This document discusses the importance of gaming to the computer industry. It notes that 60% of US residents play computer games and over 221 million computer and video games were sold in the US in 2002. The gaming industry reported $6.5 billion in sales that year. Online gaming revenues were estimated to reach $2.9 billion by 2005. The global gaming industry generates over $20 billion in revenue annually, forming a major part of the entertainment industry. Games are popular because they mimic real-life challenges and games that people play every day. Advances in technology have made modern games much more complex and engaging than older games.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
Extended Reality (XR) has transformed the way we interact with digital content, blending the physical and virtual worlds seamlessly. This presentation delves into the evolution of XR technologies, including Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and their integration into the web through WebXR, as well as the underlying graphics technologies such as WebGPU and WebGL. Additionally, we will explore the importance of Zone certification in ensuring safety and reliability within XR experiences.
1. The document lists over 100 potential seminar topics in computer science and information technology, ranging from elastic quotas to 3D internet.
2. Some examples include extreme programming, face recognition technology, honeypots, IP spoofing, digital light processing, and cloud computing.
3. The topics cover a wide range of areas including networking, security, hardware, software, interfaces, and applications.
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. This is the detailed presentation on xbox 360.
The document discusses the history and components of various video game consoles from 1971 to the present. It describes early consoles like the Magnavox Odyssey, the Atari Pong, and the Nintendo Entertainment System. Modern consoles covered include the Microsoft Xbox, Nintendo GameCube, Sega Dreamcast, Sony PlayStation, and PlayStation 2/3/4. For each console, it discusses the hardware specifications, controllers, popular games, and impact on the gaming industry.
The history of video games began in the late 1940s with early missile defense systems that were later adapted into simple games. In the 1950s and 1960s, more computer games were developed on mainframe computers. In 1958, Tennis for Two was created using an oscilloscope and was one of the first electronic video games. Spacewar, created in 1961, was influential as one of the earliest computer games. In the 1970s, arcade video games became popular with the release of games like Computer Space and Galaxy Game. The golden age of arcade games began in the late 1970s with the success of Space Invaders. Early home consoles also emerged in this period including the Magnavox Odyssey and the Atari 2600.
Gaming consoles are systems exclusively dedicated to gaming that optimize the gameplay experience. The top gaming consoles discussed are the Microsoft Xbox 360, Sony PlayStation 3, and Nintendo Wii. Key details provided on each include their release year, manufacturer, worldwide unit sales, and notable features like controllers. The Wii had the highest worldwide sales figures as of 2012 with over 95 million units sold.
The Brown Box, invented in 1967, was the first video game console and connected to any TV set. The Magnavox Odyssey, released in 1972, was the first commercial console to use game cartridges. The Nintendo Entertainment System, released in 1985, was the best selling console of its time and helped launch the modern gaming industry. The PlayStation 2, released in 2000, was the best selling console of all time. Modern consoles continue to advance gaming technology and provide new ways to play and connect with others online.
a college seminar power point presentation on upcoming gaming technologies
p.s: the fonts i used were different then its shown plz install the font "Shopping Script", "Cheveuxdange", "lato light", and "mv boli"
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
This document provides an overview of Sony and the history and marketing of the PlayStation video game console. It discusses Sony's background and innovations, the origins and success of the original PlayStation and subsequent models. A SWOT analysis and Porter's 5 Forces analysis are included. The document also analyzes PlayStation's competitors, core competencies, target customer segments, and proposed marketing goals, objectives, implementation, positioning and evaluation metrics for the PlayStation 4.
Hi there !
This Is A SLide of 15-16 And A Brief Comparison And Details About the Gaming COnsoles From The 90's to 2013.
It's Got Good Audio,Design and has Animations Too.. :)
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
This document discusses gaming on consoles and PCs. It provides a brief history of gaming consoles, listing some of the most popular consoles such as the PS1-3, Xbox 360, and Wii. It notes that PCs have more powerful graphics cards and processors than consoles. While PCs are more expensive, they are upgradeable and have maximum performance, whereas consoles have lower graphics and limited performance but are cheaper. Both have advantages and disadvantages for gamers.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
This document summarizes the history and generations of gaming consoles from the 1970s to present. It discusses the first generation consoles including the Magnavox Odyssey and Atari Pong in the 1970s. Subsequent generations saw the rise of cartridge-based systems in the 1980s from companies like Nintendo, integration of CD-ROMs and DVDs in the 1990s-2000s, and current high definition consoles from Microsoft, Sony, and Nintendo that support Blu-ray discs. Each new generation brought technological advancements in graphics, storage, and online capabilities. Gaming consoles have evolved from single purpose devices to versatile home entertainment systems.
The document outlines the history of video games from 1958 to 2020 through key events and releases. It describes the creation of the first video game in 1958, the first interactive computer game in 1961, and the first arcade and home video game systems in the early 1970s created by Nolan Bushnell and Ted Dabney. Major console releases are highlighted from Atari in the 1970s, Nintendo in the 1980s, and Sony and Microsoft in the 1990s-2010s. Popular games such as Tetris, Super Mario Bros., Grand Theft Auto, and Skyrim are also mentioned. The timeline shows the evolution of gaming from the earliest experiments to a major global industry.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
Theres a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming all in a day at work.
Dive in and learn all about game development!
The document provides a history of video games from their origins in the 1940s through modern generations. It notes that while video games first emerged in the 1940s, they did not become mainstream until the 1970s and 1980s with the introduction of arcade, console, and home computer games. Since then, video gaming has become a global popular entertainment form. The document outlines the evolution of video games through eight generations of consoles and the key developments within each generation, such as the introduction of cartridges for ROM chips in the second generation and the transition to computer-based gaming in the third generation before consoles regained dominance.
Nintendo was founded in 1889 in Japan as a playing card company. In the 1950s, after going through several owners, Hiroshi Yamauchi took over and transformed Nintendo into a toy and video game company. Yamauchi realized the card business had limits and successfully diversified Nintendo first into toys and then into video games in the 1970s. Nintendo released its first home video game console in 1977 and found major success in the US in the early 1980s with games like Donkey Kong. Yamauchi's leadership and willingness to take risks led Nintendo into new industries and global success.
This document provides an overview of gaming consoles, including their history, components, major models, and the global and Indian gaming industry. It discusses how the first gaming consoles like the Magnavox Odyssey and Atari Pong emerged in the 1970s. Major console generations are outlined from the 1980s to today. Current major consoles include the Nintendo Wii, Sony PS3, and Microsoft Xbox 360. The gaming industry globally was worth $31 billion in 2011 and is projected to be worth $43 billion by 2015. India's gaming industry is also growing but remains nascent, providing development outsourcing services worldwide.
All About Gaming - By Sai Krishna A & Roopsai NSai Krishna A
油
Gaming Consoles & Its Emerging Technology, a presentation prepared by two students Sai Krishna A and Roopsai N of the under-grad college GRIET, Hyderabad. This presentation was initially prepared for a technical event called Pragnya 2018 in the section "Paper Presentations" and will further be used by the owners in the future.
*for educational & informative purposes only, any signs of copying/recreating/manipulating of this media is legally punishable.
The document discusses the history and components of various video game consoles from 1971 to the present. It describes early consoles like the Magnavox Odyssey, the Atari Pong, and the Nintendo Entertainment System. Modern consoles covered include the Microsoft Xbox, Nintendo GameCube, Sega Dreamcast, Sony PlayStation, and PlayStation 2/3/4. For each console, it discusses the hardware specifications, controllers, popular games, and impact on the gaming industry.
The history of video games began in the late 1940s with early missile defense systems that were later adapted into simple games. In the 1950s and 1960s, more computer games were developed on mainframe computers. In 1958, Tennis for Two was created using an oscilloscope and was one of the first electronic video games. Spacewar, created in 1961, was influential as one of the earliest computer games. In the 1970s, arcade video games became popular with the release of games like Computer Space and Galaxy Game. The golden age of arcade games began in the late 1970s with the success of Space Invaders. Early home consoles also emerged in this period including the Magnavox Odyssey and the Atari 2600.
Gaming consoles are systems exclusively dedicated to gaming that optimize the gameplay experience. The top gaming consoles discussed are the Microsoft Xbox 360, Sony PlayStation 3, and Nintendo Wii. Key details provided on each include their release year, manufacturer, worldwide unit sales, and notable features like controllers. The Wii had the highest worldwide sales figures as of 2012 with over 95 million units sold.
The Brown Box, invented in 1967, was the first video game console and connected to any TV set. The Magnavox Odyssey, released in 1972, was the first commercial console to use game cartridges. The Nintendo Entertainment System, released in 1985, was the best selling console of its time and helped launch the modern gaming industry. The PlayStation 2, released in 2000, was the best selling console of all time. Modern consoles continue to advance gaming technology and provide new ways to play and connect with others online.
a college seminar power point presentation on upcoming gaming technologies
p.s: the fonts i used were different then its shown plz install the font "Shopping Script", "Cheveuxdange", "lato light", and "mv boli"
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
This document provides an overview of Sony and the history and marketing of the PlayStation video game console. It discusses Sony's background and innovations, the origins and success of the original PlayStation and subsequent models. A SWOT analysis and Porter's 5 Forces analysis are included. The document also analyzes PlayStation's competitors, core competencies, target customer segments, and proposed marketing goals, objectives, implementation, positioning and evaluation metrics for the PlayStation 4.
Hi there !
This Is A SLide of 15-16 And A Brief Comparison And Details About the Gaming COnsoles From The 90's to 2013.
It's Got Good Audio,Design and has Animations Too.. :)
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
This document discusses gaming on consoles and PCs. It provides a brief history of gaming consoles, listing some of the most popular consoles such as the PS1-3, Xbox 360, and Wii. It notes that PCs have more powerful graphics cards and processors than consoles. While PCs are more expensive, they are upgradeable and have maximum performance, whereas consoles have lower graphics and limited performance but are cheaper. Both have advantages and disadvantages for gamers.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
This document summarizes the history and generations of gaming consoles from the 1970s to present. It discusses the first generation consoles including the Magnavox Odyssey and Atari Pong in the 1970s. Subsequent generations saw the rise of cartridge-based systems in the 1980s from companies like Nintendo, integration of CD-ROMs and DVDs in the 1990s-2000s, and current high definition consoles from Microsoft, Sony, and Nintendo that support Blu-ray discs. Each new generation brought technological advancements in graphics, storage, and online capabilities. Gaming consoles have evolved from single purpose devices to versatile home entertainment systems.
The document outlines the history of video games from 1958 to 2020 through key events and releases. It describes the creation of the first video game in 1958, the first interactive computer game in 1961, and the first arcade and home video game systems in the early 1970s created by Nolan Bushnell and Ted Dabney. Major console releases are highlighted from Atari in the 1970s, Nintendo in the 1980s, and Sony and Microsoft in the 1990s-2010s. Popular games such as Tetris, Super Mario Bros., Grand Theft Auto, and Skyrim are also mentioned. The timeline shows the evolution of gaming from the earliest experiments to a major global industry.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
Theres a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming all in a day at work.
Dive in and learn all about game development!
The document provides a history of video games from their origins in the 1940s through modern generations. It notes that while video games first emerged in the 1940s, they did not become mainstream until the 1970s and 1980s with the introduction of arcade, console, and home computer games. Since then, video gaming has become a global popular entertainment form. The document outlines the evolution of video games through eight generations of consoles and the key developments within each generation, such as the introduction of cartridges for ROM chips in the second generation and the transition to computer-based gaming in the third generation before consoles regained dominance.
Nintendo was founded in 1889 in Japan as a playing card company. In the 1950s, after going through several owners, Hiroshi Yamauchi took over and transformed Nintendo into a toy and video game company. Yamauchi realized the card business had limits and successfully diversified Nintendo first into toys and then into video games in the 1970s. Nintendo released its first home video game console in 1977 and found major success in the US in the early 1980s with games like Donkey Kong. Yamauchi's leadership and willingness to take risks led Nintendo into new industries and global success.
This document provides an overview of gaming consoles, including their history, components, major models, and the global and Indian gaming industry. It discusses how the first gaming consoles like the Magnavox Odyssey and Atari Pong emerged in the 1970s. Major console generations are outlined from the 1980s to today. Current major consoles include the Nintendo Wii, Sony PS3, and Microsoft Xbox 360. The gaming industry globally was worth $31 billion in 2011 and is projected to be worth $43 billion by 2015. India's gaming industry is also growing but remains nascent, providing development outsourcing services worldwide.
All About Gaming - By Sai Krishna A & Roopsai NSai Krishna A
油
Gaming Consoles & Its Emerging Technology, a presentation prepared by two students Sai Krishna A and Roopsai N of the under-grad college GRIET, Hyderabad. This presentation was initially prepared for a technical event called Pragnya 2018 in the section "Paper Presentations" and will further be used by the owners in the future.
*for educational & informative purposes only, any signs of copying/recreating/manipulating of this media is legally punishable.
This document provides an overview of gaming consoles, including their history, components, major titles, and global market. It discusses the evolution of gaming consoles from the 1970s to present day, with key consoles like the Magnavox Odyssey, Atari PONG, Nintendo NES, and Sony PlayStation. The US and global gaming industry is outlined, with the US market estimated at $31 billion in 2011. Advantages of gaming are also presented, with the future of the Indian gaming industry expected to grow significantly to meet increasing demand.
The document discusses the history and evolution of gaming from the 1950s to today. It outlines the major generations of gaming consoles and handheld devices from early arcade and home console systems to current 7th and 8th generation consoles. Today, gaming has expanded beyond consoles to mobile and online platforms. The future of gaming may include virtual and augmented reality, cloud gaming, and dual screen experiences. However, companies face issues around maintaining security and privacy as gaming becomes more integrated with online networks and personal information.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
The gaming console market saw $18 billion in revenue in 2007, a 40% increase from 2006. The fastest growing demographic for gamers is those over 50 years old, making up 25% of the market. Nintendo Wii has sold 34 million units worldwide as of 2008, leading global sales. The Xbox 360 has sold over 22 million units globally but leads in European sales with 6 million units. The PlayStation 3 has sold 16.84 million units worldwide but leads in Japan with 7 million units sold.
This document provides an analysis of the global gaming console market. It outlines objectives to study market segmentation, industry forces, trends and forecast the market size. Research methodology included interviews and secondary data collection. Key findings indicate the market is concentrated with three major players and expected to grow due to virtual reality and audio/video technology. The market size is estimated to reach $32.41 billion by 2019 with a CAGR of 2.54%. Recommendations include new product development and focus on online/digital content.
This document summarizes and compares the current major video game consoles: the Nintendo Wii, Microsoft Xbox 360, and Sony PlayStation 3. It describes the key features and specifications of each console, including the Wii's motion sensing controllers, the Xbox 360's online capabilities through Xbox Live, and the PlayStation 3's ability to function as a Blu-ray player. It also discusses each company's plans to enhance their motion sensing and controller technologies in the future to continue innovating the gaming experience.
The document summarizes the key details and strategies of the major gaming consoles released in the last generation - PlayStation 3, Xbox 360, and Wii. It describes their hardware specifications, new features, and each company's approach. While PS3 had the most powerful hardware and supported Blu-Ray, its high price hampered sales. Xbox 360 focused on online services and backward compatibility. Nintendo's Wii was the most affordable and innovative with motion controls, attracting new audiences. Each console had advantages for different types of gamers.
This document provides an overview and comparison of the PlayStation 3, Xbox 360, and Nintendo Wii gaming consoles. It describes the key features of each system, including the PS3's Cell processor and Blu-ray support, Xbox 360's hard drive and Xbox Live service, and the Wii's motion controllers and accessibility. The advantages of each console are summarized as the PS3's power and Home service, Xbox 360's larger online community and exclusives, and the Wii's low cost, new gameplay, and family-friendly focus. The document concludes that while upgrading a PC can be cheaper, the console experience is significantly different.
Gaming consoles are dedicated systems optimized for game playing. Early consoles included the Magnavox Odyssey in 1972 and the Atari Pong home version in 1975. Common console components are controllers, a power supply, core unit with CPU and RAM, game media like cartridges or discs, and sometimes memory cards. Popular consoles include the PlayStation, Xbox, Wii, Nintendo DS, and PSP. Each has distinct controllers and hardware specifications. Portable handheld gaming devices like the Game Boy also emerged as a popular form of gaming.
- Assassin's Creed III: Liberation was developed by Ubisoft Sofia and Ubisoft Milan and published by Ubisoft in 2012 for PlayStation Vita, PlayStation 3, Microsoft Windows, and Xbox 360. It was released alongside Assassin's Creed III.
- The game's marketing included official trailers, YouTube videos, and downloadable additional content to support the release across multiple platforms.
- The trailer for Assassin's Creed III: Liberation highlights the game's focus on a strong female protagonist fighting against injustice and racism in late 18th century New Orleans.
This document discusses the history and development of console games from the 1970s to present day. It outlines the major console systems from each generation including the Magnavox Odyssey, Atari Pong, Nintendo Entertainment System, and modern systems like the PlayStation, Xbox and Wii. The global console game industry is worth around $29 billion annually with Sony holding the largest market share. The document also examines target consumers, industry trends, and the future of console gaming technology.
This document traces the history and evolution of major video game consoles from 1977 to 2011, highlighting key specifications and features of each console generation including the Atari VCS, Nintendo NES, Sega Genesis, PlayStation, Xbox, Nintendo Wii, and Microsoft Kinect. It provides details on the introduction of new technologies like CD-ROM, motion control, and online connectivity that drove competition and advancement in the gaming industry.
This document discusses the history and future of home video game consoles across generations. It notes the technological improvements between the first three generations but questions if a fourth 3D generation is possible given rising development costs and stagnating market growth. Alternative options like digital distribution through nettop PCs and motion control devices are proposed, but the industry is criticized for not understanding or catering to casual gamers, especially parents and families. The future of gaming may depend on recapturing lost audiences rather than focusing only on more advanced technology.
Arcade games were first introduced in the 1970s and used basic controls like buttons and joysticks. Early games had black and white graphics. Home video game consoles emerged in the 1970s and 1980s, starting with the Magnavox Odyssey and gaining popularity with systems like the Atari 2600 and Nintendo Entertainment System. Consoles have gone through eight generations with improving graphics capabilities. Today's consoles support HD graphics and online multiplayer, while controllers offer motion control. PC games also offer more advanced graphics compared to consoles and higher frame rates without restrictions.
This document discusses a classroom activity to investigate technological convergence in video game consoles. Students are asked to survey classmates about which consoles they own and which features of the consoles are used. They are then tasked with designing a new video game console, considering what features it would have like DVD playback and internet connectivity, who the target audience would be, and how it would be marketed and priced. The goal is to better understand the importance of convergence for the video game industry.
The document discusses the history of video game consoles through their generations and provides details about the Xbox 360, PlayStation 3, and Wii consoles. It describes the Xbox 360's launch in 2005 and features like Xbox Live. It outlines the PlayStation 3's release in 2006 and components such as its Blu-ray drive and PlayStation Network. It also explains the Wii's 2006 launch, motion-sensing controller, and surpassing of other consoles in sales by 2008.
This document discusses the history and technological evolution of major video game consoles from 1977 to 2010. It provides details on specifications and features of consoles such as the Atari VCS, Nintendo NES, Sega Genesis, PlayStation, Xbox, and Wii. It also describes Microsoft's Kinect motion sensor accessory for the Xbox 360 which enabled controller-free gaming through gesture and voice recognition.
A national workshop bringing together government, private sector, academia, and civil society to discuss the implementation of Digital Nepal Framework 2.0 and shape the future of Nepals digital transformation.
Mastering Testing in the Modern F&B Landscapemarketing943205
油
Dive into our presentation to explore the unique software testing challenges the Food and Beverage sector faces today. Well walk you through essential best practices for quality assurance and show you exactly how Qyrus, with our intelligent testing platform and innovative AlVerse, provides tailored solutions to help your F&B business master these challenges. Discover how you can ensure quality and innovate with confidence in this exciting digital era.
Digital Technologies for Culture, Arts and Heritage: Insights from Interdisci...Vasileios Komianos
油
Keynote speech at 3rd Asia-Europe Conference on Applied Information Technology 2025 (AETECH), titled Digital Technologies for Culture, Arts and Heritage: Insights from Interdisciplinary Research and Practice". The presentation draws on a series of projects, exploring how technologies such as XR, 3D reconstruction, and large language models can shape the future of heritage interpretation, exhibition design, and audience participation from virtual restorations to inclusive digital storytelling.
Shoehorning dependency injection into a FP language, what does it take?Eric Torreborre
油
This talks shows why dependency injection is important and how to support it in a functional programming language like Unison where the only abstraction available is its effect system.
React Native for Business Solutions: Building Scalable Apps for SuccessAmelia Swank
油
See how we used React Native to build a scalable mobile app from concept to production. Learn about the benefits of React Native development.
for more info : https://www.atoallinks.com/2025/react-native-developers-turned-concept-into-scalable-solution/
Whose choice? Making decisions with and about Artificial Intelligence, Keele ...Alan Dix
油
Invited talk at Designing for People: AI and the Benefits of Human-Centred Digital Products, Digital & AI Revolution week, Keele University, 14th May 2025
https://www.alandix.com/academic/talks/Keele-2025/
In many areas it already seems that AI is in charge, from choosing drivers for a ride, to choosing targets for rocket attacks. None are without a level of human oversight: in some cases the overarching rules are set by humans, in others humans rubber-stamp opaque outcomes of unfathomable systems. Can we design ways for humans and AI to work together that retain essential human autonomy and responsibility, whilst also allowing AI to work to its full potential? These choices are critical as AI is increasingly part of life or death decisions, from diagnosis in healthcare ro autonomous vehicles on highways, furthermore issues of bias and privacy challenge the fairness of society overall and personal sovereignty of our own data. This talk will build on long-term work on AI & HCI and more recent work funded by EU TANGO and SoBigData++ projects. It will discuss some of the ways HCI can help create situations where humans can work effectively alongside AI, and also where AI might help designers create more effective HCI.
OpenAI Just Announced Codex: A cloud engineering agent that excels in handlin...SOFTTECHHUB
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The world of software development is constantly evolving. New languages, frameworks, and tools appear at a rapid pace, all aiming to help engineers build better software, faster. But what if there was a tool that could act as a true partner in the coding process, understanding your goals and helping you achieve them more efficiently? OpenAI has introduced something that aims to do just that.
UiPath AgentHack - Build the AI agents of tomorrow_Enablement 1.pptxanabulhac
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Join our first UiPath AgentHack enablement session with the UiPath team to learn more about the upcoming AgentHack! Explore some of the things you'll want to think about as you prepare your entry. Ask your questions.
Is Your QA Team Still Working in Silos? Here's What to Do.marketing943205
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Often, QA teams find themselves working in silos: the mobile team focused solely on app functionality, the web team on their portal, and API testers on their endpoints, with limited visibility into how these pieces truly connect. This separation can lead to missed integration bugs that only surface in production, causing frustrating customer experiences like order errors or payment failures. It can also mean duplicated efforts, communication gaps, and a slower overall release cycle for those innovative F&B features everyone is waiting for.
If this sounds familiar, you're in the right place! The carousel below, "Is Your QA Team Still Working in Silos?", visually explores these common pitfalls and their impact on F&B quality. More importantly, it introduces a collaborative, unified approach with Qyrus, showing how an all-in-one testing platform can help you break down these barriers, test end-to-end workflows seamlessly, and become a champion for comprehensive quality in your F&B projects. Dive in to see how you can help deliver a five-star digital experience, every time!
Engaging interactive session at the Carolina TEC Conferencehad a great time presenting the intersection of AI and hybrid cloud, and discussing the exciting momentum the #HashiCorp acquisition brings to #IBM."
Accommodating Neurodiverse Users Online (Global Accessibility Awareness Day 2...User Vision
油
This talk was aimed at specifically addressing the gaps in accommodating neurodivergent users online. We discussed identifying potential accessibility issues and understanding the importance of the Web Content Accessibility Guidelines (WCAG), while also recognising its limitations. The talk advocated for a more tailored approach to accessibility, highlighting the importance of adaptability in design and the significance of embracing neurodiversity to create truly inclusive online experiences. Key takeaways include recognising the importance of accommodating neurodivergent individuals, understanding accessibility standards, considering factors beyond WCAG, exploring research and software for tailored experiences, and embracing universal design principles for digital platforms.
Integrating FME with Python: Tips, Demos, and Best Practices for Powerful Aut...Safe Software
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FME is renowned for its no-code data integration capabilities, but that doesnt mean you have to abandon coding entirely. In fact, Pythons versatility can enhance FME workflows, enabling users to migrate data, automate tasks, and build custom solutions. Whether youre looking to incorporate Python scripts or use ArcPy within FME, this webinar is for you!
Join us as we dive into the integration of Python with FME, exploring practical tips, demos, and the flexibility of Python across different FME versions. Youll also learn how to manage SSL integration and tackle Python package installations using the command line.
During the hour, well discuss:
-Top reasons for using Python within FME workflows
-Demos on integrating Python scripts and handling attributes
-Best practices for startup and shutdown scripts
-Using FMEs AI Assist to optimize your workflows
-Setting up FME Objects for external IDEs
Because when you need to code, the focus should be on resultsnot compatibility issues. Join us to master the art of combining Python and FME for powerful automation and data migration.
Scientific Large Language Models in Multi-Modal Domainssyedanidakhader1
油
The scientific community is witnessing a revolution with the application of large language models (LLMs) to specialized scientific domains. This project explores the landscape of scientific LLMs and their impact across various fields including mathematics, physics, chemistry, biology, medicine, and environmental science.
2. OVERVIEW
INTRODUCTION
TODAY
WORKING
COMPONENTS
GLOBAL MARKET SHARE
FUTURE ASPECTS IN GAMING CONSOLE
CONCLUSION
3. INTRODUCTION
A Gaming console is an interactive
entertainment video game. (Console refer to Video games and its Hardware console.)
Gaming consoles have proved themselves to
be the best in digital entertainment.
Nintendo Wii, Sony PS5, Microsoft Xbox one are
Currently three major Gaming console models in present.
4. TODAY
Microsoft joined console competition with Xbox.
Today it is a major competitors.
Currently 3 major console models:
Nintendo Wii
Sony PS5
Microsoft Xbox one
8. FUTURE ASPECT IN GAMING
CONSOLE TECHNOLOGY
Gaming industry is undergoing radical change due to
advancements in technologies.
Direction of change is in both , Hardware and Software.
Virtual Reality(VR) , Static mouse, wireless technology and touch
screen is at fore front.
15. GLOBAL INDUSTRY
US sales of Consoles by 2015
Hardware $ 11.7 billion
Games $ 14.9 billion
Worldwide sales of hardware & software:
In 2016 $31 billion
Projected for 2015 - $43 billion
48%
20%
20%
12%
Major Markets
USA Europe
Japan Rest of the World
16. MARKET SHARE
Sony leads industry with 48% market share.
Nintendo & Microsoft are its major competitors.
Other vendors: Sega, Atari, Konami, Viacom,
Namco , THQ etc.
48%
29%
21%
2% Sony
Microsoft
Nintendo
Others
17. CONCLUSIONS
Games are at the leading edge of entertainment, rapidly becoming the ultimate
form of media due to all the possible expanding resources.
Companies spend - and earn - a lot of money on/from their video game
advertising.
Game developers will be at the forefront.
More undiscovered uses still to come.