According to a new market research report, “The global 3D technology, products and applications market is expected to reach $227.27 billion in 2016 at an estimated CAGR of 15.81% from 2011 to 2016. North America will remain at the top followed by Europe and APAC. Gaming and animation will be leading application areas in 3D industry..marketsandmarkets.com), the total market is expected to reach $227.27 billion by 2016, at a CAGR of 15.81%.
Three Dimension (3D) technologies has now commercialized in most of the products and applications such as Smartphone, TV, Animation, Gaming, Medical imaging etc. After the success of ‘Avatar’, numbers of producers are releasing their movies in 2D as well as 3D version. Thus, 3D cinemas have become the additional revenue generator for cinema producers.
Products like 3D Smartphone, 3D printer, 3D gaming consoles etc. are latest 3D technology based products, which have just been launched and are yet to capture the market, but as 3D market is progressing rapidly, these products are expected to perform better in near future.
Eight in ten US broadband households have installed a home network, with nearly 40% of home network routers located in residents’ primary living rooms, more than twice the number installed in home offices, according to a new report from TDG, The Diffusion Group.
The number of broadband-networked US households installing home network routers in their living rooms increased 26% in the last year, from 30% in 2010 to 38% in 2011. Conversely, the number installed in home offices declined 30%, from 26% in 2010 to 18% in 2011, according to TDG’s “The CE and PC Ecosystem of the Broadband Household: 2012.”
“The migration of home network hardware from the ‘home office’ to the primary living space offers both functional and figurative insight,” notes Michael Greeson, TDG founding partner and director of research. “TDG noted in 2005 that, driven by the incessant desire to optimize their entertainment experiences, consumers would progressively place their network access point adjacent to key net-enabled video entertainment platforms such as game consoles, disc players, and DVRs. In 2012, this is precisely what we observe and most would acknowledge. The meaning of this shift, however, remains lost on the majority of observers.”
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