The document discusses Finland's expertise in space technology and its applications in daily life, including weather forecasting, transportation, and environmental monitoring. It highlights the role of satellites in improving accuracy for weather predictions, tracking climate change, and assessing natural resources. Furthermore, it emphasizes Finland's participation in international space programs and cooperation with European organizations to boost innovation and business opportunities in the space industry.
Tiesitk旦 ett辰 k辰yt辰t avaruusteknologiaa joka p辰iv辰 ja ett辰 Suomessa on merkitt辰v辰 m辰辰r辰 avaruusalan osaamista? Tutustu muun muassa satelliittidataa hy旦dynt辰v辰辰n merenkulkuun, avaruuskaupunki Sodankyl辰辰n sek辰 suomalaisiin yrityksiin ja avaruustutkimukseen.
https://www.businessfinland.fi
http://spacefinland.fi/
The 2017 report by Business Finland and Neogames explores the current and future landscape of virtual reality (VR) and augmented reality (AR), highlighting trends, technology advancements, and market challenges. It discusses the fragmented nature of the consumer VR market, the technological demands for better user experiences, and the need for more affordable casual VR devices to reach mainstream audiences. The report identifies the continued potential for VR in gaming despite early struggles, emphasizing the importance of understanding user expectations and addressing market demands.
The document provides an overview of the virtual reality (VR), augmented reality (AR), and mixed reality (MR) ecosystem in Finland in 2017. It details the types of companies involved, including their sizes, years founded, locations, revenues, funding stages, and platforms used. The majority of Finnish XR companies have less than 10 employees, were founded after 2010, and are located in Helsinki or Oulu. Their combined revenues grew significantly between 2015-2016, though most generate less than 100k annually. Many companies rely on grants and angel funding. Key platforms include HTC Vive, Oculus Rift, smartphones, and HoloLens. A total of 60 companies are profiled that represent the diversity of the
The document provides information about Business Finland's research funding services beginning in 2018. It outlines three main funding services - Co-Creation, Co-Innovation, and New Business from Research Ideas. Co-Creation funding supports developing research ideas and building cooperative networks between research organizations and companies. Co-Innovation funding supports joint R&D projects between companies and research organizations. New Business from Research Ideas funding helps research organizations prepare research ideas for commercialization. The document explains the eligibility and evaluation criteria for each funding service.
The Finnish game industry saw slower growth in 2016 compared to previous years. The number of new studios founded decreased to 16 in 2016 from 30-55 annually from 2012-2015. While the number of active studios declined slightly, the industry turnover remained similar to 2015 and the number of large studios increased. Competition in mobile markets and a shortage of experienced talent have contributed to the slowing growth. However, the future remains promising for areas like VR, mobile esports, and PC downloadable games.
The ECSEL Call 2017-1 and 2017-2 outlines two-phase funding opportunities for innovation and research actions in Finland, with specific deadlines for project proposals. Innovation actions focus on pilot lines and demonstrators aiming at technology development (TRL 5-8), while research actions emphasize establishing new knowledge with a focus on feasibility (TRL 3-4). Eligibility criteria include types of participants and financial conditions, along with specific funding allocations for large enterprises, SMEs, and public research institutions.
Ensimm辰inen kysely Research Benefit -k辰rkihankerahoitusta saaneille projekteille osoittaa, ett辰 rahoitus on vahvistanut tutkimuksen ja elinkeinoel辰m辰n yhteisty旦t辰. Rahoituksella vauhditetaan tutkimusyhteis旦jen l辰hes valmiiden tutkimustulosten hy旦dynt辰mist辰 yritystoiminnassa.
The document outlines the significant growth of the Finnish game industry from 2004 to 2014, highlighting a turnover increase to 1.8 billion in 2015 and the role of Tekes funding, which provided 28 million specifically for game development during the Skene program. The total number of Finnish game companies rose from approximately 40 to 260 over the decade, supported by private investments of 53 million and strategic funding that contributed to higher turnover per employee compared to traditional industries. Overall, the Finnish game industry has become a crucial part of the national economy, projected to account for nearly 20% of the ICT sector's turnover by 2014.
The Industrial Internet programme by Tekes aims to encourage Finnish companies to renew their business models through new technologies. It will provide 100 million in funding over 5 years to networks combining ICT and other industries. This supports competitiveness by creating new business partnerships and models. Examples show potential for optimizing waste removal and ship operations through sensors and data analysis. However, Finland still lags in industrial ICT usage, so international cooperation is needed to develop areas like big data analytics and innovative business models leveraging new technologies. The objectives are opening new multidisciplinary networks, extracting value from meaningful data, and supporting business growth through digital transformation.
The document outlines various innovative educational solutions from Finland funded by Tekes, focusing on adaptive learning tools, gamified homework, and digital storytelling, among others. These solutions aim to enhance learning outcomes, increase engagement, and support educators by leveraging technology across different subjects and educational levels. Key beneficiaries include children, teachers, and educational institutions, emphasizing a user-centric approach to modern learning.
Mik辰 on kasvun merkitys? Miten ennustaa startup-yritysten menestyst辰? Tekes seuraa tarkasti my旦nt辰m辰ns辰 innovaatiorahoituksen vaikutuksia kansantalouteen ja yritysten liiketoimintaan. N辰k旦kulma innovaatiorahoitukseen -katsaus tarkastelee muun muassa Tekesin asiakasyritysten kasvua ja startup-yritysten menestystekij旦it辰.
The Finnish game industry saw slower growth in 2016 compared to previous years. The number of new studios founded decreased to 16 in 2016 from 30-55 annually from 2012-2015. While the number of active studios declined slightly, the industry turnover remained similar to 2015 and the number of large studios increased. Competition in mobile markets and a shortage of experienced talent have contributed to the slowing growth. However, the future remains promising for areas like VR, mobile esports, and PC downloadable games.
The ECSEL Call 2017-1 and 2017-2 outlines two-phase funding opportunities for innovation and research actions in Finland, with specific deadlines for project proposals. Innovation actions focus on pilot lines and demonstrators aiming at technology development (TRL 5-8), while research actions emphasize establishing new knowledge with a focus on feasibility (TRL 3-4). Eligibility criteria include types of participants and financial conditions, along with specific funding allocations for large enterprises, SMEs, and public research institutions.
Ensimm辰inen kysely Research Benefit -k辰rkihankerahoitusta saaneille projekteille osoittaa, ett辰 rahoitus on vahvistanut tutkimuksen ja elinkeinoel辰m辰n yhteisty旦t辰. Rahoituksella vauhditetaan tutkimusyhteis旦jen l辰hes valmiiden tutkimustulosten hy旦dynt辰mist辰 yritystoiminnassa.
The document outlines the significant growth of the Finnish game industry from 2004 to 2014, highlighting a turnover increase to 1.8 billion in 2015 and the role of Tekes funding, which provided 28 million specifically for game development during the Skene program. The total number of Finnish game companies rose from approximately 40 to 260 over the decade, supported by private investments of 53 million and strategic funding that contributed to higher turnover per employee compared to traditional industries. Overall, the Finnish game industry has become a crucial part of the national economy, projected to account for nearly 20% of the ICT sector's turnover by 2014.
The Industrial Internet programme by Tekes aims to encourage Finnish companies to renew their business models through new technologies. It will provide 100 million in funding over 5 years to networks combining ICT and other industries. This supports competitiveness by creating new business partnerships and models. Examples show potential for optimizing waste removal and ship operations through sensors and data analysis. However, Finland still lags in industrial ICT usage, so international cooperation is needed to develop areas like big data analytics and innovative business models leveraging new technologies. The objectives are opening new multidisciplinary networks, extracting value from meaningful data, and supporting business growth through digital transformation.
The document outlines various innovative educational solutions from Finland funded by Tekes, focusing on adaptive learning tools, gamified homework, and digital storytelling, among others. These solutions aim to enhance learning outcomes, increase engagement, and support educators by leveraging technology across different subjects and educational levels. Key beneficiaries include children, teachers, and educational institutions, emphasizing a user-centric approach to modern learning.
Mik辰 on kasvun merkitys? Miten ennustaa startup-yritysten menestyst辰? Tekes seuraa tarkasti my旦nt辰m辰ns辰 innovaatiorahoituksen vaikutuksia kansantalouteen ja yritysten liiketoimintaan. N辰k旦kulma innovaatiorahoitukseen -katsaus tarkastelee muun muassa Tekesin asiakasyritysten kasvua ja startup-yritysten menestystekij旦it辰.
2. Yritys
Audico on Skandinavian ainoa 辰辰nievakuointi- ja yleis辰辰nentoistoj辰rjestelm辰 laitevalmistaja. Historiamme ylt辰辰
yleis辰辰nentoistoj辰rjestelmien valmistajana 1950- luvulle. Audico Avec laitteita myyd辰辰n suurimmassa osassa
Euroopan maita.
Audico:n toteuttamista projekteista valtaosa on "avaimet k辰teen -j辰rjestelm辰toimituksia, joissa
audiovisuaaliset laitteet, valaistus, valonohjaus ja 辰辰nentoisto muodostavat yhten辰isen kokonaisuuden.
辰辰nievakuointi-, peitto辰辰ni-, taustamusiikki- ja kuulutusj辰rjestelm辰t sis辰ltyv辰t kattavaan palveluumme, niin
laitevalmistajana kuin my旦s toimittajana.
Audico on asiakkaansa luotettava kumppani l辰pi koko j辰rjestelm辰n elinkaareen
4. Peitto辰辰ni
Puhe辰辰nten haittojen pienent辰miseksi puheen 辰辰nitaso pit辰辰 saada tasaisten
tausta辰辰nten alapuolelle puhetta vaimentamalla ja sit辰 peitt辰m辰ll辰
Puheenpeitto辰辰nen taajuusjakauman tulee olla sellaista, ett辰 se peitt辰辰
puhetta
Peitto辰辰ni ei saa olla vaihtelevaa, jotta se ei vet辰isi tarkkaavaisuutta
puoleensa
linnunlaulu ei k辰y
musiikki ei k辰y
kosken kohina o.k.
tuulen humina o.k.
liikenteen 辰辰ni o.k.
ilmanvaihdon 辰辰ni o.k.
Toimistoissa on k辰ytetty ilmanvaihdon kaltaista huminaa, koska helpointa
mielt辰辰 rakennukseen kuuluvaksi 辰辰neksi
HYV AKUSTIIKKA: puhe hukkuu taustaan alle 5 m p辰辰ss辰
HUONO AKUSTIIKKA: puhe kuuluu yli 20 metrin p辰辰h辰n
5. J辰rjestelm辰n laitteet
Suomessa kehitetty ja valmistettu Avec G2 on ihanteellinen syd辰n peitto辰辰nij辰rjestelm辰辰n
Sen digitaaliset signaalink辰sittelypiirit mahdollistavat peitto辰辰nen t辰ydellisen muokkaamisen,
tilan akustisten ominaisuuksien mukaan
Avec j辰rjestelm辰 on laajennettavissa kattamaan eri kiinteist旦jen asettamat tarpeet. Se
mahdollistaa my旦s taustamusiikki- ja kuulutusominaisuuksien k辰ytt辰misen muissa tiloissa