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Financial-Results-For-3Q-FY2013
Financial Results for 3Q FY2013 (Year ending June 30, 2013) Voltage Inc. May 10, 2013 TSE 1t1st. Sec tion Secur ities Co de: 3639 Ⅰ. Results for 3Q Measures for Ⅱ. 4Q and beyond 1 III. Results for 3Q Summary of Results for 3Q FY2013 Corporate results Released 4 new titles in Japan and 5 new titles in foreign countries • The most profit-earning titles are the major 5 titles, including "A Prince's Proposal" and "My SilSocial apps Sweet Bodyguard “. • Newly launched the 5th generation of "Roommate" (Farm Avatar). BU • Started distributing native apps "Pirates in Love 2" and "Seduced in the Sleepless City" of the rket Company’s proprietary PF "Joshi games". aa Carrier • The most profit-earning titles are the main 10 titles, including "My Forged Wedding" and "My official Sweet Bodyguard". • Newly released “Kiss of Revenge" and the title was releated for the second season "Staying ese m sites BU With You Tonight season 2". nn Smartphone • Upgraded the apps development library from “A-Vapl1.0” to “A-Vapl2.1” Japa apps • Newly released the "Dating the Devil" as the first title of "A-Vapl2.1". BU • Placed animation-style TV commercials for "My Forged Wedding" in January. et • Released new title for smartphone apps “My Sweet Bodyguard" and new title for social apps kk Overseas “Celeblity Darling". CG • Released “My Sweet Bodyguard" in the Facebook version. *All the 3 titles are in Japanese specs/translated version eas mar ss • Released 3 new titles , including 1 title of “Glass Stilettos in Manhattan" for smartphone apps U.S. subsidiary in the North American specs. -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
Gadgets That Too Soon
14 centre spread centre spread 15 DECEMBER 07-13, 2014 DECEMBER 07-13, 2014 APPLE NEWTON SEGA GAME GEAR It was a personal This 8-bit handheld game console was released digital assistant (PDA) GADGETS in response to Nintendo's Game Boy. It before palm and a was held lengthwise at the sides tablet before the iPad. (preventing the cramping of By modern standards, THAT hands) and had a backlit, colour it was pretty basic — it LCD screen, allowing for clearer could take notes, store and more vibrant visuals. It was ATARI LYNX contacts, and manage also praised for its processing Atari’s little handheld sported the rst colour LCD, calendars. It had a power. Its unique game library before Sega’s Game Gear, and was cheaper with stylus, and could even and price point gave it an better battery life in comparison. It ultimately lost translate handwriting edge over its competitors the game to Nintendo. It was nearly twice the into text. It could also DIED size of Game Boy's postage stamp screen be used to send a fax and oered much better graphics TOO SOON 3DO INTERACTIVE MULTIPLAYER Manufactured by Panasonic, Sanyo and GoldStar, 3DO was SEGA DREAMCAST the rst game system to use CDs for content delivery. The It was superior to most other increase in data storage led to syst ems at the time with built-in better 3D graphics. Also, the modem for Internet support and gaming machine was one of the online play as well as a controller rst entries in the 32-bit that allowed second-screen gaming. -
Second Screen Interaction in the Cinema: Experimenting with Transmedia Narratives and Commercialising User Participation
. Volume 14, Issue 2 November 2017 Second Screen interaction in the cinema: Experimenting with transmedia narratives and commercialising user participation James Blake, Edinburgh Napier University, UK Abstract: In its relatively short life, second screen interaction has evolved into a variety of forms of viewer engagement. The practice of using two screens concurrently has become common in domestic TV viewing but remains a relatively specialist and niche experience in movie theatres. For this paper, three case studies explore the motivations and challenges involved in such projects. The film Late Shift (Weber, 2016) pulls together conventional cinematic narrative techniques and combines them with the interactivity of Full Motion Video games. An earlier film, App (Boermans, 2015) innovated with the second screen as a vehicle for transmedia content to enhance an affective response within the horror genre. The release of the film Angry Birds (Rovio, 2016) involved a symbiotic second screen play-along element which began in advance of the screening and continued after the movie concluded. This study also analyses other interactive projects within this context, including Disney’s short- lived ‘Second Screen Live’ that accompanied the release of The Little Mermaid (Disney, 1993) and commercial platforms including CiniMe and TimePlay. Mobile devices are being used as platforms for interactive gameplay, social participation and commercial opportunities. However, this landscape has implications on the culture of audience etiquette and the notion of user agency within an environment of immersive storytelling. Keywords: Interaction; Immersion; Transmedia (Narratives); Agency; Distraction; Paratext Introduction The concept of the ‘second screen’ is a relatively recent addition in the lexicon of audience reception studies and media analysis. -
尚孝純博士 an Understanding of First-Mover Advantages
國立政治大學資訊管理學系 碩士學位論文 指導教授:尚孝純博士 治 政 大 立 學 國 An Understanding of First-mover‧ ‧ N a y t Advantagest of App Developmenti i s o r n e 行動應用之商業模式分析a i v l C n hengchi U 研究生:梁凱智 中華民國 103 年 6 月 Acknowledgements Firstly, I would like to express my sincerest gratitude to my supervisor, Professor Shari Shang, who guide me throughout my project, inspired me with valuable ideas and allowed me the room to explore my own interests. Secondly, I would like to thank my classmates, without whom I would not be able to finish and release my essay on the International Conference on Advances in Computing, Communication and Information Technology (CCIT). Thirdly, I would like to thank those who replied to the questionnaire, which greatly contributed to my research. Finally, I would also take the opportunity to thank my friends and family for their understanding and timely encouragement. I am lucky to have you all. 治 政 大 立 學 國 ‧ ‧ N a y t t i i s o r n e a i v l C n hengchi U 1 摘要 近幾年來,智慧型手機靠著其方便多元的功能,已經成為大部份消費者生 活中不可或缺的一部分。App Store 的出現使行動應用程式開發的市場較傳統應 用程式開發市場容易進入。透過 App Store,開發者可以直接將軟體賣給位於世 界各地的消費者。本研究想了解在一個發展如此迅速的市場中是否存在著先進 者優勢,以及該如何維持其優勢。 本研究屬於一探索式研究,本研究探討了過去的先進者優勢相關文獻,以 了解傳統產業中的先進者優勢。先進者優勢的來源主要有:技術領導、資源佔 有、轉換成本、網路外部性與定價優勢。為了瞭解在行動應用程式市場中是否 存在先進者優勢以及如何維持優勢,本研究蒐集並分析了過去幾年來的行動應 治 用程式排行榜的相關資訊。發現政在行動應用程式開發市場中存在著上述之先進大 者優勢,本研究也發現這些優勢可立 以透過持續更新、與社群平台整合等策略來 維持。 學 關鍵字: 先進者優勢、應用程式國 ‧ ‧ N a y t t i i s o r n e a i v l C n hengchi U 2 Abstract The applications (apps) on Smartphones exhibit many kinds of innovation. -
Copyrighted Material
1 INTRODUCTION THEY ARE THE Appillionaires: Smart, ambitious dreamers in bedrooms and garages across the world, plotting the future of mobile apps. Th eir tools are inexpensive — a MacBook Pro and an iPhone — but overnight the Appillionaires can amass a fortune from selling soft ware on the iTunes App Store. Th ey lead a revival of the hobbyist programmer. Not since the days of the Commodore 64 and Atari 2600 has indie soft ware been sold by such tiny teams of programmers to such massive numbers of consumers. Th e money fl ows to the Appillionaires even as they sleep. While they dream their Angry Bird-dreams, invisible electronic transfers push money into the Appillionaires’ bank accounts from App Stores in over 80 diff erent countries.COPYRIGHTED As much as $250 million gets MATERIAL spent at the App Store in a single month. Over 10 billion apps have been sold on the store to date and it’s estimated that Apple has signed up at least 79,000 soft ware publishers to the iOS (iPhone and iPad operating system) club. What’s remarkable is that Apple’s credibility was bolstered so much by the success of the iPod and iPhone that the rise of the iPhone app was widely predicted. Even before the launch of the App Store back in 2008, Wired magazine speculated, “iPhone soft ware development may spark a soft ware gold rush not seen since the heyday of PC-platform development in the 1990s.” 004_9781119978640-ch01.indd4_9781119978640-ch01.indd 3 88/30/11/30/11 111:561:56 AAMM 4 Appillionaires: Secrets from Developers Who Struck It Rich on the App Store THERE’S GOLD IN THEM HILLS It’s this label “gold rush” that has been most oft en applied to the App Store. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Playstation App for Mac
Playstation App For Mac 1 / 4 Playstation App For Mac 2 / 4 You can also stream a wide range of PlayStation games with a PS Now subscription on a PC.. Download Playstation App For MacPlaystation Remote App For MacPlaystation App For MacPlaystation App For MacQuick NavigationThe Remote Play app for PC and Mac lets you stream games from your PS4 to your laptop or desktop computer.. Even if you don’t have your PS4’s control, you can use a phone or a tablet as a controller. 1. playstation store 2. playstation 4 3. playstation support Please Note: PS Now does not support Macintosh computers at this time Download the PS Now app, connect a controller and start streaming hundreds of games on demand.. If any of these is your requirement, you should get the PS4 Second Screen right away.. 4 FAQsThis is the tutorial to download PS4 Second Screen PC on Windows 10 and macOS-powered computers.. I wish they release it soon, I don't really like switching to bootcamp for an hour just to play the games. playstation store playstation store, playstation 4, playstation 5, playstation network, playstation, playstation support, playstation 2, playstation login, playstation 1, playstation now, playstation 3 Asian Riddles Free Download PS4 Second Screen also allows adding text or writing in any text area using the connected device. Avervision Cp135 Software download free software Episode 6.5 User Guide For Mac playstation 4 Pengolahan Limbah Stream the entire PS Now game collection to your Windows PC – more than 700 games, on.. My brand new Macbook Pro with 8GB of RAM was running the fan like crazy and couldn't even keep websites loaded. -
The Second Screen Fallacy What It All Really Means September 2013 Executive Summary
The Second Screen Fallacy What It All Really Means September 2013 Executive Summary Second screen is an artifact of total mediation, and specifically refers to the act of using a computer device while the TV is on, which is true of the majority of consumers who own smartphones and tablets. Occasionally, viewers are using their second screen as a companion or complementary media device for what is happening on the “first screen”—the TV. In fact, second screen is probably the best method we currently have for personalizing the TV experience. Of course, the trick lies in turning something that is often a distraction from the TV set into an enhanced viewing experience. IPG Media Lab + Magna Global. © 2013 Proprietary and Confidential 2 Key Takeaways Here’s what you can expect to learn in the following pages: • Second screen is an industry coping mechanism for the consumer attention crisis • Second screen is helping marketers recapture consumer attention in the living room • Second screen is creating more targeted television • Second screen as an industry is in its infancy, but that doesn’t stop marketers from profiting • Social media & TV are better together • Second screen is [finally] turning TV into an interactive, participatory medium • Second screen is not “one size fits all,” you must think about your audience’s behaviors and desires • For content creators and marketers, ignoring the second screen is a big mistake • Brands can (and should!) contribute to the story-telling • Participation is enabled in multiple ways; gameplay is one, but note that badges are dead • As robust commerce solutions emerge, second screen can help brands “seal the deal” • For some, the “second screen” will become the first screen IPG Media Lab + Magna Global. -
June 2012 FPF Mobile Apps Study INSIDE COVER
COVER June 2012 FPF Mobile Apps Study INSIDE COVER ABOUT THE FUTURE OF PRIVACY FORUM The Future of Privacy Forum (FPF) is a Washington, DC-based think tank that seeks to advance responsible data practices. The forum is led by Internet privacy experts Jules Polonetsky and Christopher Wolf and includes DQDGYLVRU\ERDUGFRPSULVHGRIOHDGLQJĺJXUHVIURPLQGXVWU\DFDGHPLDODZDQG advocacy groups. FPF hosts ApplicationPrivacy.org that aims to provide application GHYHORSHUV ZLWK WKH WRROV DQG UHVRXUFHV QHFHVVDU\ WR LPSOHPHQW UHVSRQVLEOH information collection and use practices. The site includes links to privacy policy generators and our recently released “Best Practices for Mobile $SSOLFDWLRQ'HYHORSHUV5HSRUWrFUHDWHGMRLQWO\ZLWKWKH&HQWHUIRU'HPRFUDF\ and Technology. 5HVHDUFK IRU WKH -XQH )3) 0RELOH $SSV 6WXG\ ZDV OHG E\ )3) /HJDO 3ROLF\ )HOORZ /LD 6KHHQD DQG DVVLVWHG E\ OHJDO LQWHUQV -RKQ $OIRUG DQG Rachel Coffin. June 2012 FPF Mobile Apps Study TABLE OF CONTENTS I. Introduction ...............................................................1 II. Description ...............................................................1 III. Study Results ..........................................................2 IV. Methodology ............................................................6 V. Resources .................................................................6 Exhibit 1: Free Apps .....................................................7 Exhibit 2: Paid Apps .....................................................9 1 I. INTRODUCTION II. DESCRIPTION 6PDUWSKRQHVKDYHEHFRPHXELTXLWRXVZLWK -
Evaluating Classification Schemes for Second Screen Interactions
2015 International Conference on Computing, Networking and Communications, Social Computing and Semantic Data Mining Evaluating Classification Schemes for Second Screen Interactions Partha Mukherjee Bernard J. Jansen College of Information Science and Technology College of Information Science and Technology Pennsylvania State University Pennsylvania State University University Park, PA, USA University Park, PA, USA [email protected] [email protected] Abstract— We analyze the performance of classification quantification of information interchange within the groups. schemes on information collected from social conversation posted The quantification of information is expressed in terms of in Twitter among audiences of a popular US based TV show. In social, temporal, and second screen device features of the this research, we consider entropy as a measure of information conversation. exchange in a group conversation that is related to social, temporal, and second screen device features. The group This research is important, as degree of second screen conversations are identified by hashtags present in tweets where interaction will eventually determine the predominant group the number of members in the group interacting is at least two. conversations with high information content. This insight will We apply different classification schemes to more than 4,900 lead to the emergence of popular topics, which in turn can groups identified from 318,000 tweets. The result shows that 5-nn facilitate the personalization of TV content and advertising. algorithm outperformed the other procedures in terms of The channel owners and advertisers need to correctly identify misclassification error to identify the informed groups. the paramount groups that corroborate the show or ad-related information with higher probabilities in order to prioritize their Keywords— entropy; informed groups; misclassification; PCA; personalization efforts. -
Iphone® and Ipad® Apps MARKETING SECOND EDITION Secrets to Selling Your Iphone and Ipad Apps
iPhone® and iPad® Apps MARKETING SECOND EDITION Secrets to Selling Your iPhone and iPad Apps Jeffrey Hughes 800 East 96th Street, Indianapolis, Indiana 46240 USA iPhone® and iPad® Apps Marketing: Editor-in-Chief Secrets to Selling Your iPhone and Greg Wiegand iPad Apps Acquisitions Editor Copyright © 2012 by Pearson Education, Inc. Katherine Bull All rights reserved. No part of this book shall be reproduced, stored in Development Editor a retrieval system, or transmitted by any means, electronic, mechani- Kendell Lumsden cal, photocopying, recording, or otherwise, without written permission from the publisher. No patent liability is assumed with respect to the Managing Editor use of the information contained herein. Although every precaution Kristy Hart has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Nor is any lia- Project Editors bility assumed for damages resulting from the use of the information Samantha Sinkhorn contained herein. Jovana Shirley ISBN-13: 978-0-7897-4833-1 Indexer ISBN-10: 0-7897-4833-9 Erika Millen Library of Congress Cataloging-in-Publication data is on file. Proofreader Printed in the United States of America Language Logistics, LLC First Printing: September 2011 Technical Editor Trademarks Zimana All terms mentioned in this book that are known to be trademarks or Publishing Coordinator service marks have been appropriately capitalized. Que Publishing Cindy Teeters cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity of any trademark Book Designer or service mark. Anne Jones Warning and Disclaimer Compositor Every effort has been made to make this book as complete and as Nonie Ratcliff accurate as possible, but no warranty or fitness is implied.