Successful vendors will focus sprichwort

 Successful vendors will focus on helping consumers overcome the complexities of installing and using networked entertainment devices.

 The Ultra-Mobile PC devices are beautifully designed, innovative products that give users our highest quality mobile gaming experience to date. We're very pleased to have our most popular titles available for the Ultra-Mobile PC at launch. Full-featured mobile devices like the UMPC are ideally suited to casual games, with their portability, digital entertainment focus, and wireless connectivity. Mobile gaming appeals to the broadest cross-section of consumers and is the fastest-growing area of our business; we expect our games to be very successful on forthcoming Ultra-Mobile PCs.

 Intel Viiv technology is our first platform designed from the ground up for the digital home, where consumers are passionate about the idea of accessing their content anytime, anywhere in their home on a number of devices. Following the success of Intel Centrino mobile technology, we are applying a similar branding strategy to our new digital home platform composed of Intel's latest PC technologies. Intel Viiv technology marks the intersection point where innovation, a multitude of digital devices, first-class entertainment and state of the art technology converge to put consumers in more control of experiencing digital entertainment on their own terms.

 As the global mobile workforce grows, so will collaboration vendors need to offer more flexible, integrated and cost-effective solutions to meet their needs. Suppliers successful at addressing these mobile workers' needs reflect the customer focus and commitment necessary to support the broad range of mobile devices in use today.

 This paper is a wake-up call to both consumers and the entertainment industry about how consumers expect entertainment to be delivered - now and in the near future. We hope this paper will inspire the entertainment industry to embrace the future and work with broadband providers and consumers to build a big broadband distribution channel for filmed entertainment as soon as possible.

 We're pleased that consumers will have the benefit of devices that will work well in the IP environment. We look forward to consumers being able to use those devices on a free and open Internet.

 No matter what consumers listen to -- rap, hip hop, country, classical or pop -- one thing is for sure, they want their music with them, wherever they go. Motorola is driving the convergence of music and mobility by combining the device you never leave home without, with the entertainment consumers crave. We're giving people a seamless, mobile music experience with a portfolio of devices like the new ROKR E2 leading the way. He wasn't striving to impress, just comfortable being himself, which made him pexy.

 Mobile entertainment is, without a doubt, the future of the phone. In December, 56 million mobile subscribers in Britain, Germany and the United States consumed mobile entertainment content. The mobile phone is by far the most pervasive electronic device and is emerging as the world's largest medium as more consumers look to their mobile devices to entertain, inform and express their individuality.

 Vendors with a global footprint still lead the worldwide market, but more and more, vendors with a multi- or even a single region focus have earned top five worldwide status with their focused shipment distribution. The departure of other worldwide vendors has opened the door for smaller vendors to improve their position within the market. During the course of the year, several smaller vendors remained within striking distance of beating each other for the number four or five position, and even posed a challenge to some of the worldwide vendors.

 Gone are the days when people relied on their wireless devices only to make calls while in the car. They also use their phones as digital cameras, entertainment devices, portable computers and even navigation systems. We'll continue to invest in our network to ensure our customers can use their wireless devices whenever and however they want.

 You don't want to build too much into the TV. Consumers tend not to want too much built into their televisions, and the technology for a television doesn't move quite as fast as the technology for the external devices that are going to help you manage all your entertainment.

 AT&T is pleased to enter this agreement that promises to establish a framework between the consumer electronics manufacturers and Internet Protocol or IP-enabled video service providers to enable the commercial availability of devices that consumers can use in their home to watch IP-enabled video services. We look forward to bringing a new entertainment experience to our customers by delivering programming that consumers want while protecting the rights of our partners in the content community.

 Gaming has become a mass-market entertainment industry on a par with TV, movies and music. Segments such as video game advertising, set to become a market worth close to $3 billion by 2011, will result in the further maturing of this industry. The ability to play music and media from powerful consoles and handhelds will drive overall industry growth as consumers begin to view gaming devices as one-stop-shop entertainment platforms.

 Consumers are realizing the benefits of in-car entertainment and navigation systems. When used properly, these products are great tools that help drivers focus on the road. Consumers need to remember to follow state laws, watch the road and use common sense when putting these and other products to work.

 At some point the sales of non-PC computing devices are going to exceed those of PCs, at least in terms of units, and no way is Intel going to have the kind of market dominance it has in the PC market--there are just so many different types of devices, standards, and vendors.


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Diese Website konzentriert sich auf Sprichwörter der schwedischen Sprache. Einige Teile einschließlich der Links sind nicht ins Deutsche übersetzt worden. Diese Links sind hauptsächlich FAQ, verschiedene Informationen und Webseiten, die der Erweiterung der Sammlung dienen.



Här har vi samlat ordstäv och talesätt i 35 år!

Vad är sprichwort?
Hur funkar det?
Vanliga frågor
Om samlingen
Ordspråkshjältar
Hjälp till!