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Discover What Consumers Want from Wi-Fi and Mobile

…centages of respondents reported using everything from laptops, smartphones, and tablets to eReaders and mobile gaming devices. Americans now own an average of three mobile devices each, up from 2.6 devices in the 2012 Cisco mobile consumer study.  Perhaps more significant, our findings show that the number of smartphone users has grown by 21 percent in just one year, now reaching 68 percent of the population, at the expense of basic phones. Most…


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Cisco UK Makes BIG Progress Toward Tech Innovation in 2013

…, where we attended the official opening of the centre and met some of the great start-ups working there in the gaming sector. It is easy to see now why Grand Theft Auto has so many Scottish references given it has its earliest roots in Dundee and Edinburgh! During the course of the year it was amazing to travel the length and breadth of the country to meet some of the amazing talent that is out there – we met with Cambridge University, Swansea U…


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New University Dedicated to STEM, Real-world Relevance”>PolyPremiere

…lly unique areas of concentration including Big Data Analytics, Cloud Virtualization, Health Informatics, Cyber Gaming, Information Assurance and Cyber Security, and even more. Another unique aspect of this high-tech university is that they work closely with industry partners to ensure strong relevance to real-world needs.  This will ensure graduates are learning the critical skills needed to join some very competitive workforces.  In fact, all y…


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Wearable Technology — And Yaks?

…rment will curb any emotional snacking. Or whether I’d choose a SmartWig as part of my navigation system, or my gaming system, or my healthcare tracking. The very real patent application from a very real and well-regarded company provides a wide range of potential applications and materials: “The hair itself could, for example but not limited to that, be made from horse hair, human hair, wool, feathers, yak hair, buffalo hair or any kind of synth…


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Cisco CMX at Dreamhack Winter 2013 in Jonkoping Sweden

…do with computers, Internet and digital entertainment and culture. Naturally that means there’s a lot of gaming, communication, programming, designing, music composing..pretty much whatever forms of digital you can imagine! What struck me as most interesting was that most attendees only ranged between 15 and 25 years old, but were already making incredible use of technology and were really pushing the limits with their enormous needs for…


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