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6 years ago

Top Emerging IoT Trends that will Become Mainstream

The development in innovations like Artificial Intelligence, Blockchain technology, Cloud and Big Data are catering to the events in this advanced age. IoT is aiding in various sectors be it healthcare where it is providing world-class treatment with advanced tools and techniques and also to the development of smart cities where autonomous vehicles will eliminate car crashes.  Enterprises are adopting these trends to lead the digital revolution in their business.

Top Emerging IoT Trends That Will Become Mainstream

• Artificial Intelligence

According to a survey by Gartner, 59 percent of organizations are still assembling data on Artificial Intelligence methodologies, whereas 31 percent have gained acceptance through test cases programs; the IT department is investing vigorously in AI. Regardless of these difficulties, it will be easy to accomplish great outcomes with AI in an extensive variety of IoT circumstances.

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6 years ago

Gamification Tied to Business Needs

In 2002, a British programmer and inventor, Nick Pelling coined the term gamification in which the advent gaming concepts are introduced in real life to achieve better user interface design amongst electronic transactions. 

Up to the year 2011, the gamification is not popular until Gartner realized the advantages of gamification and introduced the concept into his Hype Cycle list.

Gamification Tied To Business Needs

Gartner, a  leading IT research organization, has predicted that more than 50 percent of the organization will be replaced with gamification in the future and will be implemented in almost every part of the life cycle.

In recent years, design features captured through gamification has bought notable changes in the field of academia as well as industry. However, due to the dearth in comprehensive understanding and lack of resources has made gamification to fail.

Full article here:   Gamification tied to Business Needs


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6 years ago

Gamification and its Business Implications

In 2002, a British programmer and inventor, Nick Pelling coined the term gamification in which the advent gaming concepts are introduced in real life to achieve better user interface design amongst electronic transactions. Up to the year 2011, the gamification is not popular until Gartner realized the advantages of gamification and introduced the concept into his Hype Cycle list.

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Gartner, a  leading IT research organization, has predicted that more than 50 percent of the organization will be replaced with gamification in the future and will be implemented in almost every part of the life cycle.

In recent years, design features captured through gamification has bought notable changes in the field of academia as well as industry. However, due to the dearth in comprehensive understanding and lack of resources has made gamification to fail. 

This limitation is overcome through the latest gaming design strategies comprising simple mechanics such as leaderboards, points, and badges

>Read the complete article: Gamification Tied to Business Needs


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