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ISIN: US92921W3007 · WKN: A1KCVK · Symbol: V7XN
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Beitrag zu dieser Diskussion schreiben
Antwort auf Beitrag Nr.: 57.570.663 von reini53 am 18.04.18 10:00:38https://twitter.com/Agterzis/status/986404717164224512
Antwort auf Beitrag Nr.: 57.570.111 von commi82 am 18.04.18 09:06:29https://www.vuzix.com/appstore?keywords=honeywell&deviceFilt…
Honeywell Intelligrated augmented reality maintenance solution
https://www.snackandbakery.com/articles/91507-honeywell-inte…Honeywell benutzt auch die M300 !!!
Antwort auf Beitrag Nr.: 57.566.109 von elholm13 am 17.04.18 18:11:10Ich werde die Tage mal schauen, welche der genannten Unternehmen noch AGs und wie sie bewertet sind.
Moin, denke,dass dies ein Grund für die heutige Perfotmance ist...
Virtual Reality Market Research Share Analysis and Trends By 2022
Published: Apr 17, 2018 5:52 a.m. ET
Apr 17, 2018 (Heraldkeeper via COMTEX) -- New York, April 17, 2018:
The Global virtual reality Market is expected to exceed more than US$ 33 billion by 2022 and will grow at a CAGR of more than 55% in the given forecast period.
The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include Oculus VR, LLC , Sony Corporation , HTC Corporation , Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc., Sensics, Inc., Leap Motion Inc. , Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH , Virtalis Limited , and Sixense Entertainment, Inc. among others. Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.
The Global virtual reality Market on geographic segmentation covers various regions such as North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Each geography market is further segmented to provide market revenue for select countries such as the U.S., Canada, U.K. Germany, China, Japan, India, Brazil, and GCC countries.
The Global Virtual Reality Market is segmented on the lines of its component, device type, technology, application and regional. Based on component segmentation it covers hardware components, semiconductor components and software components. Under device type segmentation it covers head mounted displays, projectors and display walls and gesture control devices. Application is classified into consumer, aerospace & defense, commercial, medical, industrial and others.
You Can Browse Full Report: https://www.marketresearchengine.com/Virtual-Reality-Market
The Global Virtual Reality Market has been segmented as below:
By Component Analysis
Hardware Components
Semiconductor Components
Software Components
By Device Type Analysis
Head-Mounted Displays (HMDs)
Projectors and Display Walls
Gesture Control Devices
By Technology Analysis
Non-Immersive
Semi-Immersive & Fully Immersive
By Application Analysis
Consumer
Aerospace & Defense
Commercial
Medical
Industrial
Others
By Regional Analysis
North America
Europe
Asia-Pacific
Rest of the World
This report provides:
1) An overview of the global market for Virtual Reality and related technologies.
2) Analyses of global market trends, with data from 2015, estimates for 2016 and 2017, and projections of compound annual growth rates (CAGRs) through 2022.
3) Identifications of new market opportunities and targeted promotional plans for Global Virtual Reality Market.
4) Discussion of research and development, and the demand for new products and new applications.
5) Comprehensive company profiles of major players in the industry.
Buy Report from here: https://www.marketresearchengine.com/Virtual-Reality-Market
Table of Contents
1 INTRODUCTION
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
6 Industry Trends
Virtual Reality Market Research Share Analysis and Trends By 2022
Published: Apr 17, 2018 5:52 a.m. ET
Apr 17, 2018 (Heraldkeeper via COMTEX) -- New York, April 17, 2018:
The Global virtual reality Market is expected to exceed more than US$ 33 billion by 2022 and will grow at a CAGR of more than 55% in the given forecast period.
The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include Oculus VR, LLC , Sony Corporation , HTC Corporation , Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc., Sensics, Inc., Leap Motion Inc. , Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH , Virtalis Limited , and Sixense Entertainment, Inc. among others. Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.
The Global virtual reality Market on geographic segmentation covers various regions such as North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Each geography market is further segmented to provide market revenue for select countries such as the U.S., Canada, U.K. Germany, China, Japan, India, Brazil, and GCC countries.
The Global Virtual Reality Market is segmented on the lines of its component, device type, technology, application and regional. Based on component segmentation it covers hardware components, semiconductor components and software components. Under device type segmentation it covers head mounted displays, projectors and display walls and gesture control devices. Application is classified into consumer, aerospace & defense, commercial, medical, industrial and others.
You Can Browse Full Report: https://www.marketresearchengine.com/Virtual-Reality-Market
The Global Virtual Reality Market has been segmented as below:
By Component Analysis
Hardware Components
Semiconductor Components
Software Components
By Device Type Analysis
Head-Mounted Displays (HMDs)
Projectors and Display Walls
Gesture Control Devices
By Technology Analysis
Non-Immersive
Semi-Immersive & Fully Immersive
By Application Analysis
Consumer
Aerospace & Defense
Commercial
Medical
Industrial
Others
By Regional Analysis
North America
Europe
Asia-Pacific
Rest of the World
This report provides:
1) An overview of the global market for Virtual Reality and related technologies.
2) Analyses of global market trends, with data from 2015, estimates for 2016 and 2017, and projections of compound annual growth rates (CAGRs) through 2022.
3) Identifications of new market opportunities and targeted promotional plans for Global Virtual Reality Market.
4) Discussion of research and development, and the demand for new products and new applications.
5) Comprehensive company profiles of major players in the industry.
Buy Report from here: https://www.marketresearchengine.com/Virtual-Reality-Market
Table of Contents
1 INTRODUCTION
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
6 Industry Trends
Blade Hannover Messe und CeMAT
Ich habe Paul T. angeschrieben warum die Blade dort nicht zu sehen ist.Antwort:
Vuzix hat keinen eigenen Stand und zur Zeit ist die Blade nur für sehr ausgewählte Partner.
Aber wie Vuzix sagte soll sich das bis zum Ende des Quartals ändern.
Warum, weil Vuzix zeigt, real demand!
Warum fliegen wir wegen dieser News?
Antwort auf Beitrag Nr.: 57.565.071 von commi82 am 17.04.18 16:26:35
Auszug:
The Vuzix M300 Smart Glasses will be proudly on display with numerous Vuzix Industrial Partners (VIP) and other partners including:
Amazon Web Services
Hall 6, Stand D46
Bitnamic
Hall 2, Stand A08
Evolaris
Hall 5, Stand D18
Dosco
Hall 6, stand C18
Up Skill (APX Labs)
Hall 6, Stand F46/4
Ubimax
Hall 7, Stand F24
Kapsch
Hall 7 Stand C40
AdTance
Hall 8 Stand A31
Augumenta
Hall 8, Stand D13
OC Labs srl
Hall 14 Stand L21
Kinemic
Hall 17, Stand B68 (A74)
Picavi
Hall 19, Stand C84
Zitat von commi82: https://ir.vuzix.com/press-releases/detail/1629/vuzix-m300-s…
Die Blade wird in der IR leider nicht erwähnt.
Auszug:
The Vuzix M300 Smart Glasses will be proudly on display with numerous Vuzix Industrial Partners (VIP) and other partners including:
Amazon Web Services
Hall 6, Stand D46
Bitnamic
Hall 2, Stand A08
Evolaris
Hall 5, Stand D18
Dosco
Hall 6, stand C18
Up Skill (APX Labs)
Hall 6, Stand F46/4
Ubimax
Hall 7, Stand F24
Kapsch
Hall 7 Stand C40
AdTance
Hall 8 Stand A31
Augumenta
Hall 8, Stand D13
OC Labs srl
Hall 14 Stand L21
Kinemic
Hall 17, Stand B68 (A74)
Picavi
Hall 19, Stand C84
Antwort auf Beitrag Nr.: 57.565.071 von commi82 am 17.04.18 16:26:35Und dafür wird wohl kaum die Hannovermesse verantwortlich sein!
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