Explore Our Comprehensive ICT and Media Industry Research Reports
U
2025
The electronic equipment that require limited usage of hands are termed are hands-free devices. These are used for hands-free communication, for instance, Bluetooth headsets use a hands-free technology, which is of great use to the driver as he or she can access calls on the go.
Report Code : A02946 | Category : ICT & Media
U
2025
Satellite communication (SATCOM) systems provide instant, secure data & voice links in remote global regions. It is designed to operate in the C, X, Ku and Tri-bands and ...
Report Code : A02975 | Category : ICT & Media
U
2025
Modeling is the procedure of documenting design of a complex software system as an easily understood diagram, using symbols and text to represent the data flow. The diagram ...
Report Code : A02977 | Category : ICT & Media
U
2025
A smartphone is a mobile phone that performs various computer functions, and it possesses a touchscreen interface, internet access, and an operating system capable of running downloaded apps. 3G smartphones use third-generation wireless technologies such as UMTS or CDMA2000.
Report Code : A02978 | Category : ICT & Media
U
2025
A digital voice recorder is a handheld gadget intended to record voice and sound with superior sound recording & playback, without the requirement for media. The sound file ...
Report Code : A02985 | Category : ICT & Media
U
2025
Fiber-to-the-home (FTTH) represents a broadband architecture in which optical fiber is installed directly to the subscriber™s home or place of business, thereby replacing existing copper infrastructure such as telephone wires and coaxial cable. Telecom services under FTTH equipment include subscription televisions, internet, telephony, video-on-demand, free-to-air televisions, and others.
Report Code : A03029 | Category : ICT & Media
U
2025
A GPS positioning watch is a device integrated with GPS receiver and can be worn as a single unit strapped onto wrist in the manner of a watch. ...
Report Code : A03030 | Category : ICT & Media
U
2025
A financial application is a software program, which facilitates the management of business processes that deal with money. With most online trading platforms launching mobile apps, it is ...
Report Code : A03031 | Category : ICT & Media
U
2025
Wi-Fi is a wireless network technology that links two or more devices using wireless communication. Wi-Fi equipment industry offers a broad array of vital technology and products for applications in service and manufacturing industries.
Report Code : A03033 | Category : ICT & Media
P
2024
The global simulation software market was valued at $16.9 billion in 2022, and is projected to reach $57.5 billion by 2032, growing at a CAGR of 13.4% from 2023 to 2032.
Report Code : A03034 | Pages : 214 | Category : ICT & Media
U
2025
The special education software includes number of software programs that are specifically designed for students with disabilities. The software assists teachers and administrators to manage the individualized education plans (IEPs) for special need students. It helps physical disabilities patients to have more opportunities for learning.
Report Code : A03035 | Category : ICT & Media
U
2025
Voltage/VAR management technologies are used by the power industry to reduce electric line losses and increase grid efficiency. Voltage/VAR management or control is essential for the performance of ...
Report Code : A03036 | Category : ICT & Media
P
2022
The global enterprise content management system market was valued at $21.5 billion in 2020, and is projected to reach $53.2 billion by 2030, growing at a CAGR of 9.8% from 2021 to 2030.
Report Code : A03042 | Pages : 186 | Category : ICT & Media
P
2021
The global video analytics market size was valued at $4,102.0 million in 2019, and is projected to reach $21,778.0 million by 2027, registering a CAGR of 22.7% from ...
Report Code : A03275 | Pages : 395 | Category : ICT & Media
P
2022
The global financial analytics market was valued at $7.6 billion in 2020, and is projected to reach $19.8 billion by 2030, growing at a CAGR of 10.3% from 2021 to 2030.
Report Code : A03293 | Pages : 190 | Category : ICT & Media
U
2025
Telecom billing software is primarily designed to support telecommunications billing processes. It consist of group of processes of communications service providers that are responsible to calculate billing and ...
Report Code : A03423 | Category : ICT & Media
U
2025
Banking industry has undergone a paradigm shift over the years and they are known to have leaned on technology heavily to increase their profit margins, improve operations and ...
Report Code : A03424 | Category : ICT & Media
U
2025
Universal Serial Bus (USB) 3.0 is third major version of USB standard for interfacing electronic devices and computers. USB 3.0 offers new transfer rate which is referred as ...
Report Code : A03425 | Category : ICT & Media
P
2023
The global emotion detection and recognition market was valued at $21.7 billion in 2021, and is projected to reach $136.2 billion by 2031, growing at a CAGR of 20.5% from 2022 to 2031.
Report Code : A03464 | Pages : 232 | Category : ICT & Media
U
2025
Information technology (IT) outsourcing refers to the sub-contracting of certain functions or to seek resources outside an organization for all or part of an IT function that doesn™t ...
Report Code : A03500 | Category : ICT & Media
U
2025
Cloud collaboration is method of sharing and co-authoring the computer-based files via cloud technology. Here the document is uploaded to the desired or central server and can be ...
Report Code : A03534 | Category : ICT & Media
U
2025
The cloud content delivery network (cloud CDN) delivers the content at ultra-fast speed to the consumer and helps the websites in handling heavy traffic. The content can be ...
Report Code : A03535 | Category : ICT & Media
P
2023
The global cloud retail market was valued at $40.8 billion in 2022, and is projected to reach $216.2 billion by 2032, growing at a CAGR of 18.3% from 2023 to 2032.
Report Code : A03536 | Pages : 309 | Category : ICT & Media
P
2022
The global game-based learning market was valued at $16.2 billion in 2021, and is projected to reach $79.9 billion by 2031, growing at a CAGR of 17.4% from 2022 to 2031.
Report Code : A03537 | Pages : 352 | Category : ICT & Media
U
2025
Lecture capturing refers to the recording and archiving of a lecture, conference, seminar, or any knowledgeable talk to an audience. The capturing solutions include software and hardware solutions; ...
Report Code : A03538 | Category : ICT & Media
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