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https://w.atwiki.jp/consulting/pages/17.html
最終更新日:2008年02月26日 (火) 22時37分46秒 国名 アメリカ 設立 2002年(日本) 従業員数 約33万人(うち国内約1,785人) URL http //www-06.ibm.com/services/bcs/jp/ 基礎知識 旧プライスウォータハウスクーバーズコンサルティング(PwCC)。 PwCCはIBCSに改名する前に一時期Monday(マンデー)と名乗っていたが、わずか数日でIBCSに。 日本IBMの子会社かと思いきや、実はIBMGlobalの子会社として日本でビジネスを展開。 よって日本IBMとは兄弟、従兄弟的な存在。PwCC色は未だに強いため軋轢もあり。 IBMグループは世界170ヶ国に拠点を持ち、33万人の社員を抱える超大規模ファームである。 ランキングによると、ストラテジーコンサルでは11位、テクノロジーでは4位。 入社後は半年間の研修を経て、IACC(イノベーティブ・アプリケーション・コンサルティング・センター) という組織に約2~3年間、配属される。真に自立したプロフェッショナルのコンサルタントになることを 目標とする。自立したとは、クライアントの部課長クラスの方から指名されるようなコンサルタントに なることを意味する。 本社は丸ビル18F、研修期間中の主な拠点は箱崎にあるIBM箱崎事業所。 * 雇用形態が2種類あり(正確には3種類だが新入社員は2種しか選択できない)、 現行型(正社員型)とPC型(契約社員型)のいずれかの雇用形態を入社時に選択する。 現行型 初年度年俸420万円(70.7%月次、23.6%固定賞与、5.7%変動賞与)+ 0~6%変動賞与 変動賞与は組織業績に依存する。 即ち、初年度は396~445万円の間で年俸が推移する。 契約は無期。 PC(プロフェッショナル・コントラクト)型 初年度年俸460万円(72%月次、28%インセンティブ)+ 20%インセンティブ インセンティブは組織業績:個人業績(1:1)に依存する。 即ち、初年度は331~552万円の間で年俸が推移する。 契約は有期で3年契約。 採用選考 ES提出 ↓ テストセンター ↓ GD(8人程度で、新しいサービスを考案する等、一般的なGD) ↓ プレゼンテーション面接(プレゼンと言ってもテーブルを囲んで座ったまま行う) & 英語試験(センターレベル。ハードルは高くない) ↓ 1:1の最終面接(GD、プレゼンの結果が良ければ意思確認程度)
https://w.atwiki.jp/mrfrtech/pages/13.html
Market Scenario According to Market Research Future, the global digital payment in healthcare market has been segmented based on component, deployment mode, organization size, and region/country. The major factors boosting market growth are increasing internet penetration and the digitalization in the healthcare vertical. Furthermore, there has been a significant increase in the adoption of smartphones, which is driving market growth as smartphone users prefer payment via digital modes. A large number of health insurance providers also prefer digital payments over hard cash payments. This fuels the growth of digital payments in healthcare market. However, concerns regarding data security and dominance of paper-based billing are expected to restrain market growth. Also, the rising number of cyber-attacks is a challenge for the digital payments solution providers. The global Digital Payment in Healthcare Market size will touch USD 9.62 billion at a 22.6% CAGR during the forecast period 2020- 2027, states the latest Market Research Future (MRFR) analysis. Digital payment solutions in healthcare provide an online payment platform which connects payers, providers, and consumers for every healthcare payment transaction. Such solutions are accessible as on the cloud and on-premise. The payee and the payer use electronic modes for sending and receiving money. The payment is done through digital wallets, bank cards, net banking, digital currencies, digital currencies, and contactless and contact payment methods. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/7977 Competitive Outlook The key players in the global digital payment in healthcare market are Aurus Inc. (US), Aliant Payments (US), Stripe (US), ACI Worldwide, Inc. (US), Global Payments Direct, Inc. (US), First Data Corporation (US), PayPal (US), Worldpay, LLC (UK), Wirecard AG (Germany), Fiserv, Inc. (US), InstaMed (US), BillingTree (US), Change Healthcare (US), Elavon Inc. (US), and Zelis Payments (US) Segmentation By component, the global digital payment in healthcare market has been divided into solutions and services. The solutions segment is expected to have a larger market share while the services segment is projected to register the higher CAGR during the forecast period. Based on deployment mode, the market has been segmented into cloud-based and on-premise. The cloud-based segment is expected to exhibit the higher CAGR during the forecast period due to the increasing adoption of cloud technology globally and technological advancements that offer security and privacy over the cloud. Based on organization size, the market has been segmented into large enterprises and small and medium enterprises (SME). The large enterprises segment is expected to have a greater market size during the review period. Large organizations deploy digital payment methods in healthcare solutions extensively to meet the considerable demand for fast and hassle-free transaction services. Large enterprises adopt on-premise or cloud-based solutions, while SMEs prefer only cloud-based solutions. By region, the global digital payment in healthcare market has been segmented into North America, Europe, Asia-Pacific, and the rest of the world. Regional Analysis The global digital payment in healthcare market has been segmented, by region, into North America, Europe, Asia-Pacific, and the rest of the world. North America was the largest market in 2018 as the US has the maximum number of leading market players. The market in Asia-Pacific is expected to be the fastest-growing during the forecast period of 2019 to 2024. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/digital-payment-healthcare-market-7977 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. Similar Report** Application Management Services Market By Service-Type (System Integration, Consulting Services, Modernization Services, And Others), By Organization Size, By Deployment, And By End-Users Biometric-as-a-Service Market https //blog.daum.net/mrfr/707 5G Industrial IoT Market https //telegra.ph/5G-Industrial-IoT-Market-Size-Growing-at-Market-Report-Analysis-Share-Revenue-Growth-Rate-Forecast-Overview-2027-Opportunity-Ass-04-01 About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #growth #trend #report #analyis #share #marketing #forecast #digital #geographic #demographic #gnews Plugin Error キーワードを入力してください。 #tech #researchreport #marketreport #futrue
https://w.atwiki.jp/multiwinia_jp/pages/30.html
間違いや疑問点がありましたら2chの該当スレッドへ。 編集 行 項目 原文 半日本語化 全日本語化 2594 multiwinia_param_scoremode Score Mode 得点方式 得点方式 2595 multiwinia_param_timelimit Time Limit タイムリミット タイムリミット 2596 multiwinia_param_handicap Handicap ハンディキャップ ハンディキャップ 2597 multiwinia_param_cratedroprate Crate Drop Period Crate落下時間 クレート落下時間 2598 multiwinia_param_startingpowerups Starting Powerups 開始時のアイテム 開始時のアイテム 2599 multiwinia_param_retributionmode Retribution Mode 報復モード 報復モード 2600 multiwinia_param_reinforcementtimer Reinforcement Timer 援軍タイマー 援軍タイマー 2601 multiwinia_param_reinforcementcount Reinforcement Count 援軍の数 援軍の数 2602 multiwinia_param_maxarmour Max Armour 最大Armour数 最大アーマー数 2603 multiwinia_param_turretfrequency Turret Frequency タレット頻度 タレット頻度 2604 multiwinia_param_numtanks Number of Tanks 戦車の数 戦車の数 2605 multiwinia_param_suddendeath Sudden Death サドンデス サドンデス 2606 multiwinia_menu_privateslots Private Slots 予約席 予約席 2607 multiwinia_param_cratedropmode Crate Drop Mode Crateあり/なし クレートあり/なし 2608 multiwinia_param_maxturrets Max Gun Turrets 最大ガンタレット数 最大ガンタレット数 2609 multiwinia_param_basiccrates Basic Crates Only ベーシックなCrateのみ ベーシックなクレートのみ 2610 2611 multiwinia_param_scoremode_description_0 Alters the way player scores are determined during the match.\n\n - Total Spawn Points 1 Point for every Spawn Point that a player controls.\n\nSpawn Points per Second 1 point every second for every Spawn Point a player controls. ゲーム中のスコア方式を変えることが出来ます。\n\n - Total Spawn Points 占領しているSpawn Point一つが1ポイントです。\n\n - Spawn Points per Second:全ての占領しているSpawn Point一つにつき1秒間に1ポイント獲得できます。 ゲーム中のスコア方式を変えることが出来ます。\n\n - Total Spawn Points 占領しているスポーンポイント一つが1ポイントです。\n\n - Spawn Points per Second:全ての占領しているスポーンポイント一つにつき1秒間に1ポイント獲得できます。 2612 multiwinia_param_scoremode_description_1 Alters the way player scores are determined during the match.\n\n - Zones controlled per second 1 Point per second for every Hill-Zone under your control.\n\n - Zone Population per second 1 point for every Multiwinian you have in Hill-Zone every second.\n\n - Final Zone Population Each team gets 1 point for every Multiwinian they have in a Hill-Zone. Whoever has the most Multiwinians in Hill-Zones when the timer runs out wins.\n\n - Total Zone Control 1 Point for every second that you control every Hill-Zone on the level. This is a very difficult mode. ゲーム中のスコア方式を変えることが出来ます。\n\n - Zones controlled per second:全ての占領しているHill-Zoneから毎秒1ポイント得る事ができます。\n\n - Zone Population per second:全てのチームはHill-Zone内のMultiwinianの数だけポイント毎秒獲得できます。\n\n - Final Zone Population ゲーム終了時に一番多くのMultiwinianがHill-Zone内に入っていたプレイヤーが勝利します。\n\n - Total Zone Control:マップ内全てのHill-Zoneを占領していると1秒に1ポイント獲得できます。これは非常に難しいモードです。 ゲーム中のスコア方式を変えることが出来ます。\n\n - Zones controlled per second:全ての占領しているHill-Zoneから毎秒1ポイント得る事ができます。\n\n - Zone Population per second:全てのチームはHill-Zone内のMultiwinianの数だけポイント毎秒獲得できます。\n\n - Final Zone Population ゲーム終了時に一番多くのMultiwinianがHill-Zone内に入っていたプレイヤーが勝利します。\n\n - Total Zone Control:マップ内全てのHill-Zoneを占領していると1秒に1ポイント獲得できます。これは非常に難しいモードです。 2613 multiwinia_param_timelimit_description Set the time limit (in minutes) for this game.\n0 = Unlimited. タイムリミットを設定(分)\n0=無限 タイムリミットを設定(分)\n0=無限 2614 multiwinia_param_timelimit_description_1 Set the time limit (in minutes) for this game. タイムリミットを設定(分) タイムリミットを設定(分) 2615 multiwinia_param_timelimit_description_2 Set the time limit (in minutes) for this game. タイムリミットを設定(分) タイムリミットを設定(分) 2616 multiwinia_param_timelimit_description_5 Set the time limit (in minutes) for this game.\n0 = Unlimited.\n\nIf the time reaches 0 before a winner is declared, the winner will by determined by the number of flags controlled and the number of other teams eliminated by each team. 1 point is awarded per flag, and 10 points per elimination. タイムリミットを設定(分)\n0=無限。\n\nもし勝者が決まる前に時間が0になった場合は、旗の数か、チームのうち何人が絶滅したかによって決定されます。旗は1ポイント、絶滅させると10ポイントと計算されます。 タイムリミットを設定(分)\n0=無限。\n\nもし勝者が決まる前に時間が0になった場合は、旗の数か、何人を絶滅させたかによって決定されます。旗は1ポイント、絶滅させると10ポイントと計算されます。 2617 multiwinia_param_handicap_description The maximum percentage increase in spawn rate at Spawn Points when a player is handicapped.\n\nA player receives a handicap if the number of Spawn Points they control is significantly below the average number of Spawn Points per team. ハンディキャップ状態になったプレイヤーは、Spawn Pointでの最大Spawnレートの%が増加します。\n\nチームごとの占領しているSpawn Pointの数が明らかに平均より少ない場合に、ハンディキャップ状態になります。 ハンディキャップ状態になったプレイヤーは、スポーンポイントでの最大スポーンレートの%が増加します。\n\nチームごとの占領しているスポーンポイントの数が明らかに平均より少ない場合に、ハンディキャップ状態になります。 2618 multiwinia_param_cratedroprate_description Control the rate at which crates drop (in seconds). A 50% deviation is applied to this value per drop.\n\n(Eg. A value of 40 would give crate drops every 20-60 seconds, a value of 10 would give drops every 5-15 seconds).\n\n0 = No Crates Crateが落ちてくるまでの時間を設定します。(秒で)ここで定めた数値より50%ぶれます。(40に設定すると20-60秒で1個、10に設定すると5-15秒で1個。)\n\n0=Crateなし クレートが落ちてくるまでの時間を設定します。(秒で)ここで定めた数値より50%ぶれます。(40に設定すると20-60秒で1個、10に設定すると5-15秒で1個。)\n\n0=クレートなし 2619 multiwinia_param_startingpowerups_description The number of powerups each team will start with. Each team will receive completely random powerups which may give some players a larger advantage. 全てのチームがゲーム開始時に貰えるアイテムの数。全てのチームはアイテムを完璧にランダムで貰えるので、一人だけかなり有利になることもあります。 全てのチームがゲーム開始時に貰えるアイテムの数。全てのチームはアイテムを完璧にランダムで貰えるので、一人だけかなり有利になることもあります。 2620 multiwinia_param_retributionmode_description After a player has been eliminated, they will periodically receive a powerup to let them continue in the game until the end. プレイヤーが根絶やしにされた後、そのプレイヤーは定期的にアイテムを貰えるので、ゲームの終わりまで続ける事ができます。 プレイヤーが根絶やしにされた後、そのプレイヤーは定期的にアイテムを貰えるので、ゲームのおわりまで続ける事ができます。 2621 multiwinia_param_reinforcementtimer_description The time between each wave of reinforcements from a Trunk Port (in seconds) Trunk Portから貰える援軍の波までの時間(秒) Trunk Portから貰える援軍の波までの時間(秒) 2622 multiwinia_param_reinforcementcount_description The number of Multiwinians that will be received in each wave of reinforcements. 援軍の波の時受け取れるMultiwinianの数。 援軍の波の時受け取れるマルチウィニアンの数。 2623 multiwinia_param_maxarmour_description The maximum number of Armour units a team can have at any one time. 同時に持てる最大Armourの数。 同時に持てる最大アーマーの数。 2624 multiwinia_param_turretfrequency_description Specifies the frequency with which a team is given a new Gun Turret.\n\n(Eg. If set to 3, each team will get a new Gun Turret with every 3rd wave of reinforcements) 新しいGun Turretを与えられる感覚(例.もし3にセットすると、全てのチームは援軍3回ごとにGun Turretを貰えます。) 新しいガンタレットを与えられる感覚(例.もし3にセットすると、全てのチームは援軍3回ごとにガンタレットを貰えます。) 2625 multiwinia_param_numtanks_description The number of Tanks each player has before they are eliminated. 絶滅させられる前にもてる最大Tank数。 絶滅させられる前にもてる最大戦車数。 2626 multiwinia_menu_coop_description Enables or disables Co-operative play for this level. If enabled, players will be split into 2 teams and will work together against the other team. このマップでのCOOPプレイのオン/オフオンにすると、二つのチームに別れ、もう片方のチームと協力して戦います。 このマップでのCOOPプレイのオン/オフオンにすると、二つのチームに別れ、もう片方のチームと協力して戦います。 2627 multiwinia_menu_aimode_description Controls the difficulty of any CPU Players on this level. このマップでのCPUの難易度の設定。 このマップでのCPUの難易度の設定。 2628 multiwinia_menu_singleround_description If enabled, only a single Assault round will be played (ie. which ever team is successful will win the game).\nIf disabled, multiple rounds will be played with each player occupying each position, and the overall winner will be whoever defends for the longest amount of time. オンにすると、Assaultラウンドは1回しかプレイしません。(つまり、1回でもミッションに成功したチームがゲームに勝つ)\nオフにすると、お互いポジションを変えラウンドを繰り返し、全体的に長く守っていたチームが勝つ。 オンにすると、アサルトラウンドは1回しかプレイしません。(つまり、1回でもミッションに成功したチームがゲームに勝つ)\nオフにすると、お互いポジションを変えラウンドを繰り返し、全体的に長く守っていたチームが勝つ。 2629 multiwinia_menu_privateslots_description Specifies the number of spaces in this game which are Invite-Only 招待のみのスロットの数を決める。 招待のみのスロットの数を決める。 2630 multiwinia_param_suddendeath_description_0 In the case of a Draw, Sudden Death will begin.\n\nThe first player to capture a Spawn Point or disable an enemy Spawn Point will win the game. ドローになった時、サドンデスが始まる。\n\n最初にSpawn Pointを取るか、Spawn Pointを使用不可能にした人が勝つ。 ドローになった時、サドンデスが始まる。\n\n最初にスポーンポイントを取るか、スポーンポイントを使用不可能にした人が勝つ。 2631 multiwinia_param_suddendeath_description_1 In the case of a Draw, Sudden Death will begin.\n\nAn extra minute will be added to the clock, and whoever has the highest score after that minute will win the game. ドローになった時、サドンデスが始まる。\n\n何分か時間が追加され、その時間が終わった後一番高いスコアを持っていた人が勝つ。 ドローになった時、サドンデスが始まる。\n\n何分か時間が追加され、その時間が終わった後一番高いスコアを持っていた人が勝つ。 2632 multiwinia_param_suddendeath_description_2 In the case of a Draw, Sudden Death will begin.\n\nThe next player to capture a Statue will win the game. ドローになった時、サドンデスが始まる。\n\n次に石像をキャプチャーした人が勝つ。 ドローになった時、サドンデスが始まる。\n\n次に石像をキャプチャーした人が勝つ。 2633 multiwinia_param_suddendeath_description_5 In the case of a Draw, Sudden Death will begin.\n\nThe next player to capture a Flag will win the game. ドローになった時、サドンデスが始まる。\n\n次に旗を取った人が勝つ。 ドローになった時、サドンデスが始まる。\n\n次に旗を取った人が勝つ。 2634 multiwinia_param_cratedropmode_description Alters the way the drop location for Crates is determined.\n\n - Weighted Crate drops are determined by team score - the lower your score (compared to everyone else), the more likely it is that a Crate will drop close to your team.\n\n - Random Crate drop locations are picked completely randomly. Crateが落ちてくる場所のパターンは二種類あります。\n\n - 偏り方:Crateが落ちてくる場所はチームのスコアによって決定される。 - 低いスコアのとき(他のプレイヤーと比べて)、Crateはもっとあなたのチームに近づいて落ちてくる。\n\n - ランダム:Crateが落ちてくる場所は完全にランダムになる。 クレートが落ちてくる場所のパターンは二種類あります。\n\n - 偏り方:クレートが落ちてくる場所はチームのスコアによって決定される。 - 低いスコアのとき(他のプレイヤーと比べて)、クレートはもっとあなたのチームに近づいて落ちてくる。\n\n - ランダム:クレートが落ちてくる場所は完全にランダムになる。 2635 multiwinia_param_maxturrets_description Controls the maximum number of Gun Turrets a team may have in play at any one time. This value only applies to turrets you have placed, which means that if you capture enemy turrets, you may have more than this value, but if an enemy captures one of yours, it will still count towards your limit. 同時に持てる最大Gun Turretの数。この値はあなたが設置したタレットの数に適用されるので、敵のタレットを占領すれば、この値よりさらに沢山のタレットをもてるという事になります。しかし、敵があなたのタレットを占領すれば、逆にリミットより少なくしか持てないということです。 同時に持てる最大ガンタレットの数。この値はあなたが設置したタレットの数に適用されるので、敵のタレットを占領すれば、この値よりさらに沢山のタレットをもてるという事になります。しかし、敵があなたのタレットを占領すれば、逆にリミットより少なくしか持てないということです。 2636 multiwinia_param_basiccrates_description If enabled, crates will only contain a basic set of power-ups. オンにすると、Crateはベーシックなアイテムしか出しません。 オンにすると、Crateはベーシックなアイテムしか出しません。 2637 multiwinia_menu_serverpassword_description Set a password for your server. Players will need to enter this password before they can join your game. あなたのサーバー用のパスワードを設定する。プレイヤーはサーバーに入るためにここにパスワードを入れる必要がある。 あなたのサーバー用のパスワードを設定する。プレイヤーはサーバーに入るためにここにパスワードを入れる必要がある。 |
https://w.atwiki.jp/mrfrtech/pages/100.html
Content Analytics Market Overview Content Analytics Market is defined as a group of technologies that can process digital content and use behavior while engaging and consuming the content. For instance, news sites, social media platforms, customers, documents etc., to answer specific questions. Content is one of the important tools for enhancing and exposing the market to engage consumers. It is a way to engage the consumers and keep them on their toes. It fulfills required business goals like brand awareness, increasing revenue, creating leads, etc.; in the pandemic, several market revenue decreased. However, the rising use of cloud-based technologies increased in the COVID 19 outbreak, due to which the market got positively impacted. The effect of the pandemic is decreasing, and it will accelerate the market. The tech giants are forming new developments, and regions rising digitalization will push the market towards potential growth. As cloud technologies are easing business operations, it will increase the demand for content analysis; these factors will fuel the market. The increasing popularity of online mediums such as Instagram, Facebook, Linkedin, and youtube upsurge the demand for content analytics and will help in the market s progression, creating many opportunities for the Content Analytics Market. Many companies adopt content analytic software for major growth; such advantages will foster the market. The inability and disruption in the industrial operation and supply chain function are huge restraints for the market. Still, people are there who lack awareness, and the growing concern and the data breach are challenges the market will have to cross to gain growth. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/3956 Major Key Players Due to the presence of multiple players who strive to capture a greater share, the global content analytics market appears to be moderately fragmented during the forecast period of 2017 and 2023. The report published by Market Research Future has profiled the significant players in the content analytics market to provide a comprehensive overview of their operations and strategies. Some of these prominent players present in the global Content Analytics Market include International Business Machine Corporation (U.S.), Adobe Systems, INC. (U.S.), Clarabridge, INC. (U.S.), Interactive Intelligence Group, INC. (U.S.), Opentext Corporation (Canada), Oracle Corporation (U.S.), Verint Systems (U.S.), Nice Systems LTD. (Israel), SAP SE (Germany), and SAS Institute, INC. (U.S.). Segmental Analysis The Content Analytics Market is segmented by application, deployment and vertical. The market is divided into the on-premise and cloud-based on the application segment. The cloud-based content analysis software will gain a high growth rate in the forecast period. The application segment is bifurcated into social media analytics, web analytics, text analytics, speech analytics, etc. Social media analytics will dominate the market in the forecast period as most people spend their time on social platforms. Not only people but different enterprises and industries also use this platform to improve market growth as this increases exposure. The variables of the vertical segment of the Content Analytics Market are IT and Telecommunication, media and entertainment, retail and consumer goods, healthcare, government, BFSI, travel and hospitality, and others. Regional Analysis The Content Analytics Market is studied in five major regions such as North America, Asia Pacific, Europe and other parts. North America will register a high CAGR in the market in the forecast period. The presence of major vendors and the rising use of content analytic software will improve the market condition in the forecast period. The Asia Pacific is growing in the second position due to the high adoption of digitalization. The region is also experiencing high development in IT structure and will propel the market. Industry Update LinkedIn has announced to the customers that it is bringing some new tools for creators, including improved content analytics, new profile video tools, newsletter showcase options, a subscriber bell for update notifications, etc. Access Report Details @ https //www.marketresearchfuture.com/reports/content-analytics-market-3956 Table of Contents 1 Market Introduction 1.1 Introduction 1.2 Scope of Study 1.2.1 Research objective 1.2.2 Assumptions 1.2.3 Limitations 1.3 Market Structure 2 Research Methodology 2.1 Research Type 2.2 Primary Research 2.3 Secondary Research 2.4 Forecast Model 2.4.1 Market Data Collection, Analysis Forecast 2.4.2 Market Size Estimation Continued…. View Similar Report** Mobile Security Software Market https //writeonwall.com/mobile-security-software-market-size-key-players-with-product-particulars-applications-future-trend-business-growth-market-size-key-players-update-business-statistics-and-forecast-till-20/ Casino Market https //tealfeed.com/antivirus-software-industrykey-players-product-particulars-breig Antivirus Software Market https //tealfeed.com/antivirus-software-industrykey-players-product-particulars-breig List of Tables Table 1 Content Analytics Market, By Application Table 2 Content Analytics Market, By Deployment Table 3 Content Analytics Market, By Vertical Table 4 Content Analytics Market, By Region Table 5 North America Content Analytics Market, By Application Continued…. List of Figures Figure 1 Research Type Figure 2 Content Analytics Market By Application (%) Figure 3 Content Analytics Market By Deployment (%) Figure 4 Content Analytics Market By Vertical (%) Figure 5 Content Analytics Market By Region (%) Continued… About Market Research Future At Market Research Future (MRFR), we enable our clients to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. MRFR team have supreme objective to provide the optimum quality market research and intelligence services to our clients. Our market research studies by Solutions, Application, Logistics and market players for global, regional, and country level market segments, enable our clients to see more, know more, and do more, which help to answer all their most important questions. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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TBS系列 TBS マスターズゴルフ2024 共通事項 白文字表記 前クレのみ表示 マスターズゴルフ2024 第1日 2024年4月11日(木)23時56分~2024年4月12日(金)1時25分 A枠 0’30”…T D保険グループ、KOSE、KDX KENEDIX、SUNTORY B枠 0’30”…東海東京証券、GALA FJネクスト、sato(サトウ製薬)、ROLEX(PT) C枠 0’30”…Calbee、アース製薬、LAWSON(縁抜き表示 縁なし) D枠 0’30”…Calbee、Hisamitsu(久光製薬)、Kracie E枠 0’30”…Kowa、BayCurrent、ヤマザキパン(山崎製パン)、NOMURA F枠 0’30”…アース製薬、佐川急便、HEBEL HAUS G枠 0’30”…三協フロンテア、大正製薬、LEXUS マスターズゴルフ2024 第1日 (朝) 2024年4月12日(金)4時00分~8時20分 番組開始前CC 0’30”…KDDI(CM=UQ mobile/au) A枠 0’30”…GALA FJネクスト、KOSE、Kowa、BayCurrent、LEXUS B枠 0’30”…三協フロンテア、Kracie、ヤマザキパン(山崎製パン) C枠 1’00”…HEBEL HAUS 0’30”…T D保険グループ、大正製薬、NOMURA D枠 0’30”…Calbee、GALA FJネクスト、THIRDWAVE E枠 0’30”…GALA FJネクスト、大正製薬、ROLEX(PT) F枠 0’30”…佐川急便、T D保険グループ、東海東京証券 G枠 0’30”…Calbee、LEXUS、sato(サトウ製薬) H枠 0’30”…Kracie、NOMURA、KDX KENEDIX I枠 0’30”…Calbee、KOSE、Kowa J枠 0’30”…Calbee、佐川急便、三協フロンテア、アース製薬、東海東京証券、BayCurrent、LAWSON(縁抜き表示 縁なし)、DUNLOP K枠 0’30”…佐川急便、KOSE、THIRDWAVE、Hisamitsu(久光製薬) L枠 0’30”…三協フロンテア、T D保険グループ、アース製薬 マスターズゴルフ2024 第2日 (夜) 2024年4月13日(土)0時48分~1時48分 A枠 0’30”…Calbee、アース製薬、佐川急便、KOSE B枠 0’30”…LAWSON(縁抜き表示 縁なし)、Bay Current、Hisamitsu(久光製薬)、ヤマザキパン(山崎製パン) C枠 0’30”…Kowa、東海東京証券、Kracie D枠 0’30”…T D保険グループ、sato(サトウ製薬)、SUNTORY E枠 0’30”…Calbee、アース製薬、GALA FJネクスト マスターズゴルフ2024 第2日 (朝) 2024年4月13日(土)4時00分~8時00分 A枠 0’30”…Kowa、三協フロンテア、東海東京証券、KOSE、BayCurrent、KDX KENEDIX B枠 0’30”…LAWSON(縁抜き表示 縁なし)、大正製薬、ヤマザキパン(山崎製パン) C枠 0’30”…HEBEL HAUS、NOMURA D枠 0’30”…GALA FJネクスト、Hisamitsu(久光製薬) E枠 1’00”…Kowa 0’30”…Calbee、佐川急便、LAWSON(縁抜き表示 縁なし)、GALA FJネクスト、THIRDWAVE F枠 0’30”…アース製薬、T D保険グループ、KDX KENEDIX、NOMURA G枠 0’30”…Calbee、三協フロンテア、sato(サトウ製薬) H枠 1’00”…HEBEL HAUS 0’30”…アース製薬 I枠 0’30”…佐川急便、大正製薬、ヤマザキパン(山崎製パン)、Kracie 0J枠 0’30”…Calbee、T D保険グループ、KOSE、Hisamitsu(久光製薬) K枠 0’30”…佐川急便、アース製薬、LAWSON(縁抜き表示 縁なし)、LEXUS L枠 0’30”…東海東京証券、BayCurrent、LEXUS、DUNLOP マスターズゴルフ2024 第3日 (夜) 2024年4月14日(日)0時15分~1時15分 A枠 0’30”…Calbee、Kowa、三協フロンテア、SUNTORY B枠 0’30”…佐川急便、東海東京証券、アース製薬、HEBEL HAUS、LEXUS、ヤマザキパン(山崎製パン)、ROLEX(PT) C枠 0’30”…東海東京証券、LAWSON(縁抜き表示 縁なし)、BayCurrent、THIRDWAVE D枠 0’30”…佐川急便、T D保険グループ、大正製薬、NOMURA マスターズゴルフ2024 第3日 (朝) 2024年4月14日(日)4時30分~8時30分 A枠 0’30”…GALA FJネクスト、KOSE、大正製薬、ヤマザキパン(山崎製パン) B枠 0’30”…HEBEL HAUS、LAWSON(縁抜き表示 縁なし)、T D保険グループ C枠 1’00”…ROLEX(PT) 0’30”…KOSE、Calbee、sato(サトウ製薬)、KDX KENEDIX D枠 0’30”…佐川急便、アース製薬、GALA FJネクスト E枠 1’00”…Kowa 0’30”…三協フロンテア、LAWSON(縁抜き表示 縁なし)、東海東京証券、Kracie、THIRDWAVE、KDX KENEDIX F枠 0’30”…大正製薬、Calbee、BayCurrent G枠 0’30”…佐川急便、アース製薬、T D保険グループ、Kracie H枠 0’30”…Kowa、HEBEL HAUS、LEXUS、ヤマザキパン(山崎製パン) I枠 0’30”…三協フロンテア、sato(サトウ製薬)、THIRDWAVE J枠 0’30”…T D保険グループ、BayCurrent、Hisamitsu(久光製薬)、DUNLOP K枠 0’30”…GALA FJネクスト、LAWSON(縁抜き表示 縁なし)、大正製薬、NOMURA L枠 0’30”…アース製薬、三協フロンテア、KOSE、LEXUS M枠 0’30”…佐川急便、HEBEL HAUS、東海東京証券、Hisamitsu(久光製薬) マスターズゴルフ2024 最終日 (深夜帯) 2024年4月15日(月)0時25分~3時30分 A枠 0’30”…佐川急便、三協フロンテア、sato(サトウ製薬)、KDX KENEDIX B枠 0’30”…Calbee、BayCurrent、アース製薬、SUNTORY C枠 0’30”…三協フロンテア、東海東京証券、HEBEL HAUS、LAWSON(縁抜き表示 縁なし)、Hisamitsu(久光製薬)、LEXUS D枠 0’30”…佐川急便、GALA FJネクスト、大正製薬 E枠 0’30”…Calbee、東海東京証券、Kowa F枠 0’30”…HEBEL HAUS、T D保険グループ、Kracie、THIRDWAVE G枠 1’00”…ROLEX(PT) 0’30”…BayCurrent、DUNLOP H枠 0’30”…LAWSON(縁抜き表示 縁なし)、KOSE、LEXUS マスターズゴルフ2024 最終日 (早朝) 2024年4月15日(月)3時30分~8時20分 A枠 0’30”…Hisamitsu(久光製薬)、HEBEL HAUS、T D保険グループ B枠 0’30”…GALA FJネクスト、Kowa、KOSE C枠 0’30”…GALA FJネクスト、大正製薬、Kracie、LEXUS、NOMURA D枠 0’30”…KOSE、Hisamitsu(久光製薬)、三協フロンテア、ヤマザキパン(山崎製パン)、KDX KENEDIX E枠 0’30”…KOSE、佐川急便、Calbee、アース製薬、LAWSON(縁抜き表示 縁なし) F枠 0’30”…GALA FJネクスト、佐川急便、T D保険グループ、三協フロンテア、大正製薬、BayCurrent、Kracie、ヤマザキパン(山崎製パン) G枠 0’30”…Hisamitsu(久光製薬)、Calbee、東海東京証券、THIRDWAVE H枠 1’00”…ROLEX(PT) 0’30”…HEBEL HAUS、sato(サトウ製薬) I枠 0’30”…Hisamitsu(久光製薬)、三協フロンテア、LAWSON(縁抜き表示 縁なし)、KDX KENEDIX J枠 0’30”…KOSE、アース製薬、東海東京証券、LEXUS K枠 1’00”…Kowa 0’30”…Calbee、DUNLOP L枠 0’30”…佐川急便、T D保険グループ、HEBEL HAUS、sato(サトウ製薬) M枠 0’30”…GALA FJネクスト、大正製薬、BayCurrent、NOMURA N枠 0’30”…アース製薬、Kracie マスターズゴルフ2024 最終日ダイジェスト 2024年4月15日(月)23時56分~2024年4月16日(火)1時58分 A枠 0’30”…東海東京証券、HEBEL HAUS、大正製薬、SUNTORY B枠 0’30”…佐川急便、アース製薬、BayCurrent、THIRDWAVE C枠 0’30”…LAWSON(縁抜き表示 縁なし)、Hisamitsu(久光製薬)、ROLEX(PT) D枠 0’30”…東海東京証券、Kowa、Kracie E枠 0’30”…LAWSON(縁抜き表示 縁なし)、T D保険グループ、KOSE F枠 0’30”…佐川急便、アース製薬、DUNLOP G枠 0’30”…三協フロンテア、sato(サトウ製薬) H枠 0’30”…Calbee、GALA FJネクスト
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Market Synopsis The analysis conducted by the data experts of Market Research Future Reports informs that the Marketing Attribution Software Market Analysis is speculated to display a promising CAGR of 15.3% during the assessment period. The increasing demand for optimizing the marketing expenditure of organizations is the most significant factor influencing the global marketing attribution software market 2020. Besides, the increasing adoption of developed technologies like AI is estimated to be a substantial element driving the global market. Moreover, the need for tracking customer behaviour for targeted marketing initiatives is another significant factor leading to market growth. In addition, the software also provides insights to review ROI and gives details with respect to the lead generation. Therefore, demand is estimated to increase swiftly during the review period. However, the security threats related to sensitive data of the organizations is estimated to be a major hindrance in market growth. Also, the expansion of the global marketing attribution software market is projected to be affected significantly due to the outbreak of COVID-19. The daily operations in various regions were put to a halt which immensely affected the manufacturing cycle of the product. Market Segmentation The worldwide marketing attribution software market can be classified on the basis of attribution, component, type, organization size, deployment mode, vertical, and region. Based on attribution type, the global marketing attribution software market can be classified into single-source attribution, multi-source attribution, and probabilistic or algorithmic attribution Based on component, the global marketing attribution software market can be classified into software and services. Based on organization size, the global marketing attribution software market can be classified into large enterprises and small and medium-sized enterprises. Based on deployment mode, the global marketing attribution software market can be classified into the cloud and on-premise. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/7475 Based on vertical, the global marketing attribution software market can be classified into retail, FMCG and consumer packaged goods, consumer electronics, IT telecom, BFSI, healthcare, travel and hospitality, media and entertainment, and others. Based on the region, the global marketing attribution software market can be classified into North America, Europe, Asia-Pacific, Middle East Africa, and South America. Regional Analysis Thorough research has been carried out for North America, Europe, Asia-Pacific, Middle East Africa, and South America. As per the evaluation, the market is projected to expand significantly during the assessment period. Among all regions, the global market is speculated to be dominated by North America. Among all nations in North America, the US and Canada are likely to make the most significant participation during the assessment period. Besides, it also consists of the nations that are technically well-equipped and adopt innovative digital technologies fast. The growing demand for tracking consumer behaviour and preference has resulted in the enlargement of regional market size. Besides, most of the established manufacturers are based out of the US and has a strong customer base. On the other hand, the European market is speculated to expand at the maximum CAGR during the assessment period from 2018 to 2023. The APAC region is speculated to augment substantially during the assessment period due to the presence of various startups which are acting as a market catalyst. Key Players The distinguished market competitors of the worldwide marketing attribution software market are Adobe Inc. (US), Google (US), Visual IQ – A Nielsen Company (US), SAP SE (Germany), Oracle Corporation (US), Analytic Partners, Inc. (US), Calibermind (US), Attribution LLC (US), Engagio (US), Singular (US), Wizaly (France), Rockerbox, Inc. (the US), Neustar, Inc. (the US), OptiMine (US), and Merkle Group Inc. (US), and a few others. Browse Complete Report @ https //www.marketresearchfuture.com/reports/marketing-attribution-software-market-7475 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report B2B Telecommunication Market Information by Solution (Unified Communication and Collaboration), Deployment (Fixed, Mobile), Organization Size (Large, Enterprise), Application (Industrial, Commercial) and regions Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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Curve Tracking Control Launched by the All button on the Flex/Curve control panel. Filter Size. Edge detection filter size, in pixels. Use larger values to accurately locate wide edges, smaller value for thinner edges. Search Width. Pixels. Size of search region for the edge. Larger values mean a roughed-in location can be further from the actual location, but might also mean that a different edge is detected instead. Adjacency Sharpness. 0..1. This is the portion of the search region in which the edge detector is most sensitive. With a smaller value, edges nearest the roughed-in location will be favored. Adjacency Rejection. 0..1. The worst weight an edge far from the roughed-in location can receive. Do all curves. When checked all curves will be tuned, not just the selected one. Animation range only. When checked, tuning will occur over the animation playback range, rather than the entire playback range. Continuous Update. Normally, as a range of frames is tuned, the tuning result from any frame does not affect where any other frame is searched for—the searched-for location is based solely on the earlier curve animation that was roughed in. With this box checked, the tuning result for each frame immediately updates the curve control points, and the next frame will be looked for based on the prior search result. This can allow you to tune a curve without previously roughing it in. Do keyed or not. All frames will be keyed, whether or not they have a key already. Do only keyed. Add keys only to frames that are already have keys, typically to tune up a few roughed in keys. Do only unkeyed. Only frames without keys will be tuned. Use to tune without adversely affecting frames that have already been carefully manually keyed.
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Market Analysis Property Management refers to dealing with the tenants or prospects. This system includes solutions for real estate. Property management solutions offer deployment, consulting, integration, support, and maintenance services. The inclination towards digital solutions for property management is driving the market. The rise in the adoption of property management using software solutions such as cloud-based solutions and service (SaaS) models are propelling the growth of the Property Management Market. In addition, property management solutions offer assistance for the property holders to monitor, manage and analyze the aspects of properties of residential and commercial. When a property management company manages properties, they can ensure software aids that will include simply the day-to-day activities for property managers, which will result in saving time and money spent on managing activities. These growth factors are highly boosting the demand of the Property Management Market at the global level. The COVID-19 pandemic was a tough situation for the market, but the growth opportunities stabilize its growth in the future days. The commercial building owners and investors are showing their major interest in property management solutions due to their energy-efficient and high-productivity properties—these market drivers and opportunities to uplift the growth value of the market. The Property Management Market is projected to reach a healthy CAGR of 7.3 %, with an estimated value of worth USD 21.4 billion by 2025 during the forecast period. Get a Free Sample @ https //www.marketresearchfuture.com/sample_request/8553 Market Segmentation The Property Management Market is segmented based on component, deployment, application, and end-user. The component segment of the market is divided into solutions and services. The solution segment of the market is anticipated to hold the largest share due to its solid performance in recent years. The service segment comprises a service segment that has been further categorized into integration services, consulting services, and training and maintenance. The deployment segment of the market is categorized into on-premise and cloud-based solutions. The cloud-based segment has held the largest share due to its emerging properties in the past years. In the application segment, the market is classified into residential and commercial. The commercial segment is further subdivided into the retail, hotel, workspaces, and other sub-segments, among other things. The end-users segment is divided into property agents and housing associations. Regional Analysis According to the geographical status, the Property Management Market covers major regions worldwide such as North America, Europe, Asia-Pacific, and the Middle East Africa, and South America. The North American market is accounted for the largest market share in recent years, and it is going to continue its growth consistency during the forecast period due to the presence of major countries such as Canada, the US, and Mexico, where the demand is high for property management solutions. The Asia Pacific is expected to reach its highest CAGR rate with a good growth rate due to the presence of highly developing countries such as China, Japan, India, and the rest of Asia-Pacific, where the key players are largely investing in different technologies such as property management software, electronic payment solution, accounting and bookkeeping tools, electronic lease and others. Key Players The notable players profiled in the global property management market report include Chetu Inc., Spacewell, Accruent, RealPage, Inc., Trimble Inc., SAP, Oracle, IBM, AppFolio, Inc., Yardi Systems, Inc., Buildium, MRI Software LLC, Rosmiman Software Corporation, Re-Leased Software Company Ltd, and Skyline Property Management, among others. Industry Updates March 2021- MultiLiving has launched Propel app which is an end-to-end property management application for homeowners. In 2018 July, Trimble Inc. purchased Viewpoint, a supplier of construction management software. Trimble anticipated that the purchase would enable the company to improve the capabilities of its property management system. Access Report Details @ https //www.marketresearchfuture.com/reports/property-management-market-8553 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report Application Management Services Market By Service-Type (System Integration, Consulting Services, Modernization Services, And Others), By Organization Size, By Deployment, And By End-Users Open Source Intelligence (OSINT) Market By Security Type (Human Intelligence, Content Intelligence, Dark Web Analysis, Link/Network Analysis, Data Analytics, Text Analytics, Artificial Intelligence, Big Data, Others), Technology (Bid Data Software, Video Analytics, Text Analytics, Visualization Tool, Cyber Security, Web Analysis, Social Media Analysis, Others), Application (Military Defense, Homeland Security, Private Sector, Public Sector, National Security, Others) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. 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