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Sarasota, FL, Feb. 28, 2017 (GLOBE NEWSWIRE) -- Zion Market Research has published a new report titled “Interactive Projector Market (Short Throw, Ultra Short Throw, and Standard Throw) for Education, Corporate, Government and Other Applications: Global Industry Perspective, Comprehensive Analysis, and Forecast, 2016-2022”. According to the report, global interactive projector market was valued at around USD 813.80 million in 2016 and is expected to reach approximately USD 2,618.05 million by 2022, growing at a CAGR of slightly above 21.5% between 2017 and 2022.     The interactive projector is a powerful educational and corporate tool which supports clear and seamless instruction and also raises the level of interactivity in classrooms and conferences. Many types of research indicate that students are more involved and motivated with information and communication technology. Therefore, interactive projectors have shown steady growth since they first hit the market in 2009. Browse through 13 Market Tables and 21 Figures spread through 110 Pages and in-depth TOC on “Global Interactive Projector Market: By Type, Technology, Application, Share, Size, Analysis and Forecast 2016 – 2022”. The low cost of interactive projectors as compared to other interactive devices such as interactive whiteboards and interactive flat panel displays is the key factor to drive growth for this market. Interactive projectors can be used on any surface and perform and provide the same quality, unlike interactive whiteboard. Additionally, the emergence of e-learning and virtual learning is also expected to contribute to the substantial market growth of interactive projectors over the forecast period. E-Learning is gaining popularity in educational institutions all over the world and the interactive projector is an ideal tool to deliver content with rich media. Virtual learning helps foster interactivity between students and teachers and has enabled the ease of access to education. By interactive projector, distance learning has become possible through webinars, live sessions, and video lectures.   However, lack of awareness and the high cost of the interactive projector is hampering the market growth. Nonetheless, technological advancement in the interactive projector can impel the further growth of this market.  Browse the full "Interactive Projector Market (Short Throw, Ultra Short Throw, and Standard Throw) Market for Education, Corporate, Government and Other Application: Global Industry Perspective, Comprehensive Analysis, and Forecast, 2016-2022" report at By type, ultra short throw projectors held highest market share as it eliminates various problems related to interactive systems such as eye glare and intrusive footprint. Shorter throw projection provides reduced shadows and limit the amount of light that hits a presenter's eyes and also can help out in installations where space is limited. Increased penetration of interactive projectors in the education segment is the major driving factor for the growth of this market. For instance, in 2015, Mimio announced innovative projector which allows schools to bring interactively and touch technology to classrooms. Mimio upgraded its projector line. The Mimio projector 280 series now includes a conventional, non-interactive model; a pen-based interactive model; and a touch-enabled model. This upgraded projector allows for the simultaneous use of up to 10 interactive pens, and the touch-based projector supports up to ten simultaneous touch points. North America and Western Europe shows high usage rate of interactive projectors. Increasing technological developments in U.S. and UK is fueling the demand of interactive projector market. Furthermore, consumer awareness and government funding and support to education sectors are some of the factors which are escalating the growth of interactive projectors in North America & Western Europe. For instance, the pico projectors market in North America is gaining traction and is expected to grow at a CAGR of almost 37% during the forecast period due to their affordability. Unlike education projectors, pico projectors mainly use LEDs as the light source which enables efficient light projection despite its compact size. The education and business segments together form around 30% of the pico projector market in North America. Inquire more about this report @ Countries such as India, China, Malaysia, Thailand, and Singapore are the major contributors to the growth in Asia Pacific. In India, BenQ is DLP projector brand and education projector brand. BenQ has come up with its different projector features such as optimized brightness and network control features, power-saving solutions. Hence, BenQ has become the best projector brand in India with around 20% market share. The developing economies in Latin America also have a potential market for interactive projectors.  Demand for the education sector is the key growth factor expected to spur the growth of the interactive projector in Latin America. The Middle East and Africa is expected to be one of the fastest growing regional markets for the interactive projector in the coming years. Key players in global interactive projector market are Epson ProVision Technologies, Texas Instruments Incorporated, Mitsubishi Electric Visual and Imaging Systems, Mimio Boxlight, SMART Technologies, InFocus Corporation, BenQ Corporation, Hitachi, Ltd., Touchjet, Inc., Sony Electronics Inc., and CASIO AMERICA INC. among others. For more inquiry contact our sales team @ The report segment of global interactive projector market as follows: Zion Market Research is an obligated company. We create futuristic, cutting edge, informative reports ranging from industry reports, company reports to country reports. We provide our clients not only with market statistics unveiled by avowed private publishers and public organizations but also with vogue and newest industry reports along with pre-eminent and niche company profiles. Our database of market research reports comprises a wide variety of reports from cardinal industries. Our database is been updated constantly in order to fulfill our clients with prompt and direct online access to our database. Keeping in mind the client’s needs, we have included expert insights on global industries, products, and market trends in this database. Last but not the least, we make it our duty to ensure the success of clients connected to us—after all—if you do well, a little of the light shines on us.

News Article | November 15, 2016

Interactive projector is an interactive institutional tool, which makes any surface interactive. It eliminates the need of any type of special screen, rather it can display images on white board, projector screen or on wall directly. It also allows user to control the projection activities with the help of pen, stylus or with his own finger. Interactive projectors makes learning more interactive, fun and therefore more productive. Interactive Projector offers various advantages such as real time learning needs, efficient user interaction, easy integration of materials, multi touch collaboration, multi-user standards and PC-free interactivity. Worldwide popularity of interactive projector is increasing. Global interactive projector market is expected to grow rapidly during the period of forecast. Factors which are driving the growth of global interactive projector market are increasing adoption of interactive projectors in class rooms and conference rooms, increasing government spending on education sector, increasing adoption of e-learning & virtual learning and growing technological advancement across various application segments. On the other hand, factors which are restraining the growth of global interactive projector market are high installation cost and lack of awareness are the few factors restraining the growth of global interactive projector market. However, increasing application specific solutions expected to create great opportunity for global interactive projector market. Global interactive projector market is segmented on the basis of product type and applications. By product type the global interactive projector market can be segmented into short throw projector, flexible projector, multi-purpose projectors and others. Out of all these types, short throw projectors are in great demand as it eliminates various problems associated with interactive system such as intrusive footprint and eye glare. On the basis of application, the global interactive projector market can be segmented into various sectors such as government, education and corporate. Out of all these application, education sector dominates the global interactive projector market. Increasing adoption of advanced technology into education sector, growing government spending & support are some of the factors responsible for this growth. Despite corporate sectors contribution to total interactive projector market anticipated to be small, the sector is expected to exhibit highest growth rate during the period of forecast. Market Players are focusing on developing specific solution for corporates. Global interactive projector market can be segmented into seven regions which includes, North America, Latin America, Western Europe, Eastern Europe, Asia Pacific (excluding Japan), Japan as a separate region and Middle East and Africa. Out of all these regions, present global interactive projector market is dominated by North America and Western Europe Region in terms of high usage rate of interactive projectors. High technological developments in countries such as U.S. and UK, consumer awareness and increasing government funding and support to education sectors are some of the factors driving the growth of interactive projectors in North America & Western Europe. Furthermore, Asia-pacific region is expected to grow rapidly during the period of forecast due to increasing consumer awareness, gradual increase in government spending on education sector and development of education sector. However, price will play important role in this price sensitive region. Key players in global interactive projector market are Epson America, Inc., ProVision Technologies, SMART Technologies, Texas Instruments Incorporated, Mitsubishi Electric Visual and Imaging Systems, InFocus Corporation, Sony Electronics Inc., BenQ Corporation, Hitachi, Ltd., Touchjet, Inc. and CASIO AMERICA INC. among others. Key market players are focusing more on application specific requirements in order to increase the market share among different application segments. They are also concentrating more on product development in order to be competitive into market.

Narayanaswamy A.,Rensselaer Polytechnic Institute | Dwarakapuram S.,Rensselaer Polytechnic Institute | Dwarakapuram S.,Sony Electronics Inc. | Bjornsson C.S.,Rensselaer Polytechnic Institute | And 3 more authors.
IEEE Transactions on Medical Imaging | Year: 2010

This paper presents robust 3-D algorithms to segment vasculature that is imaged by labeling laminae, rather than the lumenal volume. The signal is weak, sparse, noisy, nonuniform, low-contrast, and exhibits gaps and spectral artifacts, so adaptive thresholding and Hessian filtering based methods are not effective. The structure deviates from a tubular geometry, so tracing algorithms are not effective. We propose a four step approach. The first step detects candidate voxels using a robust hypothesis test based on a model that assumes Poisson noise and locally planar geometry. The second step performs an adaptive region growth to extract weakly labeled and fine vessels while rejecting spectral artifacts. To enable interactive visualization and estimation of features such as statistical confidence, local curvature, local thickness, and local normal, we perform the third step. In the third step, we construct an accurate mesh representation using marching tetrahedra, volume-preserving smoothing, and adaptive decimation algorithms. To enable topological analysis and efficient validation, we describe a method to estimate vessel centerlines using a ray casting and vote accumulation algorithm which forms the final step of our algorithm. Our algorithm lends itself to parallel processing, and yielded an 8 speedup on a graphics processor (GPU). On synthetic data, our meshes had average error per face (EPF) values of (0.11.6) voxels per mesh face for peak signal-to-noise ratios from (11028 dB). Separately, the error from decimating the mesh to less than 1% of its original size, the EPF was less than 1 voxel/face. When validated on real datasets, the average recall and precision values were found to be 94.66% and 94.84%, respectively. © 2010 IEEE.

Global Smartwatches Market by Price Range (High-end, Mid-end and Low-end) by Operating System (Android Wear, Watch OS (iOS) and Others): Global Industry Perspective, Comprehensive Analysis, Size, Share, Growth, Segment, Trends and Forecast, 2015 – 2021 The report covers forecast and analysis for the smartwatches market on a global and regional level. According to the report, the global smartwatches market was valued at approximately USD 16.44 billion in 2015 and is expected to reach approximately USD 21.09 by 2021, growing at a CAGR of around 53.01% between 2016 and 2021. Global demand for smartwatches stood around 21.1 million units in 2015 expected to reach 108.2 million units by 2021 with a CAGR of 42.8% during estimate period. The study includes drivers and restraints for the smartwatches market along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the smartwatches market on a global level. In order to give comprehensive view on the smartwatches market to users of this report we have included an analysis of Porter’s Five Forces model for the market. The study encompasses a market attractiveness analysis, wherein price range segments and operating system segments are benchmarked based on their market size, growth rate and general attractiveness. The smartwatches market is expected to witness significant growth due to the increasing usage of smartphones and high demand of internet accessibility. The major driving factor for smartwatches market is transforming technological preferences in young population like wide use of different electronic gadgets. Entry of new startups and further market penetration of established players is projected to intensify the competition in the market arena. The high demand of low range smartwatches from price conscious people is expected to develop an astounding growth in key players of this market. Affordable prices of smartwatches and rising demand from young population are emerging trend which is likely to open new market avenues in the near future. However, some restraints like limited battery life associated with product may hamper the growth of this market. On the basis of price range of smartwatches, the global smartwatches market is divided into high-end, mid-end and low-end smartwatches. High-end smartwatches accounted for approximately 90% share of the global market in terms of revenue in 2015. This was mainly due to the awareness of the smartwatch as fitness tracking device. Mid-end smartwatches was the second largest segment of the global smartwatches market. Android wear, watch OS (iOS) and other like tizen OS, pebble OS, LinkIt OS, etc., are the operating system used in smartwatches. Android wear smartwatches dominated the global market and accounted for significant share of the overall market share in 2015. This is primarily owing to high number of applications of smartwatches. The study provides a decisive view on the smartwatches market by segmenting the market based on price range, operating system and regions. All the segments have been analyzed based on present and future trends and the market is estimated from 2015 to 2021. Based on price range the market is segmented into high-end, mid-end and low-end smartwatches. Android wear, watch OS (iOS) and other like tizen OS, pebble OS, LinkIt OS, etc., are the operating system used in smartwatches. The regional segmentation includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America and Middle East and Africa with its further bifurcation into major countries including U.S. Germany, France, UK, China, Japan, India and Brazil. This segmentation includes demand for smartwatchesbased on individual operating systems in all the regions and countries. The report also includes detailed profiles of end players such as Apple Inc., Nike Inc., Garmin Ltd., Qualcomm Incorporated, Sony Electronics Inc., Martian Watches, Pebble Technology Corporation, Fitbit Inc., ConnecteDevice Ltd., and Samsung Electronics Co. Ltd. The detailed description of players includes parameters such as company overview, financial overview, business and recent developments of the company. This report segments the global smartwatches market as follows:

Karczewicz M.,Qualcomm | Ye Y.,InterDigital Communications | Auyeung C.,Sony Electronics Inc.
Data Compression Conference Proceedings | Year: 2015

SHVC is the scalable extension of the latest video coding standard High Efficiency Video Coding (HEVC). Color Gamut Scalability (CGS) refers to a scalable use case in which base layer and enhancement layer have different color gamuts. In this case, special inter-layer prediction is needed to improve coding efficiency in SHVC. In this paper, a solution based on asymmetric 3D lookup table is presented for color gamut scalability. Compared to SHVC without CGS coding tool, the proposed solution provides 9.6%-16.1% overall luma BD-rate reduction in different test cases. © 2015 IEEE.

Zhao W.,SONY Electronics Inc. | Xie J.,University of North Carolina at Charlotte
IEEE Transactions on Parallel and Distributed Systems | Year: 2013

Wireless mesh networks (WMNs) have been deployed in many areas. There is an increasing demand for supporting a large number of mobile users in WMNs. As one of the key components in mobility management support, location management serves the purpose of tracking mobile users and locating them prior to establishing new communications. Previous dynamic location management schemes proposed for cellular and wireless local area networks (WLANs) cannot be directly applied to WMNs due to the existence of multihop wireless links in WMNs. Moreover, new design challenges arise when applying location management for silently roaming mobile users in the mesh backbone. Considering the number of wireless hops, an important factor affecting the performance of WMNs, we propose a DoMaIN framework that can help mobile users to decide whether an intra- or intergateway location update (LU) is needed to ensure the best location management performance (i.e., packet delivery) among dynamic location management solutions. In addition, by dynamically guiding mobile users to perform LU to a desirable location entity, the proposed DoMaIN framework can minimize the location management protocol overhead in terms of LU overhead in the mesh backbone. Furthermore, DoMaIN brings extra benefits for supporting a dynamic hop-based LU triggering method that is different from previous dynamic LU triggering schemes proposed for cellular networks and WLANs. We evaluate the performance of DoMaIN in different case studies using OPNET simulations. Comprehensive simulation results demonstrate that DoMaIN outperforms other location management schemes and is a satisfactory location management solution for a large number of mobile users silently and arbitrarily roaming under the wireless mesh backbone. © 1990-2012 IEEE.

Maani E.,Sony Electronics Inc. | Chen Z.,Northwestern University | Katsaggelos A.K.,Northwestern University
Signal Processing: Image Communication | Year: 2012

We consider the problem of foresighted multimedia resource reciprocation in peer-to-peer (P2P) networks, which consist of rational peers aiming at maximizing their individual utilities. We introduce an artificial currency (credit) to take into account the characteristics of different parts of the video signal. The resource reciprocation with the proposed credit metric can be formulated as a stochastic game, in which the peers determine their optimal strategies using Markov Decision Process (MDP) framework. The introduced framework can be applied to the general video coding, and in particular, is suitable for the scalable video where various parts of the encoded bit stream have significantly different importance for the video quality. © 2012 Elsevier B.V. All rights reserved.

Liu W.,University of Missouri | Liu W.,Sony Electronics Inc. | Dong L.,Partek, Inc. | Zeng W.,University of Missouri
IEEE Transactions on Circuits and Systems for Video Technology | Year: 2010

During the past ten years, Wyner-Ziv video coding (WZVC) has gained a lot of research interests because of its unique characteristics of simple encoding, complex decoding. However, the performance gap between WZVC and conventional video coding has never been closed to the point promised by the information theory. In this paper, we illustrate the chicken-and-egg dilemma encountered in WZVC: high-efficiency WZVC requires good estimation of side information (SI); however, good SI estimation is not possible for the decoder without access to the decoded current frame. To resolve such a dilemma, we present and advocate a framework that explores an important concept of decoder-side progressive-learning. More specifically, a decoder-side multi-resolution motion refinement (MRMR) scheme is proposed, where the decoder is able to learn from the already-decoded lower-resolution data to refine the motion estimation (ME), which in turn greatly improves the SI quality as well as the coding efficiency for the higher resolution data. Theoretical analysis shows that at high rates, decoder-side MRMR outperforms motion extrapolation by as much as 5 dB, while falling behind conventional encoder-side inter-frame ME by only about 1.5 dB. In addition, since decoder-side ME does not suffer from the bit-rate overhead in transmitting the motion information, further performance gain can be achieved for decoder-side MRMR by incorporating fractional-pel motion search, block matching with smaller block sizes, and multiple hypothesis prediction. We also present a practical WZVC implementation with MRMR, which shows comparable coding performance as H.264 at very high bit-rates. © 2006 IEEE.

Yuan Q.,Sony Electronics Inc. | Thangali A.,Boston University | Ablavsky V.,Boston University | Sclaroff S.,Boston University
IEEE Transactions on Pattern Analysis and Machine Intelligence | Year: 2011

Object detection is challenging when the object class exhibits large within-class variations. In this work, we show that foreground-background classification (detection) and within-class classification of the foreground class (pose estimation) can be jointly learned in a multiplicative form of two kernel functions. Model training is accomplished via standard SVM learning. When the foreground object masks are provided in training, the detectors can also produce object segmentations. A tracking-by-detection framework to recover foreground state in video sequences is also proposed with our model. The advantages of our method are demonstrated on tasks of object detection, view angle estimation, and tracking. Our approach compares favorably to existing methods on hand and vehicle detection tasks. Quantitative tracking results are given on sequences of moving vehicles and human faces. © 2006 IEEE.

News Article | November 22, 2016

It was announced today that New Haven, CT based firm GEM Advertising will work with Hawk-Eye Innovations North America, a wholly owned LLC of Sony Electronics Inc. GEM Advertising is an award-winning, international communications and marketing agency and has four offices located in New Haven, CT; Vancouver, British Columbia; Boston, MA; and Chicago, IL. For this project Hawk-Eye has tapped GEM to create materials for their baseball coaching software (SMART Coaching). GEM will be developing logos, creating collateral marketing pieces (brochures, posters, handouts, email templates, etc.) and producing a 30–45-second sizzle reel that demos the key software components. These marketing and promotional materials will be used during upcoming industry meetings and events. Hawk-Eye’s goal is to innovate and challenge convention for the good of sport. Using a combination of creativity and technology, Hawk-Eye technology is designed to make sports fairer, safer, smarter and more engaging. Hawk-Eye has developed the most sophisticated vision processing technology in sports that enables people to not only track balls to mm accuracy, but also players and cars. This vision processing technology, combined with an intelligent IT-based video replay, distribution software and creative graphics platform, powers a number of products and services that are revolutionizing sports. Peter Kozodoy, GEM Chief Strategy Officer, remarked, “Given GEM’s focus on innovative technologies, we are very excited to be working with one of Sony’s most technologically-advanced brands in sports entertainment. Providing Hawk-Eye with the assets it needs to be more successful in winning new business will be both fun and challenging as we aim to strengthen the brand’s impact here in the U.S. market.” “GEM is a company that cares about their services and their clients,” said Jason Bernstein, Managing Director, Hawk-Eye North America. “They proved without a doubt that our needs were not only met, but exceeded, by their insanely talented team of professionals. Any brand would be lucky to have GEM.” Hawk-Eye is now an integral part of over 20 sports and every year covers 7,200 games or events across 450+ stadiums in over 65 countries. Hawk-Eye is a part of Sony and has offices around the world including: United Kingdom, Germany, Italy, United States and Australia. About GEM Advertising GEM is a full-service, international communications and marketing agency serving midsize to enterprise brands. GEM serves as a strategic partner for growth by understanding their client’s vision and goals, building a strategy to get them there and executing that strategy through GEM’s nine in-house departments. GEM has offices in New Haven, CT; Vancouver, British Columbia; Boston, MA; and Chicago, IL. To learn more about GEM, please visit:

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