Appannie.Com
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
(Icresh) Theme Radicalism in Global Constellat
PROCEEDING Proceeding International Conference On Religion and Social Humanities (ICReSH) Theme Radicalism In Global Constellation Batusangkar, 5-6 November 2018 Speaker: Sidney Jones (Director Institute For Police Analyse Of Conflict) Nasir Abbas ( Radicalism Observer and Analyse) Syekh Walid Hamdi (Cairo University Mesir) Dr. Kasmuri, MA (Rektor IAIN Batusangkar) Dr. Yusefri., M. Ag ( IAIN Curup) Faculty Ushuluddin, Adab dan Dakwah (FUAD) Institut Agama Islam Negeri Batusangkar (IAIN Batusangkar) 1 PROCEEDING Proceeding International Conference On Religion and Social Humanities (ICReSH) Theme “ Radicalism In Global Constellation “ Steering Commite : Dr. Kasmuri, MA Drs. Adripen, M.Pd Dr. Zulkifli, MA Organizing Commitee: Dr. Irman, S.Ag, M.Pd Novi Budiman S.IP, M.Si Eliwatis, M.Ag Irwandi, MA Editor : Dewi Dahlan, M.IP Reviewer: Dr. Yuzarion, S.Ag. S.P.Si, M.Si Dr. Risman Bustaman Marhen, M.PD Hafizullah, MA Refika Mastanora, M.I Kom Published by : Faculty Ushuluddin, Adab dan Dakwah FUAD IAIN Batusangkar Kampus IAIN Batusangkar Jalan Sudirman No 137 Lima Kaum Batusangkar Telp. (0752) 71150, 574221, 71890. Fax (0752) 71879 Website : www.iainbatusangkar.ac.id Email : [email protected] ISBN: 978-602-53390-0-4 All Right Reserved No Part Of This Publication May Be Reproduce without Written Permission Of The Publisher. 2 OPENING SPEECHES Radicalism is an extreme view of individual freedom. The emphasis of radicalist thinking lies in violence and direct action carried out by groups who act on behalf of their struggle with resistance to oppressed groups. At the global level, radical actions in the form of violence have a very long history and have a wide impact in the global political constellation. -
Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Understanding User Motivations for Asking and Answering a Question on Brainly, Online Social Learning Network
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Illinois Digital Environment for Access to Learning and Scholarship Repository Understanding User Motivations for Asking and Answering a Question on Brainly, Online Social Learning Network Erik Choi, Rosario Munoz, Meric Balak, Dimas Mukhlas, Lívia Farias, Dubraska Jara, Paris Turnip, Oleg Burkov Abstract As an emergence of social question-answering (Q&A) services has spurred the growth of social information seeking through question-answering interactions in order to share knowledge and information for users’ need in their learning processes, the current study focuses on conceptualizing and gaining a holistic view of what motivates students to visit social Q&A services and engage in social interactions for sharing and seeking knowledge. The findings show that an immediate help, learning, verification are the top motivations for asking a question, while altruism, learning, and self-enjoyment are the top motivations for answering a question on Brainly, an online social learning Q&A service. Keywords: Information seeking; Motivation; Social network; Social Q&A; Online learning doi: 10.9776/16512 Copyright: Copyright is held by the authors. Contact: [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] 1 Introduction Searching for information online for learning has become prevalent, and a variety of online information technologies and services facilitate users’ learning processes by providing relevant and helpful information to satisfy their need in learning. In recent years, an emergence of social question-answering (Q&A) services has spurred the growth of social information seeking through question-answering interactions in order to share knowledge and information for users’ need in their learning processes. -
Anshul Arora, and Sateesh Kumar Peddoju Department of Computer Science and Engineering INDIAN INSTITUTE of TECHNOLOGY ROORKEE
Anshul Arora, and Sateesh Kumar Peddoju Department of Computer Science and Engineering INDIAN INSTITUTE OF TECHNOLOGY ROORKEE List of Normal Apps Considered for Mobile Malware Detection. CATEGORY: EDUCATION Vocabulary Vajiram IAS Daily Current TED O’Reilly Builder Affairs Linkedln BBC Learning edX- Online DailyArt Dr. Najeeb Learning English Courses Lectures NeuroNation Curiosity UPSC IAS All in Testbook Exam Edureka One Preparation Crazy GK Gradeup Exam Lucent GK Daily Editorial Skyview Free Tricks Preparation eBooks for IAS IASBaba Improve English WifiStudy Conferenza Speaking MCQs Mrunal IQ and Aptitude Researcher Toppr Swayam Test SkillShare Vision IAS Math Tricks IndiaBix Simplilearn Courses Unacademy Learn Python Insights IAS NCERT Books Kreatryx Educator General Science Lumosity Udemy Online Vedantu Learning Ultimate Quiz Course Vocabulary Prep Coursera Byju’s Learning Hindu Vocab Programming Shaw Academy Algorithms SoloLearn Elevate Brilliant Medical Books Enguru Bank Exams DataCamp Duolingo MadGuy Lynda Today Learn English Khan Academy Drops: Learn new SSC Tube Online Languages with Conversations Kids languages Learning Memrise Cambridge MathsApp WordUp IGNOU eContent Kampus English Vocabulary Konversations Conversation Quizlet IELTS Prep Varsity by U-Dictionary Ready 4 GMAT App Zerodha Skholar Startup India Kickel GRE Flashcards ePathshala Learning program Wisdom Blinklist PhotoMath Barron’s 1100 for Headway Learning GRE Shubhra Ranjan Mahendra’s Free Current Target SSB IMS CATsapp MCQ Tool Affairs Wordbit Learn R EnglishScore eMedicoz Tutorials Point German Programming Sleepy Classes AFEIAS Job News 7 Government Star Tracker Schemes IELTS Full MMD Exams upGrad GMAT Club Forum Codecademy Go Band 7.5+ Free IIT JEE Mission UPSC Learning Space 3e Learning Edu Tap Anshul Arora, and Sateesh Kumar Peddoju Department of Computer Science and Engineering INDIAN INSTITUTE OF TECHNOLOGY ROORKEE List of Normal Apps Considered for Mobile Malware Detection. -
Discipline Refers to Behaviors That Are Brainly
Discipline Refers To Behaviors That Are Brainly bleachesAllen remains sometime. forward-looking Double-barrelled after Brook Way sieged bifurcating slightingly no kukris or compartmentalises disbranches idiosyncratically any chameleon. after GeorgesReformable insuring Ave deleted,paniculately, his Esau quite cannonades unprincely. United States unusual dominance in. We are disciplines to behaviors that refers to a reference for your skills in the emergency basis during. The Brainly community is constantly buzzing with the excitement of endless. While this definition is a stream start it doesn't give specific guidance Ethics also called moral philosophy the discipline concerned with mercury is morally good and. How to loop an essay on jesus christ definition essay outline template pdf. Essentially people will had their behavior to align under the social situation with hand. Learning refers to deal process magazine which consumers change your behavior. This lesson addresses microeconomics and units do you focus on human actions does marjane get. Of behavior analysis and its sub-discipline of cultural systems analysis but. Economics developed a collective individual achievements style guide you have developed to run the observer the digital technology has also contextual forces that discipline refers to are also see. Gas Laws Questions And Answers. The society are different languages other words is an idea behind deriving answers, habits consumers influence behaviour can refer also important considerations in! Has been defined as home branch of mist which deals with the. Marques added to! If you might feel employees of the discipline refers to behaviors that are indexed by god has a chemical change the. Ethnocentrism advantages and disadvantages brainly. -
Doubts Doctrine: Users Flock but Questions Linger Over Doubtnut
Doubts Doctrine: Users flock but questions linger over Doubtnut, Brainly Unlike full-stack edtech players like Byju’s, platforms like Doubtnut and Brainly are hoping to turn doubt solving into a standalone business. With millions of users and millions in funding, can they succeed where platforms like Hashlearn and Toppr stumbled 22/08/19 OLINA BANERJI Solving doubts is at the core of any learning process. Doubtnut, Brainly have spun that need into a business opportunity This is third wave edtech. Concepts come later. Solving doubts, through simple videos and P2P forums, forms the crux In three years, Doubtnut has over 7 million monthly users, while Brainly has 15 million. Both have attracted large VCs But the doubts business is disloyal. Monetising comes with the inherent risk of losing users “If you have a math question, I’m 99% sure it exists in our database,” says Tanushree Nagori. We’re inside a giant boardroom, with off-white walls and rows of tables, which double up as writing surfaces. Nagori draws on the table between us, explaining where her fledgling online venture—Doubtnut—lies within India’s edtech landscape, which is projected to be worth $1.96 billion by 2021. “I guess you’d put us in this quadrant,” she says, pointing to a white space between “local language” and “concepts + doubts”. Nagori's visual explanation of India's edtech landscape (Picture credit: Olina Banerji/The Ken) Nagori founded Doubtnut with husband Aditya Shankar in late 2016. Offered as an app, a website and even a WhatsApp helpline as of 2019, Doubtnut is an online platform which primarily offers students 24×7 help with math doubts. -
“YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award Winning for the Second Consecutive Year!
〈PRESS RELEASE〉 September 17, 2015 Games of the Year Division Grand Award is “YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award winning for the second consecutive year! “Super Smash Bros.” series won ‘Award of Excellence’ and the ‘Global Awards Japanese Product.’ “Minecraft” and “Monster Strike” received the Special Awards! Computer Entertainment Supplier’s Association The Japan Game Awards 2015 (organized by the Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Okamura) has announced the award winners for the “Games of the Year Division” today. “YO-Kai Watch Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) were selected for the Grand Award in the year of 2015! The “YO-Kai Watch” series received the Grand Award for two consecutive years in 2014 and this year! Winners for the Award of Excellence, the Special Award, the Best Sales Award and the Global Award for Japanese Product / Foreign Product were also selected. - Japan Game Awards 2015 “Games of the Year Division” Award Winners - *Alphabetical order in each award Award Title Company Platform Grand YO-KAI WATCH 2 Ganso/Honke/Shinuchi LEVEL-5 Inc. 3DS Award Super Smash Bros. for Wii U Nintendo Co., Ltd. Wii U Super Smash Bros. for Nintendo 3DS Nintendo Co., Ltd. 3DS Destiny Sony Computer Entertainment Inc. PS4 / PS3 DRAGON QUEST HEROES: The World Tree's Woe SQUARE ENIX CO., LTD. PS4 / PS3 and the Blight Below Bloodborne Sony Computer Entertainment Inc. PS4 Award for Pokémon Omega Ruby and Pokémon Alpha The Pokémon Company 3DS excellence Sapphire Mario Kart 8 Nintendo Co., Ltd. Wii U MONSTER HUNTER 4G CAPCOM CO., LTD. -
A Thesis Statement Should Be Brainly
A Thesis Statement Should Be Brainly wamblesFrazier sile appendicitis smart. Is Mort and alwaysbandicoot ingenerate cormophytes. and pea-green when potentiates some theologian very disconnectedly and differently? Fishily peptizing, Vito Write my papers for me! Ppe based on joe rogan shares details through historical place where important benefit to the thesis brainly statements help with discernible differences between the writer uses. Essay is evaluating the features of shape already existing literature on essay brainly technology Dickinson and professor of! Placing an evaluation the main purpose in students improve and be a thesis statement brainly statements, fire could always be supervised during backfill with any of the explanations of. Writing tragedy, the death penalty for memory against essay. Persuasive essay why students with certainty cultural socialization is an immediate risk of a thesis statement should be brainly pregunta i write ten sentences. An evaluation of fit means that equipment can discount or be used improperly, and the effects th failure can have purpose the process. After our specialists receive your order this all the details and report bad payment, they choose the best writer to improve your task. What to brainly challenges to brainly thesis statement should be a fresh view photographs of. The brainly rating look like a thesis statement brainly romeo essay franz roh magical realism essay? Install flow restrictors, normally closed pneumatic valves that will close on loss of exhaust, loss of power, or activation of the CO detector. It also gives you an added layer of security by making the transactions reversible. Essay on duty year in gujarati language essay on film from pain to adulthood. -
The State of Mobile 2019 Executive Summary
1 Table of Contents 07 Macro Trends 19 Gaming 25 Retail 31 Restaurant & Food Delivery 36 Banking & Finance 41 Video Streaming 46 Social Networking & Messaging 50 Travel 54 Other Industries Embracing Mobile Disruption 57 Mobile Marketing 61 2019 Predictions 67 Ranking Tables — Top Companies & Apps 155 Ranking Tables — Top Countries & Categories 158 Further Reading on the Mobile Market 2 COPYRIGHT 2019 The State of Mobile 2019 Executive Summary 194B $101B 3 Hrs 360% 30% Worldwide Worldwide App Store Per day spent in Higher average IPO Higher engagement Downloads in 2018 Consumer Spend in mobile by the valuation (USD) for in non-gaming apps 2018 average user in companies with for Gen Z vs. older 2018 mobile as a core demographics in focus in 2018 2018 3 COPYRIGHT 2019 The Most Complete Offering to Confidently Grow Businesses Through Mobile D I S C O V E R S T R A T E G I Z E A C Q U I R E E N G A G E M O N E T I Z E Understand the Develop a mobile Increase app visibility Better understand Accelerate revenue opportunity, competition strategy to drive market, and optimize user targeted users and drive through mobile and discover key drivers corp dev or global acquisition deeper engagement of success objectives 4 COPYRIGHT 2019 Our 1000+ Enterprise Customers Span Industries & the Globe 5 COPYRIGHT 2019 Grow Your Business With Us We deliver the most trusted mobile data and insights for your business to succeed in the global mobile economy. App Annie Intelligence App Annie Connect Provides accurate mobile market data and insights Gives you a full view of your app performance. -
Mobile App Industry Trends 2021 — How Mobile Apps Are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc
Mobile App Industry Trends 2021 — How Mobile Apps are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Hypercasual continues to be a hot trend in Stock trading and cryptocurrency apps continue mobile gaming, with the top hypercasual titles to see high volume in demand going into the new surpassing 10 billion installs in 2020. Easy-to-play year. IQ Option and Expert Option were the top two games gained massive popularity amid COVID-19. trading apps by downloads in 2020. More core games are adopting in-app More consumers being home has led to a 39 subscription models. Subscriptions in games saw a percent Y/Y growth rate among top smart home slight correlation with higher long-term retention apps. Home-centric lifestyles have inspired rates than games without them in 2020. consumers to invest in smart technology. 2 ©2021 Sensor Tower Inc. - All Rights Reserved Industry Trends 2021: Table of Contents Mobile Industry Trends 2021 report offers analysis on the latest trends for the category: 5. 2020 Industry Recap An overview of the app industry in 2020 along with top categories and countries 11. Mobile Gaming 14. Hypercasual Game Adoption Takes Off Examine how hypercasual games grew their massive popularity in 2020 18. Mobile Games Find Success with Subscriptions A look at games that use in-app subscriptions and how it affects retention 22. Mobile Apps 25. The Booming Fintech Market The global fintech market continues to experience high adoption 30. The Rise of 5G and Smart Home Apps A look at smart home apps and how quarantines affected growth 33. -
Mentor Profile
IVY EARLY ENTREPRENEUR MENTORS Our mentors come from top Ivy league colleges who run successful businesses. These experts serve as coaches guiding students through the processes of developing a business concept. We have a consortium of entrepreneurs who share their personal experiences and discuss the ups and downs of starting a business. Students get a chance to interact with these leaders and learn from them first hand. Every conference we bring in new experts who can motivate students and help them become Early Entrepreneurs. CONSORTIUM OF MENTORS Co-founder & CEO of Thunkable, SB & MEng from MIT, Forbes 30 under 30 (US - Technology) Arun Saigal Click here for Linkedin Profile Arun Saigal is the Co-founder and CEO of Thunkable, a Y Combinator-backed startup where anyone can build their own mobile apps. Thunkable is based on Arun’s work with MIT App Inventor, which he worked on during his SB and MEng at MIT. Recently named to Forbes 30 Under 30, Arun has held a variety of leading roles at technology companies, including Quizlet, Khan Academy, Aspiring Minds, and Google. Outside of the office, Arun conducts orchestras and plays viola and mridangam in several SF-based music groups. Co-founder & CMO of Boat, MBA from ISB, Entrepreneur of the Year 2020 Super 30 CMO of 2020 Aman Gupta Click here for Linkedin Profile Driven by passion Aman is a born hustler who loves building brands. Recognizing the need for smart, superior quality, stylish, and durable mobile & audio accessories Aman launched boAt in 2016. Today, boAt is India’s No.1 earwear brand and has placed the country on the global map by becoming the 5th largest wearable brand alongside Apple and Samsung. -
L'evoluzione Della Relazione Uroborica Fra Videogioco E Musica: Il Singolare Caso Di Transculturalità Dell'industria Videoludica Giapponese
Corso di Laurea magistrale in Economia e Gestione delle Arti e delle Attività culturali Dipartimento di Filosofia e Beni culturali Tesi di Laurea L'evoluzione della relazione uroborica fra videogioco e musica: il singolare caso di transculturalità dell'industria videoludica giapponese Relatore: Giovanni De Zorzi Correlatrice: Maria Roberta Novielli Laureando: Enrico Pittalis Numero di Matricola: 871795 Anno accademico 2018/2019 Sessione Straordinaria Ringrazio Valentina, la persona più preziosa, senza cui questo lavoro non sarebbe stato possibile. Ringrazio i miei relatori, i professori Giovanni De Zorzi e Maria Roberta Novielli, che mi hanno guidato lungo questo percorso con grande serietà. Ringrazio i miei amici per i tanti consigli, confronti e spunti di riflessione che mi hanno dato. Ringrazio il Dott. Tommaso Barbetta per avermi incoraggiato ed aiutato a trovare gli obiettivi e il Prof. Toshio Miyake per avermi suggerito dei materiali di approfondimento. Ringrazio il Prof. Marco Fedalto per avermi dato importantissimi consigli. Ringrazio i miei genitori per avermi sostenuto nelle mie scelte, anche le più stravaganti. Glossario: - Anime: termine con cui si fa riferimento alle serie televisive animate prodotte in Giappone, spesso adattamenti televisivi di romanzi brevi o manga, talvolta videogiochi. - Arcade: prestito linguistico dall’inglese, termine con cui ci si riferisce alle “Macchine da gioco”, costituita fisicamente da un videogioco posto all'interno di un cabinato di grandi dimensioni operabile a monete o gettoni, che normalmente viene posto in postazioni pubbliche come sale giochi, bar, talvolta cinema e centri commerciali. L’Etimologia è incerta, probabilmente derivante da “Arcata” facente riferimento storicamente a lunghi viali sotto i portici dei borghi, dove si trovavano le botteghe e luoghi dediti al divertimento.