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December 03, 2018
"Currently, VR content creation is prohibitively costly, and it is difficult to create the kinds of experiences consumers are looking for," explained Kristen Hanich, a research analyst with Dallas, Texas-based Parks Assocates, a market research and consulting company specializing in consumer technology products.
"Lowering the barrier to entry should help with the VR industry's content problem -- there's a lack of it," she told TechNewsWorld.
Nevertheless, Nvidia has some work to do before the promise of its deep learning technology can be fulfilled.
From the article "AI Meets VR in New Nvidia Tech" by John P. Mello, Jr.
Entry into the smart speaker market makes sense for a company with smart home aspirations. "As the success of Echo and Google Home took off, everyone expected Apple to follow suit," said Brad Russe...
Streaming incentives could appeal to a widespread customer segment. Streaming services have broad appeal: 64% of US households have access to either Netflix, Hulu, or Amazon Prime Video, and more than...
Another reason e-sports has strong growth potential is that, unlike many other sports, whose fans may only be spectators, e-sports attracts video gamers, many of whom could become e-sports competitors...
Although it is much smaller than its rivals, Roku is the leading seller of video streaming players in the U.S. with a 37 percent share of the market, according to the research firm Park Associates....
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