#Software(NEC)
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nec-india · 3 months ago
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SAP S/4HANA Cloud ERP software comes as a powerful technology meant to help firms simplify their processes, increase efficiency, and get real-time insights. Although this highly advanced software solution will help many businesses, some will stand to gain the most because of their particular requirements and challenges.
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sohaibsmart · 4 months ago
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Amazon Prime Day occasion begins, gross sales up 12% in first 7 hours: Report | Firm Information
Prime Day can function a bellwether for the vacation procuring season. 3 min learn Final Up to date : Jul 17 2024 | 12:10 AM IST Amazon.com Inc.’s Prime Day gross sales rose virtually 12 per cent within the first seven hours of the occasion in contrast with the identical interval final 12 months, based on Momentum Commerce, which manages 50 manufacturers in a wide range of product…
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touchygameart-again · 1 year ago
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My Home Dream / Victor Interactive Software (1994) - NEC PC98 My Home Dream 2 / Victor Interactive Software (1995) - NEC PC98
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foone · 1 year ago
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Fucking Gorgeous FM-Towns model 2F on craigslist near me. I don't have money or the knowledge to use this thing, but god it's amazing.
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The FM Towns was a Fujitsu computer introduced in 1989 in Japan. It's built around an Intel 386, but it's not a fully PC compatible system. It ran Windows 3.x and Towns OS, which was built on top of MS-DOS and ran in 32-bit mode using an extender.
It didn't require a hard drive, booting the OS off the CD-ROM drive. It uses a custom graphics chip that's not VGA compatible, supporting sprites and overlays, with full kanji in ROM.
Audio-wise, it used a Yamaha OPN2, so it sounds much like a Sega Megadrive/Genesis.
Later systems added DOS/V (a version of MS-DOS designed for Japanese users) support, making it more like a MS-DOS computer.
There was also the FM Towns Marty, which made it into more of a console, looking less like a PC. This kept compatibility, however.
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(This is, by the way, the only console to ship with a floppy drive standard)
Anyway these machines are neat and rare, but part of why they're rare is that they didn't sell very well. They're full computers so they're pretty expensive, and the FM Towns series was getting beaten by NEC's PC98 at first and then DOS/V clones later. They just didn't have the compatibility with DOS/V software to really justify them being a viable choice over the much cheaper DOS/V clones, and they had a smaller library than the much more popular PC98 series.
Still, they're very nifty machines.
Fun fact: They're called "FM Towns", right? FM is Fujitsu Micro, but "Towns" is the codename. They were named after the physicist Charles H. Townes, who did some of the fundamental work in the development of the maser, a predecessor to the laser, for which he shared a Nobel Prize in 1964.
You'll note his name is "Townes", but the system is "Towns". Futjitsu changed the spelling so that people would pronounce it correctly, rather than potentially pronounce it "tow-nes".
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auntiealiasing · 7 months ago
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Early Texturing in Games
For the first arcade game with textures, Ridge Racer is one hell of a showing! Something like this running at 512x384 at 60FPS in '93 would only be matched when the Dreamcast released in 1998
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The first game with hardware texturing was surprisingly in the home space: The aptly-named Crash 'n Burn for the 3DO, which came out with the system a few days before Ridge Racer that October. It would be the only 3DO game released in 1993. I don't know for sure, but I have a hunch that its extremely linear gameplay suggests it might be using a system where the vertices (polygon edge points) of the track/environment are pre-calculated and used for when the system actually draws the polygons at runtime, similar to Winter Gold ('96, SNES) or the intro of Silpheed ('86, NEC PC-8801mkIISR)
The first games to use texturing period were both software-rendered DOS games: Catacomb 3D and Ultima Underworld in '91 and '92 respectively.
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Catacomb 3D is an Id Software game inspired by an early showing of Ultima Underworld at CES 1990, and it uses a software raycasting engine that would later be popularized by Wolfenstein 3D, Doom 1&2, and Duke Nukem 3D. Only the walls are textured, but hey, it was early days
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Ultima Underworld uses a software polygon renderer and is fully textured. It ended up directly inspiring Tomb Raider, and it's not hard to see why. Aside from the tiny viewport, severe texture warping and 2D objects, it's pretty comparable to King's Field 1 from '94 on the PS1!
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catpillmeowcel · 5 months ago
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Was watching a video about lost media for the Wii and the dude straight up said that Japanese people are gatekeeping information as if thats just not extremely racist.
I decided to take two seconds to do this racist' dumbfuck's job for him since he can't be assed to do any research beyond having seen a small thread about it on Twitter.
The Wii Fit Body Check Channel
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Source: Innervision (https://www.innervision.co.jp/12SP/2009_04item/boo_panasonic/repo_panasonic.html)
The Wii Fit Body Check Channel (Will be referred too as Wii Fit BCC for brevity) also known as "Wii Fit からだチェックチャンネル" (Wii Fit Karadachekku Chan'neru) was developed in around 2009 by Nintendo to be utilized with a service developed by Nippon Electric Company, Panasonic, and Hitachi.
According to this article it was a health promotion service offered to employees and their families. (Quote below, Google Translated)
NEC and NEC Mobile Link will begin offering a service that links the health promotion support service using mobile phones that was launched in December last year with "Wii Fit Body Check Channel" via the Internet to employees and families of the NEC Group from April. By using the SaaS platform provided by NEC, small-scale use is also possible, and the company aims to introduce the service in 150 cases over the next three years, including sales to outside the group.
The system allowed for people to measure themselves via the Wii Fit BCC and send the results to health guidance services and receive advice back via email.
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Source: Hitachi News Release (https://www.hitachi.co.jp/New/cnews/month/2009/01/0127.html)
According to the originally linked article, the future plan was to then use the measurement data "to create unique instruction programs for instructors and training organizations, and provide it as an ASP service."
However it seems to have potentially never made it out of its initial prototypes as according to this last sentence from the article:
Hitachi will begin prototyping the system in-house from February and will make a decision based on the results.
Some additional things
I also found this press release from NEC regarding the software. It lists the following main features (Google Translated):
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Here's Nintendo's as well however there's not much new information besides mentioning how step data from the DS game "Walking to Understand Life Rhythms DS" can also be utilized.
Hitachi's goes into a bit more detail regarding other aspects on how users would have two-way communication with instructors through the channel:
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Overall, with what we know of the software, it likely never made it to these stages of development or had any of these features implemented before quietly getting completely shelved.
Additional Sources/Articles
"Wii Fit Body Check Channel" uses Wii for remote health guidance service (Markezine)
NEC launches health promotion support service in collaboration with "Wii Fit" (NEC Press Release)
"Wii Fit Body Check Channel" developed to support specific health guidance system for Wii; electronics manufacturer to start offering to health insurance associations from April (Nintendo Press Release)
Developing a remote health guidance platform system linked to "Wii Fit" (Hitachi Press Release)
Panasonic web page showing slide show of products (I didn't see anything regarding BCC on this page but it was linked by another article so I'm putting it here for prosperity sake)
"Plissimo Sigusa" is a specific health guidance support system that can be linked to the home video game console "Wii" (Innervision, showcases a setup of channel with a balance board)
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kermakatti · 1 year ago
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I don't really feel like getting into emulating FM Towns right at this moment since a lot of old Windows, DOS and NEC PC-98 stuff are already giving me a lot headaches...
But I love the cover artworks made for Fujitsu's Free Software Collection CDs for FM Towns :3
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kudzucataclysm · 1 year ago
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megacorporations in SE
KUIPER
Kuiper is a monopolistic megacorporation that controls almost every aspect of everybody's life. Kuiper's primary business is entertainment media, the "internet", the processing of Altenium, and more recently, the space industry. Their largest source of income as of right now is Kuiper Zone, an amusement park on the Moon. The company is jointly "owned" by each and every single individual CEO of HYDRA, but Mars holds the largest assortment of shares so does most of the decision making while the other corporations vie for power amongst each other. The balance of power is extremely fragile as a result.
the members of HYDRA are:
FONTAINE INDUSTRIES
A corporation who's business primarily relies on R&D, logistics, robotics, and weapons development owned by billionaire superscientist Maya Fontaine. The company is also responsible for providing private armies for the other corporations and smaller companies as well, making it solely responsible for the security of HYDRA as a whole. Fontaine Industries also, as of right now, "owns" the presidency of DUSA.
SANGUINE PHARMACEUTICALS
Sanguine is a megacorporation who's primary business is manufacturing the entire world's supply of pharmaceutical products, from medicines to combat stimulants to illicit street drugs to simply information on each and every customer in their database; they own your blood, and everything that comes with it. They also work with Pfaffs to clone, grow, and manufacture meat in order to feed the ever growing population of Chimera on Earth.
MOONGATE SOFTWARES
The second most powerful of the megacorps due to their large role in the creation of Kuiper Zone. They primarily have a business in rocketry, computers, and electronics, aiming to one day undermine Kuiper on the market when it comes to space technology (so far to no avail).
PFAFF CORP
Typically, Pfaffs stays out of megacorp politics, choosing to focus instead on their restaurant business due to having a monopoly on food in the Americas and maintaining their massive farming/agricultural territories.
EARLY BIRD
The newest corporation on the block that's only just now starting to expand outside of the NEC, the company makes most of its money in ADP, Chimera and Martian determent, quarantine and extermination- on the side, it also makes clothes! Its the newest member of HYDRA and its position as a possible owner of Kuiper is now currently under evaluation.
POSEIDON INC
A leading megacorp in America whose primary focus is in the energy fuel industry. They specialize in fossil fuels, mining, solar energy, hydroelectricity, refineries, biofuels and chemical engineering in rivalry with Sanguine. Its current bread and butter is the hydroelectricity and biofuel industries.
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gmlocg · 1 year ago
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388.) Bomberman
Release: December 7th, 1990 | GGF: Action, Party Game, Maze | Developer(s): Hudson Soft Company, Ltd., SystemSoft Alpha Corporation, Actionamics, Hurricane | Publisher(s): Hudson Soft Company, Ltd., Ubi Soft Entertainment Software, NEC Technologies, Inc., SystemSoft | Platform(s): TurboGrafx-16 (1990), Amiga (1991), Sharp X86000 (1991), Atari ST (1990), DOS (1992)
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pixelartkid · 1 year ago
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Henk Roger in Chile
Henk Roger (actual CEO with Axeley Pajitnov of The Tetris Company), is a Game Programmer, Game Designer, various games, and Chief Executive of game companies, he arrived in Chile for Festigame 2023 on the 12 and 13 of August! I went on Saturday and I got to know him, he could sign me some Bullet Proof Software (best known as B.P.S too) games.
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Was so fantastic his interview on the main stage of FestiGames. I will tell you the trajectory of Henk Roger before and later of Tetris.
The Birth of Bullet Proof Software
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Bullet Proof Software (known as B.P.S) was an American/Japanese game Developer and Publisher founded by Henk Roger in 1983 in Japan. In the next year, the first game developed by B.P.S was Black Onyx, which was the first introduction of the RPG (Role Playing Game)/ Dungeon Crawler genre for the gamer Japanese before they developed games such as Dragon Quest (Enix), YS (Nihon Falcom) or Final Fantasy (Squaresoft).
Black Onyx had Inspiration from successful American RPGs like Ultima by Richard Garriot in 1981, and Wizardry by Andrew C. Greenberg and Robert Woodhead in 1981, obviously, those games are based on Dungeon & Dragon (a tabletop game created in 1974 by David Gygax and Dave Anderson), the original mother of all Rol Playing games.
Its development was for NEC-PC 88, NEC-PC 98, SEGA-1000 and, and had a sequel for Famicom called Super Black Onyx.
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"Black Onyx for NEC PC 88 (hardware Japanese of 8 bits)"
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"The Original Team of B.P.S during the development of Black Onyx in 1984"
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"Bullet Proof Software Office in 1984, the screenshots are of a Japanese Magazine called Beep! about videogame, 1984 which they worked on in Black Onyx's Third chapter, showed GDD and Sprite Editor that was unreleased". (source by VGDenetsu)
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B.P.S Club Ad, show the next game for PC 88 and Famicom like: -MicroGo1 (1987 developed by B.P.S for Famicom) is a Go game -Archon (they were the publisher for the PC 88/FM 77 version in 1986) -Lyrane (they were the publisher for the PC 88/FM 77 version in 1986 and 1987)
Tetris, From Russia with Love:
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I suggest you check the great documental: "From Russian with Love" created by BBC, but I will try to resume the story: Axeley Pajitnov's 1985 program Tetris his Electronika 60 in the Science Sovietic Academy of Moscu during the URRS, his creation did not have the proprietary right concept, the game was spread all over Europe. The game quickly arrived on different PCs until you reached a Computation Exposition in Europe. A man called Robert Stein from Andromeda Software was interested in Tetris, and he wanted to contact Axeley Pajitnov, but the Soviet government was awarded the game to negotiate with any wanted of getting the rights of commercialization for selling Tetris via Elorg, Ministry of Technology of the government.
Elorg sent the first step for negotiating to Robert Stein, but him believed that was a contract for the right of commercialization, he started selling the rights commercialization to Mirror Soft (a British Company created by the Multibilionaire Robert Maxwell), This company sold the rights to Spectrum Holobyte (game developer and Publisher in the USA) that this sold the rights to Atari Tengen (for Arcade and Console) and finally Atari Tengen sold the rights to Henk Roger from Bullet Proof Software for can sell Tetris for Famicom, during a CES of 1987.
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"This was the first version of Tetris for Famicom released in 1987, that didn't same NES version released in 1989 was developed by Nintendo Japan". But Elorg didn´t know about the commercialization of Tetris in anything platform until 1988, when they saw the different Tetris versions on PC. Elorg contacted Robert Stein because he traded the rights without Elorg's permission., while Mirror Soft at the same time they wanted the rights to Tetris, and Henk Roger was contacted by Hiroshi Yamauchi because Nintendo they worked on a new Console Portable: Game Boy. Henk Roger, Robert Stein, and Kevin Maxwell made a trip to URRS, to negotiate the complete rights of Tetris, without knowing each one traveled with the same intention, was a legal fight and very bureaucratic, and this scaled to the KGB, Kremlin, and finally to the Mijain Gorbachov, but Henk Roger got the exclusive rights for develop and sell the game for Game Boy and VideoGame Home Console. With the rights to the Video Game Home Console, They can stop and cancel the version of Atari Tengen for NES, obviously, Atari demanded Nintendo in a Legal Trial for the rights to sell the Home Console (at this moment ATARI made a re-engineer inverse to the NES for manufacture own NES Cartridge without permission of Nintendo they had another legal trial).
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In 1989, Tetris was sold with the release of the Game Boy, which was developed by Bullet Proof Sofware, It was a success for Nintendo and BPS, but Axeley Pajitnov at all times earned nothing from the profits of his creation, Elorg and URRS kept the profits until 1996 when Russia change to the capitalist system and rights of creation were delivered for his creator.
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Axeley Pajitnov, Henk Roger and Hiroshi Yamauchi (President of Nintendo Kyoto in 1989)
Testris and the Friendship:
Axeley Pajitnov wanted to work as a Game designer and work in the game industry, and his best friend could help. Bullet Proof Software since 1989, opened a filial of development in Redmond Washington (very near the Nintendo of America office), Axeley Pajitnov could exit to the URRS, and traveled to the United States with his family. His first work in B.P.S was: - WellTris - FaceTris - HaTris - Knight Moves - PipeDream ( based on the PC game of Lucas Film Game) - Yoshi Cookies (based on an unreleased arcade game of HomeData) Later Pajitnov worked at Microsoft and in 1996 he founded with Henk Roger, The Tetris Company.
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"Hatris and PipeDream was the next game designed by Axeley Pajitnov after Tetris, Facetris & Welltris"
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"An article from 1990 by GamePro Magazine (Review of Hatris & Pipe Dreams Puzzle Games for Game Boy)"
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"Club Nintendo Magazine, CES of 1993"
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"Ads of some Game of Bullet Proof Software".
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archonedd · 2 years ago
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A journey through Sega's marketing machine with the power of the cassette
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I know, I know, a bit of a wild stretch to start this blog off without some proper introduction. Hi. I'm archonedd / Nobusuke, and I'm an avid (at the time of publication) 23 year old Sega (and Sonic) nut.
After mercilessly mocking cassettes as some old fad throughout the elementary and high school years as the world started gravitating more and more towards online streaming, I picked up a cassette player in early 2017 no doubt due to the hype surrounding a cassette that Star-Lord was seen playing on repeat on one of the Guardians of the Galaxy movies. Along with said cassette player, came a Type 1 cassette tape to play. It changed my music experience in ways I'd never imagined, and I even tried substituting my CD-based boombox with one of these and needless to say the equipment left a lot to be desired.
It turns out that modern cassette players just don't have the quality mechanisms that legacy cassette decks used to have, and the number of new cassette-enabled devices seem to be dwindling globally as time goes on. Not to mention, most people's recollections of cassettes seems to border towards "listening to a crappy stream from the car's radio" to "only listening to a film's vision of what cassettes or any other vintage audio format used to sound like".
It sure took a YouTube channel like Techmoan and Retro Core AV as well as several others where my outlook on cassettes (and several vintage audio formats) began to change a little as I learned more about the different types of cassettes, and how cassettes can sound a lot like or even close to a properly mastered CD if given the right budget and expectations. So imagine my surprise when I heard almost 5 years later that Sega even started using distributing cassettes dubbed "Sega Forever Volume 1". My initial reaction was - "Wait a minute. What??"
What is this tape about?
Basically the idea of this was to serve as a promotional item sent out to various YouTubers and Sega-centric content creators prior to the launch of the "SEGA Forever" service on mobile devices. The tracks on these are basically taken from popular arcade and Mega Drive/Genesis titles, some of which are still remembered to this day.
The most remembered ones include the arcade BGM to Space Harrier and Outrun, as well as those from Mega Drive standout classics like Phantasy Star 2, Shining Force 2, and even Vectorman (a Blue Sky Software effort) gets a special shoutout though only Terraport from that game gets represented. Overall, there are 12 songs spread into two sides of six.
The strange thing is some of the Sega arcade titles even got console ports on non-Sega systems usually through third parties like Sunsoft and NEC Avenue.
Here is the complete tracklist in case you may not remember.
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For the lucky 512 or so content creators lucky enough to receive this retro blast, the package even included a biro pen just in case your cassette player somehow "ate the tape" and you're on the task to spool the tape back in. You, know, like the old days where cassette enjoyers did it. I personally do not have such a strong nostalgic connection, but I just found it interesting to mention.
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What are the technical specifications?
There are four types of cassettes sold throughout the market during the continuing lifespan of these audio wonders.
Type 1 refers to a general cassette you are most likely to buy today. This is known as a "Ferric" tape.
Type 2 known as "Chrome" is a step up from Type 1. While it is a general step up from Type 1 tapes, in the end, quality Type I cassettes have higher midrange MOL than most Type II tapes, slow and gentle MOL roll-off at low frequencies, but less treble headroom than Type II.
Type 3 "Ferrichrome" doesn't really exist anymore as far as I can tell.
Type 4 is the supreme stuff. These are called "Metal" tapes. To play such a high-class tape, your deck or player would have to be rated for metal tape playback. Something that today's modern tapes aren't quite capable of playing now, or at least I don't think so.
It seems more likely that Sega Forever Volume 1 cassette is a Type 1 metal tape with no noise reduction to speak of. These days, Dolby noise reduction may be no more, but substitutes such as DDi Codec will be able to alleviate that.
Sega Forever....
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Let's talk about Sega Forever. Sega Forever was a then-new initiative to get its best retro games available for a mobile audience that's still going today. Very similar to what they are already doing with Sega Mega Drive Classics on multiplatform experiences via PC, PS4 and XBOX. This cassette was to coincide with the launch of the Sega Forever platform on smartphone on 21 June 2017, with the initial lineup being Altered Beast/Jyuohki, Comix Zone, Chameleon Kid, Sonic the Hedgehog 1 and Phantasy Star II.
Unfortunately it had a somewhat rocky launch. With the exception of the rebooted Sega Forever Sonic the Hedgehog mobile conversion handled by Stealth (the same guy that demoed what Sonic could look like on the GBA compared to the half-baked effort Sega of America pumped out in 2006), almost the entirety of the selection ran poorly despite modern hardware enhancements. It seemed to be a middleware problem as Sega reportedly failed to reach an agreement with the people behind the Retroarch project, instead settling for a Unity-based emulation solution.
Since then, Sega have upped the quality of the emulation for the smartphones of our time.
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maryyclark · 1 day ago
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Passwordless Authentication: A Game-Changer for Digital Security
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Passwordless Authentication Market Key Players and Forecast Insights
The latest Passwordless Authentication Market Insight Report for 2024 offers a comprehensive analysis of the industry's key contributions, marketing strategies, and recent advancements by leading companies. This report provides a succinct overview of both historical and current performance metrics for major market players. It employs various analytical methods to deliver precise insights into the Passwordless Authentication Market, with coverage across regions including North America, Europe, Asia Pacific, and more. The recent analysis also includes an in-depth review of the business strategies adopted by emerging industry players, along with detailed information on market segments, geographic coverage, product trends, and cost structures.
What are the growth projections for the Passwordless Authentication Market?
According to Straits Research, the global passwordless authentication market size was worth USD 18.36 billion in 2024 and is projected to grow from USD 21.81 billion in 2025 to reach USD 86.35 billion by 2033, growing at a CAGR of 18.77% during the forecast period (2025-2033).
Get Free Request Sample Report @ https://straitsresearch.com/report/passwordless-authentication-market/request-sample
Top Competitive Players of Passwordless Authentication Market
HID Global Corporation
Microsoft Corporation
Google LLC
IBM Corporation
Fujitsu Limited
NEC Corporation
Okta, Inc.
Thales Group
Cisco Systems, Inc.
Secret Double Octopus
Beyond Identity, Inc.
Dou Security
CyberArk Software Ltd.
SecurEnvoy Ltd.
Safran
Latest trends in the Passwordless Authentication Market are
Growing Adoption of Biometrics: As a safe substitute for conventional passwords, businesses are using biometric authentication techniques (such as fingerprint and facial recognition) more frequently, improving user convenience and security.
Integration with Zero Trust Models: Zero-trust security frameworks, which demand ongoing user identity and device security verification prior to allowing access to resources, are increasingly relying on passwordless authentication.
Emphasis on User Experience: Passwordless techniques are becoming more popular as a result of their capacity to expedite login procedures while upholding strict security standards, as companies place a greater emphasis on seamless digital experiences.
Regulatory Compliance Pressures: Organizations are adopting passwordless solutions that adhere to evolving standards due to stricter data protection rules, especially in industries like healthcare and finance.
The emergence of remote work options: Many firms are implementing passwordless systems as a result of the growing demand for secure authentication solutions that do not require passwords due to the growth of remote work.
Technological Developments: Hardware tokens and one-time passcodes are two examples of authentication technology advancements that improve passwordless solutions' usability and attractiveness.
Key Statistics
Due to large investments in cybersecurity and the need for cutting-edge security solutions in the face of growing cyberthreats, North America is expected to hold the largest market share in 2024, at around 38.4%.
Weak or compromised passwords are the cause of more than 70% of cyber attacks, which is why businesses are looking for solutions like passwordless authentication.
Businesses implementing passwordless solutions report improved user experiences and lower password management risks, which raises adoption rates across a range of industries.
For a sample PDF report, visit @https://straitsresearch.com/report/passwordless-authentication-market/request-sample 
What are the key trends within each segment of the Passwordless Authentication Market?
By Component (2021-2033)
Hardware
Software
Services
By Product Type (2021-2033)
Fingerprint Authentication
Palm Print Recognition
Iris Recognition
Face Recognition
Voice Recognition
Smart Card
Others
By Authentication Type (2021-2033)
Single-factor Authentication
Multi-factor Authentication
By Portability (2021-2033)
Fixed
Mobile
By End-User (2021-2033)
IT & Telecom
Retail
Transportation & Logistics
Aerospace & Defence
BFSI
Healthcare
Government
Others
View the full report and table of contents here: https://straitsresearch.com/report/passwordless-authentication-market/toc
The report forecasts revenue growth at all geographic levels and provides an in-depth analysis of the latest industry trends and development patterns from 2022 to 2030 in each of the segments and sub-segments. Some of the major geographies included in the market are given below:
North America (U.S., Canada)
Europe (U.K., Germany, France, Italy)
Asia Pacific (China, India, Japan, Singapore, Malaysia)
Latin America (Brazil, Mexico)
Middle East & Africa
Regional Analysis of the Passwordless Authentication Market
With over 36% of the worldwide passwordless authentication market in 2023, North America commands the greatest market share. Because of its robust legislative framework and sophisticated technological infrastructure, the United States alone accounts for over 45% of this share.
Passwordless authentication adoption is significantly increasing in Europe as a result of stricter data protection laws and an increase in cyberthreats. Strong identity verification techniques have also been required under the EU's digital identity program, which encourages passwordless solutions.
With nations like China, India, and Japan undergoing fast digital transformation, the Asia-Pacific region is expected to have the greatest compound annual growth rate (CAGR) in the passwordless authentication market. This expansion is especially noticeable in industries like IT, healthcare, and finance.
This Report is available for purchase on Buy Passwordless Authentication Market Report
Key Highlights
Provide a detailed explanation of various aspects including introduction, product types and applications, market overview, country-specific market analysis, opportunities, risks, and driving forces.
Examine manufacturers, including their profiles, primary business activities, recent news, sales and pricing, revenue, and market share.
Offer an overview of the competitive landscape, detailing sales, revenue, and market share among leading global manufacturers.
Present a detailed market breakdown by type and application, including sales, pricing, revenue, market share, and growth rates.
Analyze key regions—North America, Europe, Asia Pacific, the Middle East, and South America—covering sales, revenue, and market share segmented by manufacturers, types, and applications.
Investigate production costs, essential raw materials, and production methods.
Reasons to Buy:
In-depth analysis of market segmentation.
Country-specific insights alongside global demand and supply dynamics.
Examination of key players, including their products, financial performance, and strategies.
Insights into emerging market trends, opportunities, and challenges.
About Us:
StraitsResearch.com is a leading research and intelligence organization, specializing in research, analytics, and advisory services along with providing business insights & research reports.
Contact Us: Email: [email protected] Address: 825 3rd Avenue, New York, NY, USA, 10022 Tel: +1 6464807505, +44 203 318 2846
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global-research-report · 6 days ago
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MFA Adoption Trends in 2024: What’s Driving the Surge in Usage?
Multi-Factor Authentication Industry Overview
The global multi-factor authentication market size is expected to reach USD 41.29 billion by 2030, registering a CAGR of 14.2% during the forecast period, according to a new report by Grand View Research, Inc. Increasing implementation of BYOD and cloud-based services across enterprises, along with the growing security regulations and mandates, is benefiting market growth.
Multi-factor authentication is an emerging category of the identity access management that involves use of multiple methods of authentication to verify a user’s identity. Authentication of user identity ensures secure online transactions, log on to online services, and access to corporate resources. Compromised credentials are the main cause of data breaches. Multi-factor authentication is used by organizations to implement an additional layer of security that requires users to authenticate via knowledge, possession, and inherence factors to gain access to corporate and social networks. 
Gather more insights about the market drivers, restrains and growth of the Multi-Factor Authentication Market
Advancements in biometric technologies, hardware and software applications, and cloud-based authentication services are projected to provide extensive growth opportunities to the market. However, issues related to cost and complexity involved in implementing MFA solutions and the ever-changing security regulations and compliances are expected to restrain market growth.
Browse through Grand View Research's Next Generation Technologies Industry Research Reports.
The global people counting system market size was estimated at USD 1.26 billion in 2024 and is anticipated to grow at a CAGR of 13.7% from 2025 to 2030. 
The global call center AI market size was valued at USD 2.00 billion in 2024 and is projected to grow at a CAGR of 23.8% from 2025 to 2030.
Multi-factor Authentication Market Segmentation
Grand View Research has segmented the global multi-factor authentication market based on model, application, and region:
Multi-factor Authentication Model Outlook (Revenue, USD Million, 2017 - 2030)
Two Factor Authentication
Three Factor Authentication
Four Factor Authentication
Five Factor Authentication
Multi-factor Authentication Application Outlook (Revenue, USD Million, 2017 - 2030)
BFSI
Government & Defense
Healthcare
Travel & Immigration
Retail & E-commerce
Others
Multi-factor Authentication Regional Outlook (Revenue, USD Million, 2017 - 2030)
North America
US
Canada
Europe
UK
Germany
France
Asia Pacific
China
Japan
India
Australia
South Korea
Latin America
Brazil
Mexico
Middle East and Africa
Saudi Arabia
South Africa
UAE
Key Companies profiled:
Vasco Data Security International, Inc.
RSA Security LLC
Fujitsu America, Inc.
NEC Corporation
Symantec Corporation
Thales
3M
aPersona, Inc.
CA Technologies.
Safran S.A.
Recent Developments
In April 2023, Thales, a leading global technology and security solutions provider, unveiled the SafeNet Token Fusion series. This innovative collection of USB tokens combines Fast IDentity Online 2.0 (FIDO2) with PKI/CBA, creating a single authenticator. The primary objective of Thales's new tokens was to safeguard Microsoft Azure Active Directory (Azure AD) users by mitigating the risk of account compromise by delivering enhanced security for accessing cloud and web applications.
In April 2022, Trust Stamp unveiled a Biometric Multi-Factor Authentication (Biometric MFA) solution. This innovative system revolutionizes identity verification by automating a strong level of assurance through a simple selfie. By leveraging biometric technology, the Biometric MFA adds two additional layers of authentication to verify the user's liveliness and secure tokenizing data from the selfie.
In March 2022, MIRACL, a cybersecurity software firm and Aware Inc., an authentication company, announced a strategic partnership to continue their cloud-based biometric authentication technology. The collaboration aims to address common challenges in business authentication by leveraging MIRACL's single-step, secure multi-factor authentication technology and Aware's recognized expertise in biometrics.
In May 2021, Microsoft announced the launch of new products, guidance, and employee plans to enhance security and provide enhanced customer support. Additionally, Microsoft revealed its commitment to adopting a zero-trust approach, ensuring that its employees embrace this security framework.
In April 2021, HID Global made its WorkforceID Authentication solution available to the public, offering enterprises a cloud-based platform for issuing, managing, and utilizing digital identity credentials for physical and logical access control. This solution enables organizations to streamline and enhance the security of user logins across all applications within their enterprise environment.
In July 2020, Ping Identity announced a collaboration with One Identity, a leading provider of security solutions centered around identity. This partnership aimed to deliver comprehensive identity management strategies and enhance access security and control. Both companies offered a powerful solution that covers consumers' end-to-end identity management needs by combining the capabilities of Ping Identity's access management technology with One Identity's Identity Governance and Administration (IGA) technology.
Order a free sample PDF of the Multi-Factor Authentication Market Intelligence Study, published by Grand View Research.
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eobdtooluk-blog · 9 days ago
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Lonsdor K518 Pro AUDI Auto IMMO Software Update
Lonsdor Tech released a new AUDI Auto IMMO software upgrade for Lonsdor K518 Pro and K518 key programmers on November 18th, 2024. Check the upgrade info below and update you device soon.
Support Models:
AUDI\Select from vehicle\A1\2011-2019\IMMO\Dalu CAN instrument(NEC+24C64 2014) AUDI\Select from vehicle\A1\2011-2019\IMMO\Dalu CAN instrument(NEC+24C64 Audi A1) AUDI\Select from vehicle\A1\2011-2019\IMMO\Auto detect AUDI\Select from vehicle\A3\1997-2003\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A3\1997-2003\Remote AUDI\Select from vehicle\A3\1997-2003\IMMO\Learn key AUDI\Select from vehicle\A3\2004-2013/05\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A3\2004-2013/05\Dalu CAN instrument(CDC32XX+24C32 A3TTR8) AUDI\Select from vehicle\A3\2004-2013/05\Remote AUDI\Select from vehicle\A4\2001-2006\Bosch K line-IMMO AUDI\Select from vehicle\A4\2001-2006\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A4\2001-2006\Remote AUDI\Select from vehicle\A4\2004-2008\Bosch K line-IMMO AUDI\Select from vehicle\A4\2004-2008\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A4\2004-2008\Remote AUDI\Select from vehicle\A4\2008-2016\5th gen. BCM2-IMMO AUDI\Select from vehicle\A5\2008-2016\5th gen. BCM2-IMMO AUDI\Select from vehicle\A6\1998-2006\Bosch K line-IMMO AUDI\Select from vehicle\A6\1998-2006\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A6\1998-2006\Remote AUDI\Select from vehicle\A6\2004-2011\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A6\2004-2011\4th gen. EZS-IMMO AUDI\Select from vehicle\A6\2011-2019\5th gen. BCM2-IMMO AUDI\Select from vehicle\A7\2007-2016\4th gen. EZS-IMMO AUDI\Select from vehicle\A7\2011-2019\5th gen. BCM2-IMMO AUDI\Select from vehicle\A8\1997-2003\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A8\1997-2003\Remote AUDI\Select from vehicle\A8\1997-2003\IMMO\Learn key AUDI\Select from vehicle\A8\2003-2010\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\A8\2010-2017\5th gen. BCM2-IMMO AUDI\Select from vehicle\Q3\2012-2019\Remote AUDI\Select from vehicle\Q3\2012-2019\IMMO\Dalu CAN instrument(NEC+24C64 2014) AUDI\Select from vehicle\Q3\2012-2019\IMMO\Dalu CAN instrument(NEC+24C64 Audi Q3) AUDI\Select from vehicle\Q3\2012-2019\IMMO\Auto detect AUDI\Select from vehicle\Q5\2009-2017\5th gen. BCM2-IMMO AUDI\Select from vehicle\R8\2006-2016\Dalu CAN instrument(CDC32XX+24C32 A3TTR8) AUDI\Select from vehicle\R8\2006-2016\Remote AUDI\Select from vehicle\TT\1999-2007\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\TT\1999-2007\Remote AUDI\Select from vehicle\TT\1999-2007\IMMO\Learn key AUDI\Select from vehicle\TT\2007-2015\Engine\Bosch(ME7.1/7.5/7.8)-Engine AUDI\Select from vehicle\TT\2007-2015\Dalu CAN instrument(CDC32XX+24C32 A3TTR8) AUDI\Select from vehicle\TT\2007-2015\Remote AUDI\Select from vehicle\A1\2011-2019\Remote
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designcrunch · 12 days ago
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[vc_row css=".vc_custom_1511512592506margin-top: 50px !important;"][vc_column][tbay_title_heading title="#help you everytime" buttons="btn-default btn-outline" buttons2="btn-default btn-outline" subtitle="FAQs" el_class="no-bg-title"][/vc_column][/vc_row][vc_row][vc_column width="1/6"][/vc_column][vc_column width="2/3"][vc_toggle title="Q1. I use RANDOM.ORG a lot. How can I show my appreciation?" style="arrow" open="true"]Quisque imperdiet est eu arcu dapibus, sed sodales lectus tincidunt. Nulla vitae felis eu augue gravida imperdiet. Nullam tempor ante purus, vitae scelerisque nunc feugiat ut. Maecenas faucibus tellus vitae tellus sodales, ut pretium augue placerat. Vestibulum nulla tellus, faucibus sed nunc a, suscipit suscipit ante. Nunc vitae nisl ac risus accumsan blandit eget sit amet odio. Mauris dolor magna, tempor at mollis ac, porta non erat.[/vc_toggle][vc_toggle title="Q2. Is the source code for the generator available?" style="arrow"]Quisque imperdiet est eu arcu dapibus, sed sodales lectus tincidunt. Nulla vitae felis eu augue gravida imperdiet. Nullam tempor ante purus, vitae scelerisque nunc feugiat ut. Maecenas faucibus tellus vitae tellus sodales, ut pretium augue placerat.[/vc_toggle][vc_toggle title="Q3. Can I download the generator software and run it on my own computer?" style="arrow"]Ut at finibus sem, quis volutpat nibh. Pellentesque id eleifend felis. Aliquam erat volutpat. Sed in enim urna. Morbi luctus suscipit ante non hendrerit. Donec euismod mollis libero, eu consectetur sem consequat ac. Aliquam aliquam nulla non justo condimentum fringilla. Suspendisse in justo id nunc molestie varius non nec lacus.[/vc_toggle][vc_toggle title="Q4. Could someone affect the numbers by broadcasting a radio signal?" style="arrow"]Quisque imperdiet est eu arcu dapibus, sed sodales lectus tincidunt. Nulla vitae felis eu augue gravida imperdiet. Nullam tempor ante purus, vitae scelerisque nunc feugiat ut. Maecenas faucibus tellus vitae tellus sodales, ut pretium augue placerat. Vestibulum nulla tellus, faucibus sed nunc a, suscipit suscipit ante. Nunc vitae nisl ac risus accumsan blandit eget sit amet odio. Mauris dolor magna, tempor at mollis ac, porta non erat.[/vc_toggle][vc_toggle title="Q5. Will RANDOM.ORG be around in X years?" style="arrow"]Quisque imperdiet est eu arcu dapibus, sed sodales lectus tincidunt. Nulla vitae felis eu augue gravida imperdiet. Nullam tempor ante purus, vitae scelerisque nunc feugiat ut. Maecenas faucibus tellus vitae tellus sodales, ut pretium augue placerat.[/vc_toggle][vc_toggle title="Q6. Does RANDOM.ORG perform custom jobs that require randomness?" style="arrow"]Ut at finibus sem, quis volutpat nibh. Pellentesque id eleifend felis. Aliquam erat volutpat. Sed in enim urna. Morbi luctus suscipit ante non hendrerit. Donec euismod mollis libero, eu consectetur sem consequat ac. Aliquam aliquam nulla non justo condimentum fringilla. Suspendisse in justo id nunc molestie varius non nec lacus.[/vc_toggle][vc_toggle title="Q7. I seem not to be receiving emails from RANDOM.ORG. What is wrong?" style="arrow"]Quisque imperdiet est eu arcu dapibus, sed sodales lectus tincidunt. Nulla vitae felis eu augue gravida imperdiet. Nullam tempor ante purus, vitae scelerisque nunc feugiat ut. Maecenas faucibus tellus vitae tellus sodales, ut pretium augue placerat. Vestibulum nulla tellus, faucibus sed nunc a, suscipit suscipit ante. Nunc vitae nisl ac risus accumsan blandit eget sit amet odio. Mauris dolor magna, tempor at mollis ac, porta non erat.[/vc_toggle][/vc_column][vc_column width="1/6"][/vc_column][/vc_row][vc_row css=".vc_custom_1510196070513margin-top: 50px !important;" el_class="still-ques"][vc_column width="1/6"][/vc_column][vc_column width="2/3"][tbay_title_heading title="Still question?" buttons="btn-default btn-outline" buttons2="btn-default btn-outline"][vc_column_text]Vestibulum luctus sem sit amet ipsum pharetra ullamco uis ante mattis luctus a in ligula.[/vc_column_text][contact-form-7
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jayanthitbrc · 13 days ago
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Global Self-Testing Market Analysis 2024: Size Forecast and Growth Prospects
The self-testing global market report 2024 from The Business Research Company provides comprehensive market statistics, including global market size, regional shares, competitor market share, detailed segments, trends, and opportunities. This report offers an in-depth analysis of current and future industry scenarios, delivering a complete perspective for thriving in the industrial automation software market.
Self-Testing Market, 2024 report by The Business Research Company offers comprehensive insights into the current state of the market and highlights future growth opportunities.
Market Size - The self-testing market size has grown strongly in recent years. It will grow from $13.90 billion in 2023 to $15.28 billion in 2024 at a compound annual growth rate (CAGR) of 9.9%. The growth in the historic period can be attributed to educational reform movements, scientific inquiry and the enlightenment, industrial revolution, healthcare and preventive medicine, psychometric testing and personality assessment.
The self-testing market size is expected to see rapid growth in the next few years. It will grow to $22.67 billion in 2028 at a compound annual growth rate (CAGR) of 10.4%. The growth in the forecast period can be attributed to advancements in personalized medicine, rise of telehealth and remote monitoring, growing demand for mental health support, expansion of wearable health tech. Major trends in the forecast period include point-of-care testing, blockchain-enabled data security, personalized wellness ecosystems, biohacking and quantified self movements.
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Scope Of Self-Testing Market The Business Research Company's reports encompass a wide range of information, including:
1. Market Size (Historic and Forecast): Analysis of the market's historical performance and projections for future growth.
2. Drivers: Examination of the key factors propelling market growth.
3. Trends: Identification of emerging trends and patterns shaping the market landscape.
4. Key Segments: Breakdown of the market into its primary segments and their respective performance.
5. Focus Regions and Geographies: Insight into the most critical regions and geographical areas influencing the market.
6. Macro Economic Factors: Assessment of broader economic elements impacting the market.
Self-Testing Market Overview
Market Drivers - The increasing prevalence of chronic diseases is expected to propel the growth of the self-testing market going forward. Chronic diseases refer to long-lasting medical conditions that generally progress slowly and persist over an extended period. This disease arises because of demographic changes, lifestyle habits, environmental factors, and advancements in healthcare. Self-testing is leveraged in chronic diseases to actively manage their health, improve adherence to treatment plans, and facilitate early detection of any complications or changes in their condition. For instance, in January 2023, according to the report published by the National Library of Medicine, the US-based medical library, by 2050, there will be 142.66 million people with at least one chronic illness, a 99.5% rise from 71.522 million in 2020. Therefore, the increasing prevalence of chronic diseases is driving the growth of the self-testing market.
Market Trends - Major companies operating in the service dispatch software market focus on developing innovative solutions, such as Dispatch, to revolutionize emergency services teams. Software design refers to a cutting-edge computer-aided dispatch (CAD) product named Dispatch that aims to enhance operational efficiency and performance in control rooms by providing tools for better incident management. For instance, in November 2023, NEC Software Solutions Corp., a UK-based company, launched Dispatch, a software designed to dispatch services. It provides the features to enhance operational efficiency, improve resource management, optimize routes, increase service speed, reduce costs, and ultimately elevate the overall customer experience in emergency service dispatch operations.
The self-testing market covered in this report is segmented –
1) By Product: Kits, Devices, Strips 2) By Sample Type: Blood, Urine, Stool, Other Sample Types 3) By Distribution Channel: Online, Offline 4) By Application: Blood Glucose Testing, Pregnancy And Fertility Testing, Cancer Testing, Drug Abuse Testing, Sexually Transmitted Disease Or Sexually Transmitted Infection Testing, Cholesterol Testing, HIV Testing, Thyroid Testing, Other Applications
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Regional Insights - North America was the largest region in the self-testing market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the self-testing market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
Key Companies - Major companies operating in the self-testing market are Roche Diagnostics, Thermo Fisher Scientific Inc, Abbott Laboratories, Siemens Healthineers, Becton Dickinson and Company, Hologic Inc., PerkinElmer, BioMérieux, Sysmex Corporation, Bio-Rad Laboratories, Quidel Corporation, Cepheid, OraSure Technologies, Meridian Bioscience Inc., Ancestry.com DNA LLC, 23andMe Inc., MyHeritage Ltd., iHealth Labs Inc., Everly Health Inc., Helix OpCo LLC, BioIQ Inc., Veritas Intercontinental Inc., Pathway Genomics Corporation, Vitagene Inc., Orig3n Inc.
Table of Contents 1. Executive Summary 2. Self-Testing Market Report Structure 3. Self-Testing Market Trends And Strategies 4. Self-Testing Market – Macro Economic Scenario 5. Self-Testing Market Size And Growth ….. 27. Self-Testing Market Competitor Landscape And Company Profiles 28. Key Mergers And Acquisitions 29. Future Outlook and Potential Analysis 30. Appendix
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