Media & Entertainment and Internet of Things Our Digital Fingerprints

| January 16, 2018

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The first major hurdle that the digital industry faces in light of IoT is a basic understanding of what impact and changes might come. An IDC survey of US consumers’ perceptions showed that only 15% of consumers are very familiar with the terms IoT and home automation.

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Seeker explains every aspect of our world through a lens of science. Our content makes sense of the universal and technological forces that impact our lives and shape our future. Our stories demystify the headlines, make science relatable and offer deep immersion in a pragmatic amount of time. We parse meaning from the noise in a world of rapidly changing information.

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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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How blockchain is transforming online gaming for players

Article | June 18, 2020

For online gamers, in-game purchases made to buy special swords, guns, or other add-ons to play their adventure, warfare, and other games are one-time, non-transferable investments that lock them into their pretend worlds. That's something companies like Polyient Games want to change by registering those purchases using blockchain and transforming the previously one-way transactions into liquid assets which are transferable for cash.

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How many users do Spotify, Apple Music and other big music streaming services have?

Article | February 19, 2020

Sometimes the statistics around how many people are streaming music – and how many are paying for it – can lead to confusion and misinterpretation. Recently, for example, we’ve seen one story suggesting that Amazon was “on course to overtake Apple Music” based on comparing an Amazon figure from January 2020 with one from Apple that hadn’t been updated since June 2019. Another story claimed that “Pandora has overtaken Apple for second spot” in subscriber rankings, which mistakenly compared the former’s number of active listeners (most of whom don’t pay) to the latter’s paid subscriber count.

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Why Shares of AMC Entertainment Are Surging Today

Article | April 28, 2020

It was just two weeks ago that it looked as if the COVID-19 pandemic would push AMC into bankruptcy, as forced theater closures shut off revenue to the world's biggest cinema operator. The company also slashed its dividend, and executives all took pay cuts to help conserve cash. Investors should still be wary, even if AMC is able to open many of its theaters sooner than the mid-June date it had been eyeing.

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Seeker Media

Seeker explains every aspect of our world through a lens of science. Our content makes sense of the universal and technological forces that impact our lives and shape our future. Our stories demystify the headlines, make science relatable and offer deep immersion in a pragmatic amount of time. We parse meaning from the noise in a world of rapidly changing information.

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