"Sony aibo the world's first entertainment robot" Essays and Research Papers

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    Sony Case Study

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    rigidities of Sony  In their own success‚ Sony created a problem for themselves – resisting changing‚ and failing to recognize that changes were happening rapidly. All core competencies have the potential to become core rigidities (死板). Core rigidities inhibit Sony’s ability to access and develop new capabilities‚ and it prevents Sony from responding appropriately to changes‚ in particular the rapid changes in technology‚ thus losing their competitiveness.  The culture for Sony appears to be

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    Sony Mobile Communications

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    Sony Mobile Communications Strategy - A method or plan chosen to bring about a desired future‚ such as achievement of a goal or solution to a problem. (http://www.businessdictionary.com/definition/strategy.html ) Strategic planning - A systematic process of envisioning a desired future‚ and translating this vision into broadly defined goals or objectives and a sequence of steps to achieve them.  (http://www.businessdictionary.com/definition/strategic-planning.html ) Vision - An aspirational description of

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    the Quadruped Robot 3 Foreign Study 1. A TOY ROCK CLIMBING ROBOT The goal of this thesis was to build a simple toy rock climbing robot‚ and to explore problems related to grasping‚ path planning‚ and robot control. The robot is capable of climbing a wall of pegs either under manual control through a host system and an infrared interface‚ or on the basis of a set of pre-recorded key frames. In addition‚ the robot can climb certain peg configurations using a cyclic gait. The robot climbs in an

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    Women in Entertainment

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    both from within the studio system and entertainment industry‚ and with parents and kids‚ can we effect real change in this heavily gender-biased media landscape.” (Research Informs & Empowers). Women in advertising and entertainment business has not changed a lot over the last 60 years. Women are still used more than men in commercials involving cooking‚ cleaning ‚ and taking care of kids. Women can be presented in commercials in several variants. The first one is the most popular: a housewife

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    Sony EyeToy (1) Although sales figures for EyeToy Play have been impressive‚ those for EyeToy Groove have been disappointing. What are reasons for EyeToy Play’s phenomenal success‚ and Groove’s failure to emulate EyeToy Play’s performance?  Success of EyeToy Video gaming was a $30 billion-a-year global industry‚ covering both hardware and software sales. With this big amount of industry‚ Sony was the market leader with its two generations of PlayStation consoles. Sony introduced EyeToy‚ which

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    Sony Swot Analysis

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    COMPANY PROFILE Sony Corporation REFERENCE CODE: 881B16EF-3BEC-4BDD-B10A-26FAB18DEC3B PUBLICATION DATE: 25 Oct 2012 www.marketline.com COPYRIGHT MARKETLINE. THIS CONTENT IS A LICENSED PRODUCT AND IS NOT TO BE PHOTOCOPIED OR DISTRIBUTED. Sony Corporation TABLE OF CONTENTS TABLE OF CONTENTS Company Overview..............................................................................................3 Key Facts......................................................................

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    Sony Marketing Strategy

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    Management Development Institute of Singapore & University of Bradford Diploma in Business Management Principals of Marketing & Production Management (DBMA9) Project Assignment November 2010 Marketing Report of High Definition Television (HDTV) Project Work by Group D Mohd Razali Mohd Sarip (16) Hamirulizam Abdul Hamid (10) Foad Khan Abdul Rahim (9) 1 TABLE OF CONTENTS   Executive Summary…………………………………………………….. PAGE 04 Situation Analysis……………………………………………………….. PAGE 04  Political

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    Sony Case Analysis

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    Consumer Behavior Sony Case Analysis 1. Through years of innovation‚ Sony has developed high-quality products that consumers desire and established a number of cultural meanings for itself. Consumers see Sony as a manufacturer that produces high-quality products that are innovative and push the marketplace forward. Motivated and creative‚ Sony brings cutting-edge technology from Japan to America. They are mostly responsible for Americans perceiving products made in Japan as high-quality (Peter

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    Entertainment Management

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    theatre began in the mid 17th century in Spanish Town‚ the capital at the time. Over the course of the next century other theatres opened in both Spanish Town and Kingston (Theatre Royal). It is important to note‚ however‚ that indigenous Jamaican entertainment displayed little resemblance to Western theatre. Despite our rich history; formal theatre rarely presented tales relevant to island life. In fact‚ most of the dominant faces in theatre performances were British and American actors belonging to

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    ROBOT ETHICS AND ETHICAL ISSUES ABSTRACT Robot ethics is a branch of applied ethics which endeavours to isolate and analyse ethical issues arising in connection with present and prospective uses of robots. These issues span human autonomy protection and promotion‚ moral responsibility and liability‚ privacy‚ fair access to technological resources‚ social and cultural discrimination‚ in addition to the ethical dimensions of personhood. INTRODUCTION Robots are machines endowed with sensing‚ information

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