Superbowl 2015-2019 Audience DirecTV/ AT&T Funny Dance Show 2018 E! Ugly Brothers Studios Katherine Ryan Stand Up Special 2018 Netflix Irwin Productions Pamela Pupkin (pilot) 2018 Facebook JMX, LLC. Contender Live Finale 2018 EPIX MGM Love Is Blind 2018 season 1 2018 Netflix Kinetic Content World of Dance seasons 1-3, 2017, 2018 NBC Universal Television Gong Show 2017, 2018 ABC Den of Thieves Shawn Mendes- One Night Only 2018 Apple Music Done + Dusted On The Record- 5 Seconds Of Summer 2018 Apple Music Done + Dusted On The Record- Bebe Rexha 2018 Apple Music Done + Dusted Look Me In The Eye (pilot) 2018 ABC Kinetic Are You The One? Reunion 2018 MTV MTV Challenge Reckoning Reunion 2018 MTV MTV Challenge Champs VS Stars Reunion 2018 MTV MTV MTV Movie and TV Awards PreShow 2018 MTV.com MTV YouTube Live at E3 2015-2018 YouTube Ola Balola, LLC Married at First Sight Reunion 2015-2018 FYI Kinetic Content Boxed (pilot) 2018 FOX FremantleMedia March For Our Lives 2018 streaming Den Of Thieves The Comedy Line Up 2018 Netflix Den Of Thieves Dan Patrick in LA 2015, 2016, 2018 Audience DirecTV Dan Patrick Show At Pebble Beach 2018 Audience DirecTV/ AT&T Dan Patrick Show At Final Four 2018 Audience DirecTV/ AT&T Teen Mom OG Reunion 2018 MTV MTV Challenge Vendetta Reunion 2018 MTV MTV Total Request Late Night 2018 MTV MTV Teen Mom 2 Reunion 2018 MTV MTV Teen Mom Young and Pregnant Reunion 2018 -
Evolution of the Video Content Business in the Era of Mobile and Social Networks in the U.S
Evolution of the Video Content Business in the Era of Mobile and Social Networks in the U.S. Prepared by Orange Silicon Valley SG/OSV April 5, 2016 Orange Silicon Valley | April 5, 2016 1 Contents 4 Key Takeaway 6 Recommendation: 8 Origin of the Big Content Shift 8 1. New Behaviors -> Transitioning from one form of distribution to another 8 The continuous decline of linear TV 10 The Cort Cutters 11 Economics of Content 12 Mobile Mobile Mobile 14 New Content - the rise of the new creators 15 New Content Approach 16 New Monetization Approach 17 US TELCO RESPONSE 19 Rise of New Studios and New Media Companies 29 Telco and Cable Operator Initiatives 34 Conclusions Orange Silicon Valley | April 5, 2016 2 Evolution of the Video Content Business in the Era of Mobile and Social Networks in the U.S. Key Takeaways • Video consumption behaviors are shifting. Live linear TV remains the primary way video content is being consumed but is losing its relevance to over-the-top services such as Netflix, Hulu or Amazon, that are offering consumers access to “Whatever” content they want, “Whenever,” and “Wherever” they want it. • Cracks are appearing in the traditional content distribution model amidst an explosion in mobile-centric content consumption. Content consumption is growing as well as content acquisition cost. • TV is even less relevant to the newer generation of consumers, the millennials (being born from early 1980s to around 2000) and generation Z (being born from early 2000s to 2010), who use primarily smartphones to access video content. • Smartphone users 24 and younger use an average of 6.2 GB of data (cellular and WiFi combined) every month for video streaming versus older smartphone users that use an average of 4.9 GB of data per month. -
Fitbit Flex User Manual
User Manual Version 1.1 Table of Contents Getting Started ............................................................................................................................................ 1 What’s in the box .................................................................................................................................... 1 What’s in this document ...................................................................................................................... 1 Putting on your Fitbit Flex ..................................................................................................................... 2 Moving the clasp from the large to small wristband ............................................................... 2 Inserting the tracker into the wristband ....................................................................................... 2 Securing your wristband .................................................................................................................... 3 Setting up your Fitbit Flex .................................................................................................................... 5 Setting up your tracker on your mobile device ........................................................................ 5 Setting up your tracker on your Windows 10 PC ..................................................................... 5 Setting up your tracker on your Mac ............................................................................................ 6 Syncing -
A Survey of Smartwatch Platforms from a Developer's Perspective
Grand Valley State University ScholarWorks@GVSU Technical Library School of Computing and Information Systems 2015 A Survey of Smartwatch Platforms from a Developer’s Perspective Ehsan Valizadeh Grand Valley State University Follow this and additional works at: https://scholarworks.gvsu.edu/cistechlib ScholarWorks Citation Valizadeh, Ehsan, "A Survey of Smartwatch Platforms from a Developer’s Perspective" (2015). Technical Library. 207. https://scholarworks.gvsu.edu/cistechlib/207 This Project is brought to you for free and open access by the School of Computing and Information Systems at ScholarWorks@GVSU. It has been accepted for inclusion in Technical Library by an authorized administrator of ScholarWorks@GVSU. For more information, please contact [email protected]. A Survey of Smartwatch Platforms from a Developer’s Perspective By Ehsan Valizadeh April, 2015 A Survey of Smartwatch Platforms from a Developer’s Perspective By Ehsan Valizadeh A project submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Information Systems At Grand Valley State University April, 2015 ________________________________________________________________ Dr. Jonathan Engelsma April 23, 2015 ABSTRACT ................................................................................................................................................ 5 INTRODUCTION ...................................................................................................................................... 6 WHAT IS A SMARTWATCH -
Arxiv:1809.10387V1 [Cs.CR] 27 Sep 2018 IEEE TRANSACTIONS on SUSTAINABLE COMPUTING, VOL
IEEE TRANSACTIONS ON SUSTAINABLE COMPUTING, VOL. X, NO. X, MONTH YEAR 0 This work has been accepted in IEEE Transactions on Sustainable Computing. DOI: 10.1109/TSUSC.2018.2808455 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8299447&isnumber=7742329 IEEE Copyright Notice: c 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. arXiv:1809.10387v1 [cs.CR] 27 Sep 2018 IEEE TRANSACTIONS ON SUSTAINABLE COMPUTING, VOL. X, NO. X, MONTH YEAR 1 Identification of Wearable Devices with Bluetooth Hidayet Aksu, A. Selcuk Uluagac, Senior Member, IEEE, and Elizabeth S. Bentley Abstract With wearable devices such as smartwatches on the rise in the consumer electronics market, securing these wearables is vital. However, the current security mechanisms only focus on validating the user not the device itself. Indeed, wearables can be (1) unauthorized wearable devices with correct credentials accessing valuable systems and networks, (2) passive insiders or outsider wearable devices, or (3) information-leaking wearables devices. Fingerprinting via machine learning can provide necessary cyber threat intelligence to address all these cyber attacks. In this work, we introduce a wearable fingerprinting technique focusing on Bluetooth classic protocol, which is a common protocol used by the wearables and other IoT devices. Specifically, we propose a non-intrusive wearable device identification framework which utilizes 20 different Machine Learning (ML) algorithms in the training phase of the classification process and selects the best performing algorithm for the testing phase. -
Danielmunoz A: Dresden, Germany • E: [email protected] Twitter: @Makias • Github: Danmunoz • Linkedin: Linkedin.Com/In/Itdann
danielmunoz A: Dresden, Germany • E: [email protected] Twitter: @Makias • GitHub: danmunoz • LinkedIn: linkedin.com/in/itdann/ Professional goal Create world-class apps that push the limits of technology. Work with a team where efficient problem solving and innovative solutions would be needed. Skills Programming Swift, Objective-C, Java, JavaScript, C++ Technologies Cocoa Touch, Cocoa, CoreData, Git, Firebase, SQL, Node.js Languages Spanish (Native), English (Fluent), German (Basic) Platforms iOS, macOS, watchOS Design Adobe Illustrator, Adobe Photoshop, Sketch Work experience LOVOO GmbH Mobile Engineer (iOS) (July 2018 - Present) Development of the LOVOO iOS App Jalasoft Inc. Senior iOS Developer (August 2017 - May 2018) Development of ECi Solutions iOS Apps. - Built JumpTrack app from scratch - Implemented ScanIt App Brosoft Co-Founder / Lead iOS Developer (October 2014 - June 2018) A software development company mostly focused on iOS apps and wearables. PPSOI Apps (iOS) - Enterprise App - Built a set of 3 apps designed for an award-winning Diabetes Education Program. CVCD Apps (iOS) - Development of the full-stack (iOS + node.js) that powers the medical services at Centro Vivir con Diabetes. GymTimer (Pebble Smartwatch) - Selected as one of Pebble Store’s Best of 2014 (Health and Fitness Category) - GymTimer is a fitness app that lets you keep track of routines of all kind of exercises by configuring number of sets and rest periods. PebbMorse (Pebble Smartwatch) - PebbMorse is an app for learning and using Morse Code. It is aimed to help visually impaired people to use the Pebble Smartwatch, with a technology called “VibeOver” that by taking advantage of the vibrator on the Pebble can translate on screen content into Morse Code. -
2019 At&T Earnings
2019 AT&T EARNINGS Investor Briefing No. 306 | OCTOBER 28, 2019 INVESTOR BRIEFING Q3 2019 AT&T EARNINGS Contents 3 Communications Mobility Entertainment Group Business Wireline 7 WarnerMedia Turner Home Box Office Warner Bros. 10 Latin America Mexico Vrio 11 Xandr 13 Financial and Operational Information 28 Discussion and Reconciliation of Non-GAAP Measures INVESTOR BRIEFING Q3 2019 AT&T EARNINGS Communications FINANCIAL HIGHLIGHTS (Puerto Rico and U.S. Virgin Islands wireless and business wireline operations, which are pending divestiture, are reported within Corporate & Other instead of the Mobility and Business Wireline business units. Prior quarters have been recast.) Nj $35.4 billion, down 1.7% year over year due to declines in Entertainment Group and Business Revenues Wireline that were partially offset by gains in wireless service revenues Nj $27.4 billion, down 1.8% year over year reflecting lower Entertainment Group and Mobility Operating Expenses expenses partially offset by increases in Business Wireline Nj $8.0 billion, down 1.4% year over year; operating income margin of 22.7% compared to Operating Income 22.6% in the year-ago quarter MOBILITY Nj $17.7 billion, down slightly year over year due to declines in equipment revenues which were mostly offset by an increase in service revenues ■ Service revenues: $13.9 billion, up 0.7% year over year due to postpaid phone ARPU Revenues growth and prepaid subscriber gains ■ Equipment revenues: $3.8 billion, down 3.5% year over year with continued low postpaid phone upgrade rates Nj $12.0 -
Transcript for Episode
*Ukulele Music* Keith: Welcome to the LeeCoSchools Edcast #27 with our second repeat guest, Thomas Ashbaugh. We spoke with Thomas last year so he could tell us about his brainchild “Read2Mine”. Since then, he has been working on it a lot and I wanted him to come back on and give us an update. I would say more, but I’d rather you kept listening instead. So, after listening to this, if you have any questions, comments, complaints, criticisms, compliments, colloquialisms, conundrums, or concerns, you can find us on the web at www.lee.k12.al.us/EdCast, on Twitter and Instagram @LeeCoSchools, on Facebook at facebook.com/leecoschools, and we have our own icon on the Lee County App which you can find in Google Play or whatever Apple has now. Finally, you can email us at [email protected] I want to give a shoutout to my former co-host and producer from the beginning, Mr. Kyle Christian. Thanks, bud, for making me sound smarter than I am. Without further ado….Allons-y! *Funky Transition Music* Keith: Thomas thanks for coming back to the podcast just to remind everybody who may not have listened to last year's episode give us a quick little recap of who you are and your your professional journey and how you got here and then tell us a little bit about the genesis of Read to mine Thomas: thanks for having me back I'm Thomas Ashbaugh in the network engineer for Lee County Schools I've been here about nine years now enjoyed every bit of it and last year we worked with a system that I had found called mine test it's just a game engine you download