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LG OLED TVs Bring Art to Life in Art Fair Philippines 2023
The 2023 edition of the much awaited Art Fair Philippines showcased a remarkable display of creativity from various artists, both local and international. It was a veritable feast for the senses as artworks of different styles and mediums were presented. For this year, a new section was introduced that focuses on digital media, work that incorporates and engages with computer technology,…
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FEATURE: Welcome to Mobile Legends: UP Fighting Maroons debriefs inaugural UAAP stint
The UP Esports Varsity Team (UPEVT) recently concluded its campaign in the very first season of UAAP esports, where the school proudly sent its 6-player roster for Mobile Legends: Bang Bang (ML:BB). With the national ML:BB phenomenon fostering a continuously growing and thriving community, it’s no surprise that some iskolars ng bayan have found enjoyment and even competitive prowess in the game! I spoke with Aerol Dwayne Balayon, their team manager, and David Lawrrenz Sañejo, their team captain—and here’s what they have to say about it.
The roots of the UP Esports Varsity Team
The UPEVT is a new development created due to the recent introduction of esports in the UAAP. But before it was established, there was already an existing ML:BB team operating within UP Diliman: UPD Oblation Esports, the esports arm of the UP Gaming Guild. “When we were representing UPD Oblation Esports, we weren’t the official representative of UP for anything—any collegiate tournament, or any tournament for that matter. Now that we’re a varsity team, we’re the officially recognized team to represent UP,” Balayon explained.
Sañejo, before he entered UP in 2022 as a BS Computer Science student, was a former player for Ateneo de Manila University’s Loyola Gaming Esports. “When I knew that there were talks of esports being in the UAAP, at first I couldn’t believe it. We’d been expecting this for the longest time because I was one of the first to hear rumors about this way back in 2022 when I was still playing for LG Esports,” he claimed. “We were probably the ones who suggested, ‘what if UAAP had ML?’ That’s where it all started, and it’s been a long time coming.”
In an interview during an ML:BB Professional League (MPL) Philippines match on August 31, UAAP Esports Commissioner Monique Monasterio said, “Since it was the first time having esports in the UAAP, we want it to be really inclusive, so we looked at having multiple platforms. Mobile was one of the platforms we wanted to include, and of course, we decided on the most popular mobile game in the country. So it was definitely a given that MLBB would be a part of UAAP Esports.”
On the other hand, Balayon would attribute the talks about UAAP Esports with the largest collegiate leagues such as AcadArena Alliance Games, Estudyante Esports, and the Collegiate Center for Esports. “Those are the previous organizations that spearheaded the movement with collegiate esports in general. And I think that it’s just natural that since esports is kind of popular with college students nowadays, it’s going to trickle down eventually to UAAP.”
It certainly took a while for the idea of UAAP Esports to catch on, as the plans for the tournament were only put into action shortly before the opening of UAAP Season 87.
“I think the talks about it started last year, around October,” Balayon recalled. “Of course, we got excited. Eventually, it was announced; originally it was announced to start in May, but then it got moved again and again until such time that the official and final date happened last August.”
When asked about any given reasons as to why it was being moved, he replied, “They didn’t give an explicit answer but we can assume that it was because of logistical reasons. I think they couldn’t find a venue that could handle esports production. They were struggling to find a place that could cater to all those esports needs for production.”
Despite UP being the host for UAAP Season 87, UAAP Esports was held on August 13-21 in Areté, an art center located in the Ateneo de Manila University campus.
Prepping and planning for UAAP Esports
Before the UPEVT could play for the UAAP, they first had to gather the best ML:BB players among the UP community to form the team. But one roadblock they didn’t expect to face was how they couldn’t just handpick from the existing UPD Oblation Esports lineup, where there was no shortage of talent and potential. “When we originally pitched to the UP Office for Athletics and Sports Development, they didn’t agree to the arrangement that we’re just going to send our best team,” Balayon said. “They wanted a fair and open tryouts for everyone, so we had to announce to the entire UPD community that we’re opening tryouts for UAAP Esports.” After the announcement was posted on the UPD Oblation Esports Facebook page, aspiring varsity players signed up and underwent a week of tryouts.
Aside from forming a new roster, the team also needed to find ways to support their lineup. They were faced with the challenge of providing for all the team’s needs and expenses. “We had to start from scratch, essentially with zero money. We had to make sure we had a lot of sponsors. The only allowance that was given to us by UP was for our uniforms. We can’t really allocate that for anything else, because that was the particular for that money,” Balayon revealed. In addition to uniforms, the players also needed a place where they could practice together. “We had to ask one of our players to house the team for a while for their practice.”
“We went to an almost two week bootcamp,” Sañejo added. “We lived together—we woke up together, we ate together, and we then played together. It went down for around 10 days where we just trained for the whole day.”
The two further discussed the training process the team underwent. Sañejo briefly described what scrimming is, which is what the usual ML:BB team does to practice. “We had to take scrims, which is scheduling a training or match against other schools. To sum it all up, our training consisted of just spamming our playing, a lot of rank games, and also scrimming at the same time. That was the core of what we were doing to prepare for the UAAP.”
“We already have a pipeline of getting scrims; we’re already in group chats with other collegiate teams, international teams, local teams, [and] amateur teams. It was just a matter of scheduling those scrims,” Balayon supplied. “Right after those scrims, we would usually have a VOD (video on demand) review as well; the scrims that we have would be recorded, and after that, regardless of the result of the scrim, we’d review the videos so that we take note of the points we can improve on not only in-game but also [with] communication between the players. If there are days that we can’t secure scrims, if no one is available, then we’d let the players do rank games instead.”
“That goes to show how much passion we were showing and how much hunger we showed to just win and represent our school, because UAAP… it’s a big thing,” Sañejo concluded.
Roster revealed, all troops deployed
On August 12, 2024, the six-member lineup was revealed: Diego Aguila, Joseph Brylle Geronimo, Kin Calvin Martinez, John Lloyd Ramirez, Ralph Laurence Silva, and Sañejo were announced as the representatives of the UP Fighting Maroons for UAAP ML:BB.
According to Balayon, it was a joint decision between the players and the management to assign Sañejo as the captain of the team. “We pretty much saw David as the most stable one emotionally, and that’s what the team really needed at the time. He’s a good player, but also the most level-headed out of all the players. If for example, the team is losing, he doesn’t let that get to him. He doesn’t change his playstyle or communication style.” His consistency and stability led him to become the team’s anchor throughout the tournament.
However, Sañejo confessed that he didn’t expect to be put in a leadership role. “At first I was nervous, I was scared, because I wasn’t the team captain type; I’m shy and introverted, and it really took me out of my comfort zone. What drove me to just do my best and become the best team captain that I could be is the fact that I really love playing this game. My passion for it is overflowing and that’s what motivated me to go all out and lead my team to the championship.”
Disappointing defeat for the Fighting Maroons
Due to the pandemic, many ML:BB tournaments are now being held remotely, with teams playing their matches while in their respective bootcamps. Only the major leagues such as the MPL Philippines have held regular onsite matches since then. This made the first season of UAAP Esports a truly significant event when it was held onsite with a live audience. “We became really excited and motivated to play. When we got to the tournament dates, it was so surreal because our team was so well-planned and the production was just amazing,” Sañejo marveled.
He also talked about the impact of the UAAP on the public awareness and acceptance of the esports scene. “UAAP is a whole other league, even if it’s in the same collegiate level as opposed to the amateur and pro scenes, because it’s more known to the public. Let’s say you’re an aspiring esports player and you’re scared to say that you want to be an esports player because there’s this stigma that it’s not worth it, like “computer-computer lang ‘yan.” But then, in my case, my family and friends became more supportive because they know what UAAP is,” he stated.
During the matches, there were a lot of interesting strategies that came from the team, such as the Zhask pick in the gold lane which the casters and the audience couldn’t get enough of. Based on the game meta at the time, this mage hero would usually be played in the mid lane, but the Fighting Maroons unexpectedly went down a different path to try and give the hero an early equipment advantage.
Sañejo attributed the team’s thought process behind the drafts and the gameplay to “the great mind of our coach, Coach Link.” He admitted that they underwent a difficult journey of building trust in their coach and their teammates, but this made them able to cooperate and stick to the team-oriented gameplay, planning, or drafting that worked for them. “It took a while, but eventually, our synergy and chemistry were built not just in the gameplay itself but also when it comes to the pregame, which is the drafting and shotcalling of the playstyle we’re going to go with.”
Within the game itself, the coach no longer had control over the team’s gameplay execution, and all the decision-making had to be done based on the team’s in-game comms. “We don’t have a specific in-game leader that gives all the shotcalling, which is something that you might hear from other esports teams. Think of it as some sort of hivemind, where we give inputs and we all collectively decide on what to do with those. The team’s rotations and execution relies on everyone’s comms, which will make or break the victory that we wanted to get.”
But despite the Fighting Maroons’ thirst for victory, the team ended the tournament with a 1-5 game win-loss record, which were from one match draw against UE and two match losses against Adamson and UST. Sañejo remembered how those losses were devastating for the team, especially after their first match against Adamson. “We couldn’t accept it. There were a few issues, which all boiled down to having a hard time adjusting to the phones they provided, and we weren’t really prepared for that. We stomached that loss.”
He went on to express that the players dealt with the losses differently. “Some of us got really emotional immediately, but some of us kept our cool and stayed strong. They showed their grit and became the bigger person; they helped cheer up their teammates who were down. They reminded us that ‘May ibang match pa tayo, kaya bakit tayo malulugmok ngayon? Hindi pa naman tapos ang laban.’ We then doubled our effort to get back on track with the motivation and the drive to do better.”
After their devastating loss, the team still had two challenging matches against UE and UST remaining, so they needed a hard reset to be able to give a good fight against those two teams. “We put ourselves in a precarious situation that would be dangerous if we depended our fate on the other teams. We made it a goal to sweep our next two remaining matches, which was a tall task. We expected that we would lose to UST, and we were banking on getting our points from the other two teams, which were Adamson and UE.” After their matches against UP, the UE Zenith Esports and UST Teletigers Esports both qualified for the playoffs and went on to finish first and second in the tournament, respectively.
“Our next match was supposedly going to be UE, but then the problems that we had in the first match persisted for the second day. We refused to play under those conditions, which resulted in the broadcast delay in the tournament leading up to the postponement of the match.” It is worth noting that the stream was held up for hours past the match’s 2:30 schedule. On August 19, the announcement was made on the Facebook page of The UAAP that UP’s match against UE was to be rescheduled and held off-stream on August 21 due to technical issues. When asked further about those issues, Sañejo clarified: “The device was so faulty, but we just took it for the first match and we still put up a fight. It just so happened that we were punished because the draft our opponents chose was favored for heroes that didn’t really need a fast device.” He mentioned that the UAAP’s provided iPhone 13 Pro Max units were operating very slowly, even slower than the players’ personal devices.
“We chose the playstyle that we practiced and showed our identity. We were still able to decently execute what we were taught and what we trained. It just so happened that we lost in the micro department,” he lamented, referring to how the players were unable to perform highly skilled mechanical movements due to the devices’ latency.
But despite the losses the team incurred, they gained a different kind of success by cultivating a strong and supportive community. “Even though there were some that were doubting us, we used those doubts as fuel to prove them wrong and to prove ourselves,” Sañejo professed. “It was a big help, because it wasn’t just our friends and family and those closest to us we were getting support from; there was also support from the school, support from schoolmates. It was a big community, and they were all so ecstatic and excited to know that, ‘Oh, may ML na pala sa UAAP!’ They were so amazed that it was possible, and we didn’t want to let them down, so that’s what drove us to give our all and give a good show in our matches.”
Looking to the future of UAAP ML:BB
As this was the team’s very first season, it was inevitable that they would commit errors and encounter drawbacks during their campaign. After their stint in the tournament ended, the UPEVT met and discussed the takeaways that they would be taking for future seasons of the UAAP and in other tournaments. Now, they’re looking to make the improvements necessary to become better players and a better team.
“First is that there’s no one to help us other than ourselves. Hindi kami pwedeng umasa sa iba; kami-kami lang yung maaasahan namin. We needed to put extra effort because no one’s going to spoon feed us. If we really want to win, then we have to be willing to make a lot more sacrifices and be more aware of the sacrifices that we have to make. Hindi na rin talaga siya laro-laro lang; varsity team na ang tawag sa amin,” Sañejo remarked.
“There were so many learnings that we took during UAAP because we went through so much and we also had to face issues of our own. It all stemmed from the fact that we had to be taking this more seriously; sometimes we can’t control the outcome, but what we can control is our training leading up to that point. Moving forward, we’ll be taking our training more seriously—just making everything more streamlined, and being ready to make sacrifices and make everything count.”
Meanwhile, when asked about what they saw in the future of the UPEVT and UAAP esports as a whole competitive ecosystem, Balayon and Sañejo both gave their optimistic perspectives with its growth.
Balayon, aside from being a core member of the UPEVT’s staff, is also a national admin of Moonton Student Leaders (MSL) Philippines. With his experience working with Moonton, he lauded the game developer’s expression of support for the ML:BB community. “Thankfully, Moonton is very supportive of grassroots tournaments and activations. There’s something we call the MSL Network; right now, UPEVT is under that network. With that partnership, we’re given a set amount of diamonds so that we can have the activations that I mentioned. With that in mind, I think there’s a lot of activities that we can do, especially on the community side. I honestly think that the ML:BB scene in UPD in general will turn out to be bigger.” These activations aim to cultivate a stronger support system for the team as well as a passionate community within the campus.
Yet despite Moonton’s support, Sañejo expressed his worry about the league’s longevity, as esports was only included in this season of UAAP as a demonstration sport. “[I’m not] sure if it [will] go on for a very long time as opposed to those traditional sports that are already integrated in our culture. Those sports, they’ve been here for a while and they stood the test of time. I was wondering the same for esports—if the community of the game and the support the game is getting will last. What if the game dies down, the community and all, or they’re choosing to shut down, what happens then to the UAAP Esports side of things? Will they choose to include a new other game, or will UAAP Esports not happen anymore?” These are only some of the concerns that both esports professionals and enthusiasts have when it comes to the long-term continuance of the games they support.
Still, Sañejo remains hopeful that UAAP Esports will be here to stay until the foreseeable future. “This is what we’ve all been working towards, really: to have esports to get the attention, engagement, and exposure it needs to thrive as a real sport.”
UPIS has also had its fair share of small-scale ML:BB tournaments since before the pandemic, namely the Clash tournaments organized by the Applied Science and Engineering track for UPIS Days 2019 and 2020. From watching these, the UPIS community witnessed that there is no lack of homegrown talents from elementary to high school. Thus, there is potential for UAAP Esports to have a juniors division, where UAAP’s member high schools can send their own varsity teams to play competitive ML:BB.
When posed with the possibility, Balayon responded, “There’s definitely a chance for that.”
“We’re now heading into a digital age, so more and more kids will be familiar with games and everything that concerns anything online. I definitely think that, especially with Moonton’s plans right now, there’s definitely a place for a junior team in the future, pretty soon,” he further added.
With this, we can say that the future is definitely bright for Iskos in the Land of Dawn; it’s now up to the rest of us to watch out for the UP Esports Varsity Team and support them in the tournaments to come!
//by Rache Bueno
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introduction ! ༊*·˚
hii ! my name is coralynn, im a 19 y/o filipina using she/her pronouns !
ive been on the "kinky" side of tumblr lurking in the shadows for a few months now but i've finally decided to start posting.
dolledupsl5t was my original acc but i forgot my password lol
my blog is open to most people EXCEPT minors (obviously), transphobic people, homophobic people, racists, and really anybody trying to harass me. as long as you're not any of the above, any gender, sexuality,race, any identity people are always welcome and you will be welcomed with love and support !
my kinks are as follows but not limited to : bdsm, praise, degrading/humiliation, cnc, overstim, edging, org denial, masochism, sadism, somno, dd/lg, knifeplay, weapon play, intox, kidnapping, stalking, spanking, choking, spit, blood, brat, bimbofication, petplay
kinks i dislike : scat, piss, beastiality, tentacles, feet
other things about me:
🫧 i speak english and tagalog, ( i also understand ilocano, a dialect from ilocos in the philippines but sadly i dont speak it) as well as very basic french and spanish
🫧 i dance, act, sing, play clarinet ukulele and piano (im veeeeeery good with my mouth and hands/fingers ;3 ) , draw/paint, LOVE reading, love watching horror movies, love building legos, and a bunch of other crap lol
🫧 im bisexual and enfj-t <3
🫧 i will not be showing photos of my face or most of my body nor disclose anything too personal about myself, sorry not sorry
🫧 i suffer from mommy/daddy issues, depression, anxiety, anger issues, eating disorders (bulimia/anorexia), n suicidal thoughts so if u ever js wanna vent, my messages/asks are open! yes, im mental, ik. and yes, all stated above are diagnosed by doctors, not self-diagnosed
🫧 i run on a really 50/50-ish ratio of being horny and normal so i won't always just be posting horny crap 24/7
🫧 obviously, i have a life out of tumblr so i also won't post 24/7 but i will probably be active at some point at least 2 days every week
feel free to message me or send me asks! if anything is too personal or uncomfy for me i'll just tell you politely that i'd rather not talk about it or answer it but if such topic or questions continue i'll just end up ignoring them or blocking said users.
that's pretty much all for now !
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Hyaluronic Acid Market to Hit $14.84 Billion by 2032
The global Hyaluronic Acid Market was valued at USD 8.57 Billion in 2024 and it is estimated to garner USD 14.84 Billion by 2032 with a registered CAGR of 7.1% during the forecast period 2024 to 2032.
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Pneumococcal Vaccine Market Size, Share, Trends, Growth and Competitive Outlook
"Global Pneumococcal Vaccine Market – Industry Trends and Forecast to 2029
Global Pneumococcal Vaccine Market, By Vaccine Type (Pneumococcal Conjugate Vaccine, Pneumococcal Polysaccharide Vaccine), Product Type (Prevnar 13, Synflorix, Pneumovax 23, Others), Route of Administration (Intravenous, Intramuscular, Subcutaneous), End Users (Hospitals, Specialty Clinics, Others), Distribution Channel (Distribution Partner Companies, Non-governmental Organizations (NGO), Others), Country (U.S., Canada, Mexico, Peru, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Hungary, Lithuania, Austria, Ireland, Norway, Poland, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Vietnam, Rest of Asia Pacific, South Africa, Saudi Arabia, U.A.E, Kuwait, Israel, Egypt, Rest of Middle East and Africa) Industry Trends and Forecast to 2029.
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**Segments**
- **Types**: - Conjugate Vaccines - Polysaccharide Vaccines - **Age Group**: - Pediatric - Adult - **Distribution Channel**: - Hospitals - Clinics - Retail Pharmacies
The pneumococcal vaccine market is segmented based on types, age group, and distribution channels. In terms of types, there are two main categories - conjugate vaccines and polysaccharide vaccines. Conjugate vaccines contain polysaccharides linked to a protein to enhance the immune response, while polysaccharide vaccines are made from parts of the bacteria. The market is further segmented by age group into pediatric and adult vaccines. Pediatric vaccines are administered to infants and children, while adult vaccines are recommended for individuals over a certain age. The distribution channels for these vaccines include hospitals, clinics, and retail pharmacies, where patients can receive the necessary immunization.
**Market Players**
- Pfizer Inc. - GlaxoSmithKline plc - Merck & Co., Inc. - Sanofi - CSL Limited - SutroVax Inc. - SK bioscience - Serum Institute of India Pvt. Ltd. - LG Chem - Walvax Biotechnology Co., Ltd.
Some of the key players in the pneumococcal vaccine market include Pfizer Inc., GlaxoSmithKline plc, Merck & Co., Inc., Sanofi, and CSL Limited. These companies have a strong presence in the market and offer a wide range of vaccines to cater to the diverse needs of patients. Emerging players such as SutroVax Inc., SK bioscience, and Serum Institute of India Pvt. Ltd. are also making significant strides in vaccine development and distribution. Companies like LG Chem and Walvax Biotechnology Co., Ltd. are contributing to the market growth through innovation and strategic partnerships. The competitive landscape of the pneumococcal vaccineThe pneumococcal vaccine market is highly competitive, with key players like Pfizer Inc., GlaxoSmithKline plc, Merck & Co., Inc., Sanofi, and CSL Limited dominating the industry. These companies have established a strong foothold in the market due to their extensive product portfolios and global presence. Pfizer Inc. is a major player in the market, offering a range of pneumococcal vaccines for both pediatric and adult populations. GlaxoSmithKline plc is another prominent player known for its innovative vaccine technologies and strong distribution network. Merck & Co., Inc. has a long-standing reputation for producing high-quality vaccines, including pneumococcal vaccines that are widely used around the world. Sanofi and CSL Limited are also key players in the market, contributing significantly to the development and distribution of pneumococcal vaccines.
The emergence of new players in the pneumococcal vaccine market, such as SutroVax Inc., SK bioscience, and Serum Institute of India Pvt. Ltd., has brought about increased competition and innovation in the industry. These companies are focusing on developing novel vaccine formulations and expanding their market reach through strategic partnerships and collaborations. SutroVax Inc. is known for its next-generation conjugate vaccines, while SK bioscience is making advancements in vaccine manufacturing technology. Serum Institute of India Pvt. Ltd. is a major player in the global vaccine market, supplying affordable vaccines to developing countries and contributing to global immunization efforts.
Furthermore, companies like LG Chem and Walvax Biotechnology Co., Ltd. are also playing a significant role in shaping the pneumococcal vaccine market landscape. LG Chem is known for its research and development capabilities, with a focus on creating advanced vaccine formulations to address unmet medical needs. Walvax Biotechnology Co., Ltd. is a key player in the Chinese market, specializing in vaccine production and distribution to meet the healthcare demands of the population. These companies are actively involved in**Market Segments:**
- Global Pneumococcal Vaccine Market, By Vaccine Type (Pneumococcal Conjugate Vaccine, Pneumococcal Polysaccharide Vaccine) - Product Type (Prevnar 13, Synflorix, Pneumovax 23, Others) - Route of Administration (Intravenous, Intramuscular, Subcutaneous) - End Users (Hospitals, Specialty Clinics, Others) - Distribution Channel (Distribution Partner Companies, Non-governmental Organizations (NGO), Others) - Country (U.S., Canada, Mexico, Peru, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Hungary, Lithuania, Austria, Ireland, Norway, Poland, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Vietnam, Rest of Asia Pacific, South Africa, Saudi Arabia, U.A.E, Kuwait, Israel, Egypt, Rest of Middle East and Africa) Industry Trends and Forecast to 2029.
The global pneumococcal vaccine market is experiencing significant growth due to the rising awareness about the importance of vaccination in preventing pneumococcal infections. The market is driven by factors such as increasing government initiatives for immunization programs, growing incidences of pneumonia, and the introduction of advanced vaccine formulations. Conjugate
A high quality Pneumococcal Vaccine market research report is a definitive solution for the success of business at local, regional as well as international level. All the market factors are described in the report as required to define the topic and provide maximum information for better decision making. Several other factors such as import, export, gross margin, price, cost, and consumption are also analyzed under the section of production, supply, sales and market status. An excellent Pneumococcal Vaccine market report comprises of comprehensive and thorough insights which are based on business intelligence.
TABLE OF CONTENTS
Part 01: Executive Summary
Part 02: Scope of the Report
Part 03: Research Methodology
Part 04: Market Landscape
Part 05: Pipeline Analysis
Part 06: Market Sizing
Part 07: Five Forces Analysis
Part 08: Market Segmentation
Part 09: Customer Landscape
Part 10: Regional Landscape
Part 11: Decision Framework
Part 12: Drivers and Challenges
Part 13: Market Trends
Part 14: Vendor Landscape
Part 15: Vendor Analysis
Part 16: Appendix
Countries Studied:
North America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
Middle-East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)
Core Objective of Pneumococcal Vaccine Market:
Every firm in the Pneumococcal Vaccine Market has objectives but this market research report focus on the crucial objectives, so you can analysis about competition, future market, new products, and informative data that can raise your sales volume exponentially.
Size of the Pneumococcal Vaccine Market and growth rate factors.
Important changes in the future Pneumococcal Vaccine Market.
Top worldwide competitors of the Market.
Scope and product outlook of Pneumococcal Vaccine Market.
Developing regions with potential growth in the future.
Tough Challenges and risk faced in Market.
Global Pneumococcal Vaccine top manufacturers profile and sales statistics.
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MEETING - HARVARD - LAW - IN - LAS VEGAS
NEVADA - FIRING - ENDING - PROPERTY - YES
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FILING - TORTURE - ABUSE - OF - THE - BLIND BY
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YESTERDAY - THE - FACT - THAT - SHE
IS - GIVING - ME - MY - MASTERCARD
BECAUSE - $49 - THERE - SO - I - CAN
EAT - WHOLE - FOODS - MARKET
IN - PHILIPPINES - I - WOULD - HAVE
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EAT - IF - I - CAN'T - ACCESS - MY
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ALWAYS - DOLLAR - FLIGHT - CLUB
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BEING - PROSTITUTE - NO - KISSING
WOMEN - MASSAGING - TAKING - ALSO
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LG XBOOM Go Portable Speakers Announced in the Philippines
The LG XBOOM Go portable speakers are coming to the Philippines soon, with pre-orders open until September 14 at special prices. The LG XBOOM Go lineup includes the XG2T, XG5QBK, and XG7QBK models. If you pre-order, you’ll also get a free coffee table while supplies last. The LG XBOOM Go XG2T is a portable wireless speaker that easily attaches to bikes or backpacks, ideal for on-the-go use. It…
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Junior Researcher
Menarik dan menyenangkan juga yaa hari ini. Ikut Lokakarya Udara Bersih dari Clean Air Asia di JS Luwansa Hotel, Rasuna Said.
Rasanya saya cimit dan junior banget dibandingkan researcher lain yang ada. Bu Puji, Pak Didin, Bu Ndit, Bu Hernani, dan berbagai international agencies kayak dari CAA China, ViriyaENB, DLH, KLHK, Philippines, India dll banyaak bangett.
Tadi sempet ngobrol sm Bu Puji soal disertasi. Dan banyakkk ngobrol sm pak Didin, tentang apa aja wkwk dari gosip sampai riset. Bu Ndit jugaa ngajak ngobrol ttg Dirjen PPKL yg baru ganti. Euforianya berasa banget, kenapa yah aku suka forum besar kayak gini, berasa sih impostor syndromenyaaa awal awal but ive tried my best to present myself well. Ngobrol sana sini. And hopefully jadi tokoh deh someday huhu.
Well done for today, self!
Semangaaaaaat jadi peneliti muslimah terbaik untuk bangsa yg udah mau hancur lebur digerogoti koruptor ini!!
Anak-anak lg apa yaaa?
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LG Electronics' partnership with the National Museum to support PH's cultural heritage and arts
Last May 27, 2024, LG Electronics has announced its partnership with the National Museum of the Philippines to express its commitment to support the country’s cultural heritage and arts. This special event was held at the National Museum of Fine Arts with Mr. Nakhyun Seong, Managing Director of LG Philippines, expressed LG’s pride in being part of significant celebrations aligned with the…
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Laser Photomask Market Analysis 2023 Dynamics, Players, Type, Applications, Trends, Regional Segmented, Outlook & Forecast till 2033
The competitive analysis of the Laser Photomask Market offers a comprehensive examination of key market players. It encompasses detailed company profiles, insights into revenue distribution, innovations within their product portfolios, regional market presence, strategic development plans, pricing strategies, identified target markets, and immediate future initiatives of industry leaders. This section serves as a valuable resource for readers to understand the driving forces behind competition and what strategies can set them apart in capturing new target markets.
Market projections and forecasts are underpinned by extensive primary research, further validated through precise secondary research specific to the Laser Photomask Market. Our research analysts have dedicated substantial time and effort to curate essential industry insights from key industry participants, including Original Equipment Manufacturers (OEMs), top-tier suppliers, distributors, and relevant government entities.
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Market Segmentations:
Global Laser Photomask Market: By Company • Applied Materials • KLA-Tencor Corporation • Photronics • Lasertec Corporation • Nippon Filcon • Hoya Corporation • LG Innotek • Toppan Printing • SK-Electronics • Taiwan Mask Corporation Global Laser Photomask Market: By Type • Reticles • Type II Global Laser Photomask Market: By Application • Chip • LCD • PCB
Regional Analysis of Global Laser Photomask Market
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Laser Photomask market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.
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Key Report Highlights:
Key Market Participants: The report delves into the major stakeholders in the market, encompassing market players, suppliers of raw materials and equipment, end-users, traders, distributors, and more.
Comprehensive Company Profiles: Detailed company profiles are provided, offering insights into various aspects including production capacity, pricing, revenue, costs, gross margin, sales volume, sales revenue, consumption patterns, growth rates, import-export dynamics, supply chains, future strategic plans, and technological advancements. This comprehensive analysis draws from a dataset spanning 12 years and includes forecasts.
Market Growth Drivers: The report extensively examines the factors contributing to market growth, with a specific focus on elucidating the diverse categories of end-users within the market.
Data Segmentation: The data and information are presented in a structured manner, allowing for easy access by market player, geographical region, product type, application, and more. Furthermore, the report can be tailored to accommodate specific research requirements.
SWOT Analysis: A SWOT analysis of the market is included, offering an insightful evaluation of its Strengths, Weaknesses, Opportunities, and Threats.
Expert Insights: Concluding the report, it features insights and opinions from industry experts, providing valuable perspectives on the market landscape.
Report includes Competitor's Landscape:
➊ Major trends and growth projections by region and country ➋ Key winning strategies followed by the competitors ➌ Who are the key competitors in this industry? ➍ What shall be the potential of this industry over the forecast tenure? ➎ What are the factors propelling the demand for the Laser Photomask? ➏ What are the opportunities that shall aid in significant proliferation of the market growth? ➐ What are the regional and country wise regulations that shall either hamper or boost the demand for Laser Photomask? ➑ How has the covid-19 impacted the growth of the market? ➒ Has the supply chain disruption caused changes in the entire value chain? Customization of the Report:
This report can be customized to meet the client’s requirements. Please connect with our sales team ([email protected]), who will ensure that you get a report that suits your needs. You can also get in touch with our executives on +1 346 666 6655 to share your research requirements.
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360-degree panoramic camera Market Size and Share 2024 Industry Analysis by Future and Growth Forecast to 2032
360 Degree Panoramic Camera Market Size Was Valued at USD 144.33 Billion in 2023, and is Projected to Reach USD 1008.36 Billion by 2032, Growing at a CAGR of 24.11% From 2024-2032.
The market for 360-degree panoramic cameras has expanded dramatically in recent years due to the growing demand across a range of industries for immersive and interactive visual experiences. With their wide field of vision and ability to record a complete 360-degree panorama, these cameras are perfect for a variety of uses, including entertainment, security monitoring, virtual reality, and augmented reality.
Utilizing 360-degree cameras to produce immersive material, AR technologies and consumer devices as well as professional photography gear and industrial applications have all embraced this technology, which offers a flexible approach to take panoramic photos and films.
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Key Prominent Players In The 360 Degree Panoramic Camera Market:
Samsung, Nikon, Nokia, Bublcam, Teche, Ricoh, Canon, Sony, Panono, 360fly, GoPro, Insta360, LG Electronics, Kodak and other major players.
Market Segmentation Of 360 Degree Panoramic Camera Market:
This research study comprises a comprehensive assessment of the market through far-reaching qualitative and quantitative insights and predictions. This report offers a classification of the market into imminent and niche sectors. Furthermore, this research study calculates the market size and its development drift at global, regional, and country levels from 2023 to 2030. This report contains the market breakdown and its revenue estimation by classifying it on the basis of product type, sales channel sales, application, and region. :
By Type
By Verticals
By Region
(US, Canada, Mexico)
(Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
(Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
(China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
(Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
(Brazil, Argentina, Rest of SA)
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The 360 Degree Panoramic Camera Market report provides a detailed analysis of global market size, regional and country market size, segmentation market growth, market share, competitive landscape, sales analysis, impact of national and global market players, optimization of the value chain, trade. regulations, recent developments, opportunity analysis, strategic market growth analysis, product launches, expanding area market
Key Points Covered In The 360 Degree Panoramic Camera Market Survey:
Table Of Content
Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By product type
3.2 By verticals
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
��3.5.1 Drivers
3.5.2 Restraints
3.5.3 Opportunities
3.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 4: 360 Degree Panoramic Camera Market by product type
4.1 360 Degree Panoramic Camera Market Overview Snapshot and Growth Engine
4.2 360 Degree Panoramic Camera Market Overview
4.3 Industria
4.3.1 Introduction and Market Overview
4.3.2 Historic and Forecasted Market Size (2016-2028F)
4.3.3 Key Market Trends, Growth Factors and Opportunities
4.3.4 Industria: Grographic Segmentation
4.4 Commercial
4.4.1 Introduction and Market Overview
4.4.2 Historic and Forecasted Market Size (2016-2028F)
4.4.3 Key Market Trends, Growth Factors and Opportunities
4.4.4 Commercial: Grographic Segmentation
Chapter 5: 360 Degree Panoramic Camera Market by verticals
5.1 360 Degree Panoramic Camera Market Overview Snapshot and Growth Engine
5.2 360 Degree Panoramic Camera Market Overview
5.3 Media & entertainment
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2016-2028F)
To Be Continued……
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Digital Signage Device Market Market Analysis: Understanding Trends and Dynamics by 2032
New Research Report on “Digital Signage Device Market Market” provide insightful data on the main market segments, dynamics, growth potentials and future prospects of industry. The study covers complete analysis on changing market trends for industry. The report shows the year-on-year growth of each segment and touches upon the different factors that are likely to impact the growth of each market segment. Each segment has analyzed completely on the basis of its production, consumption as well as revenue. And also offers Digital Signage Device Market market size and share of each separate segment in the industry.
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The global Digital Signage Device Market size was USD 2964.7 million in 2024 and the market is projected to touch USD 5274.9 million by 2031, exhibiting a CAGR of 8.4% during the forecast period.
Top Key Players in the Digital Signage Device Market Market:
Samsung Electronics Co., Ltd. (South Korea)
LG Display Co., Ltd. (South Korea)
NEC Display Solutions, Ltd. (Japan)
Sharp Corporation (Japan)
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The Digital Signage Device Market market research report presents a comprehensive assessment of the market and contains thoughtful insights, facts, historical data, and statistically supported and industry-validated market data. It also contains projections using a suitable set of assumptions and methodologies. The research report provides analysis and information according to market segments such as geographies, application, and industry.
Market split by Type, can be divided into:
Kiosks
Menu Boards
Billboards
Sign Boards
Market split by Application, can be divided into:
Retail
Corporate
Healthcare
Others
Report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our Digital Signage Device Market market covers the following areas:
Digital Signage Device Market market sizing
Digital Signage Device Market market forecast
Digital Signage Device Market market industry analysis
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What Global Digital Signage Device Market Market Report Offers?
Provides strategic profiling of key players in the Digital Signage Device Market market.
Drawing a competitive landscape for the world Digital Signage Device Market industry.
Describes insights about factors affecting the Digital Signage Device Market market growth.
Analyze the Digital Signage Device Market industry share based on various factors- price analysis, supply chain analysis etc.
Extensive analysis of the industry structure along with Digital Signage Device Market market forecast 2020-2024.
Granular Analysis with respect to the current Digital Signage Device Market industry size and future perspective.
Regions Covered in Digital Signage Device Market Market Report:
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Turkey etc.)
Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam)
South America (Brazil etc.)
Middle East and Africa (Egypt and GCC Countries)
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Interactive Whiteboard Market Size, Share, Demand, Future Growth, Challenges and Competitive Analysis
"Global Interactive Whiteboard Market - Industry Trends and Forecast to 2029
Global Interactive Whiteboard Market, By Screen Size (Upto 69”, Ranging from 70”-90” and Above 90”), Technology (Infrared, Resistive, Capacitive, Electromagnetic and Others), End User (Education, Corporate and Government), Country (U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa) Industry Trends and Forecast to 2029.
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The global interactive whiteboard market is experiencing significant growth due to the increasing adoption of e-learning solutions and technologies across educational institutions and corporate sectors. Interactive whiteboards enhance collaboration, engagement, and creativity in learning and work environments, driving the demand for such devices. The market is also benefiting from the shift towards digitalization and the need for interactive solutions to facilitate effective communication and presentation.
**Segments**
- By Technology: Resistive Membrane, Electromagnetic, Infrared, Ultrasonic, Others - By End-User: Education, Corporate, Government, Healthcare, Others - By Size: Small (Up to 69 Inches), Medium (70 to 90 Inches), Large (Above 90 Inches)
The interactive whiteboard market is segmented based on technology, end-user, and size. In terms of technology, various options such as resistive membrane, electromagnetic, infrared, ultrasonic, and others are available to cater to different user preferences and requirements. The end-user segment includes education, corporate, government, healthcare, and others, each utilizing interactive whiteboards for specific applications. Additionally, the size segment categorizes interactive whiteboards based on their display size, offering flexibility for different space constraints and usage scenarios.
**Market Players**
- Smart Technologies ULC - Promethean Limited - Hitachi, Ltd. - Samsung - LG Display Co., Ltd. - Seiko Epson Corporation - Cisco Systems, Inc. - Panasonic Corporation - Ricoh - Google
Key market players in the interactive whiteboard industry include Smart Technologies ULC, Promethean Limited, Hitachi, Ltd., Samsung, LG Display Co., Ltd., Seiko Epson Corporation, Cisco Systems, Inc., Panasonic Corporation, Ricoh, and Google. These companies offer a diverse range of interactive whiteboard solutions with innovative features and functionalities to cater to the evolving needs of end-users across various sectors.
https://www.databridgemarketresearch.com/reports/global-interactive-whiteboard-marketThe global interactive whiteboard market is poised for steady growth in the coming years as the demand for advanced e-learning technologies continues to rise. One of the key drivers for this market is the increasing adoption of interactive whiteboards in educational institutions and corporate settings. These interactive devices have been proven to enhance collaboration, engagement, and creativity among users, thereby improving learning outcomes and fostering more interactive workplace environments. As the shift towards digitalization accelerates across various industries, the need for interactive solutions like whiteboards is becoming more pronounced, driving further demand for these products.
In terms of technology, the interactive whiteboard market offers a variety of options to cater to different user preferences and requirements. Technologies such as resistive membrane, electromagnetic, infrared, ultrasonic, and others provide a range of features and functionalities that suit various usage scenarios. The choice of technology often depends on factors such as sensitivity, durability, and cost, allowing end-users to select the most suitable option for their specific needs. This diversity in technology options contributes to the overall market growth by catering to a broader range of customer demands.
The end-user segment in the interactive whiteboard market comprises various sectors including education, corporate, government, healthcare, and others. Each sector utilizes interactive whiteboards for different applications, such as interactive teaching in classrooms, collaborative meetings in corporate settings, interactive presentations in government agencies, and medical training in healthcare facilities. The versatility of interactive whiteboards in addressing the specific needs of different sectors has contributed to their widespread adoption and continued market expansion.
Moreover, the size segment categorizes interactive whiteboards based on their display size, offering options such as small, medium, and large boards to accommodate different space constraints and usage requirements. This segmentation allows end-users to choose interactive whiteboards that best fit their available space and intended use, further boosting market growth and adoption rates. Additionally, market players such as Smart Technologies ULC, Promethean Limited, Hitachi, Ltd., and others are at the forefront of innovation in the interactive whiteboard industry**Global Interactive Whiteboard Market Analysis**
- The global interactive whiteboard market is experiencing significant growth attributed to the escalating adoption of e-learning solutions and technologies across educational institutions and corporate sectors. The market is expected to witness stable growth in the upcoming years driven by the increasing demand for advanced e-learning technologies.
- One of the key drivers for the market is the rising adoption of interactive whiteboards in educational institutions and corporate settings. These interactive devices have shown to enhance collaboration, engagement, and creativity among users, leading to improved learning outcomes and more interactive workplace environments.
- The shift towards digitalization across various industries is also contributing to the market growth as the need for interactive solutions such as whiteboards becomes more pronounced. The demand for interactive whiteboards is driven by their ability to facilitate effective communication and presentation, fostering increased demand for these products.
- The market segmentation based on technology provides users with a variety of options to cater to their specific requirements and preferences. Technologies such as resistive membrane, electromagnetic, infrared, ultrasonic, and others offer different features and functionalities to suit various usage scenarios, contributing to the overall market expansion.
- The end-user segment in the interactive whiteboard market is diversified across education, corporate, government, healthcare, and other sectors. Each sector utilizes interactive whiteboards for different applications, showcasing the versatility and widespread adoption of these devices across various industries.
- In addition, the size segment categorizes interactive whiteboards based on display size, offering options such as small,
Countries Studied:
North America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
Middle-East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)
Objectives of the Report
To carefully analyze and forecast the size of the Interactive Whiteboard market by value and volume.
To estimate the market shares of major segments of the Interactive Whiteboard
To showcase the development of the Interactive Whiteboard market in different parts of the world.
To analyze and study micro-markets in terms of their contributions to the Interactive Whiteboard market, their prospects, and individual growth trends.
To offer precise and useful details about factors affecting the growth of the Interactive Whiteboard
To provide a meticulous assessment of crucial business strategies used by leading companies operating in the Interactive Whiteboard market, which include research and development, collaborations, agreements, partnerships, acquisitions, mergers, new developments, and product launches.
Key questions answered
How feasible is Interactive Whiteboard Market for long-term investment?
What are influencing factors driving the demand for Interactive Whiteboard near future?
What is the impact analysis of various factors in the Global Interactive Whiteboard market growth?
What are the recent trends in the regional market and how successful they are?
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