How Retailers Can Prep for Augmented and Virtual Reality

March 22, 2019

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For years, retailers have been bracing for their version of Armageddon because in their minds, the decline of shopping malls, hastened by customers’ growing preference for shopping online, signal a coming brick-and-mortar apocalypse. Yet in the US, a country with almost 7.3 square feet of retail space per capita — compared with 1.7 in France and just 1.3 in the UK — will not be eliminating its brick-and-mortar retail model anytime soon, even as some big names falter.

Spotlight

Janson Media, Inc.

Established in 1989, Janson Media is an independent media company based in New York, specializing in Worldwide Digital, VOD, Television, and Non-Theatrical distribution. The company has licensed content to virtually every country in the world, and its clients include major digital video platforms, broadcasters, and home-entertainment companies. Janson Media’s digital distribution reaches tens of millions of consumers around the world via its direct relationships with such major digital video platforms as Amazon, YouTube, Netflix, iTunes, Twitch, Hulu, Facebook, and others.Janson Media’s Rights Portfolio features over 14,000 hours of exclusive content available for worldwide distribution or licensing to specific markets or platforms. Content includes standalone films and documentaries, and episodic television content in most genres. In addition to partnerships with traditional producers of film and TV IPs, the portfolio includes a growing library of content designed for digital platfor

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MEDIA AND BROADCASTING

Music and podcasts are competing for the same time

Article | May 28, 2021

The pandemic changed media consumption.Consumers acquired an extra 12% of entertainment timeand though everything was up, some categories grew much faster than others. One of the biggest gainers was spoken word audio, with podcasts and audiobooks seeing dramatic rises and while music hours grew too, the increase was below 12%, which means that music lost share. In the current entertainment environment of plenty this may be an academic concern, but when life returns to some form of normality (commutes, going out, gyms etc.) some or all of that extra 12% of entertainment time will go, which means that growing by less than the market average could translate into decline.

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4 Stocks To Buy To Invest in Virtual Reality

Article | June 13, 2020

The virtual reality market has been hailed as the "next big thing" for decades, but VR has repeatedly disappointed consumers with mediocre hardware products and software experiences. But in recent years, a wave of refined devices narrowed the gap between consumer expectations and reality. The VR market's future has yet to be written, but investors who believe in this budding market should consider buying these four tech stocks. Sony's PlayStation VR is the best-selling VR headset in the world with over 5 million shipments since its launch in October 2016. That only represents a sliver of Sony's installed base of 110 million PS4s, but that foothold has encouraged developers to produce more stand-alone VR games and add-on experiences for PS4 games.

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TECHNOLOGIES

Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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Spotlight

Janson Media, Inc.

Established in 1989, Janson Media is an independent media company based in New York, specializing in Worldwide Digital, VOD, Television, and Non-Theatrical distribution. The company has licensed content to virtually every country in the world, and its clients include major digital video platforms, broadcasters, and home-entertainment companies. Janson Media’s digital distribution reaches tens of millions of consumers around the world via its direct relationships with such major digital video platforms as Amazon, YouTube, Netflix, iTunes, Twitch, Hulu, Facebook, and others.Janson Media’s Rights Portfolio features over 14,000 hours of exclusive content available for worldwide distribution or licensing to specific markets or platforms. Content includes standalone films and documentaries, and episodic television content in most genres. In addition to partnerships with traditional producers of film and TV IPs, the portfolio includes a growing library of content designed for digital platfor

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