Taking a look at the fast-changing reality of retail, Ericsson Consumer & IndustryLab presents: Beyond smartphone shopping – the rise of smart assistants. This report describes how connectivity is driving two major shifts in how people shop.
For many of us, our smartphone is our lifeline, providing us with constant access to communication, entertainment, news and shopping. It is, by far, says Marco Dallabora, senior director – Mobile Business Unit at Micron Semiconductor Italia, the most preferred digital device that we use every day.
Ericsson forecasts there will be 1 billion 5G subscriptions for enhanced mobile broadband by 2023. This prediction is among the key statistics presented in the November edition of the Ericsson Mobility Report released. Expected to be deployed first in dense urban areas, 5G will cover over 20% of the world’s population by the end of 2023.
Ericsson releases new network functionality to enable Multi-SIM for voice calls and is deploying it in more than 10 operator networks. Now anyone can make and receive calls on certain cellular smartwatches with a mobile phone number, and leave the smartphone behind.
A new survey conducted by Juniper Research has found that more than 40% of iOS users in the US consider themselves unlikely to use facial recognition as a payment security technology. This suggests that a core use case for the iPhone X’s main security feature may struggle to gain traction amongst consumers.
Huawei and Rohde & Schwarz announced the successful demonstration of 1.2Gbps LTE-A-Pro downlink throughput, using Huawei’s Kirin 970 SoC, the industry’s first smartphone SoC to support Category 18(1.2Gbps).
In keeping with current smartphone saturation, consumers are increasingly relying on connected apps for a variety of purposes in the car. Be it for straightforward connectivity or infotainment, use of these apps is having a negative impact on embedded solutions.
Augmented reality (AR) enhances the way we see, hear and feel by bringing elements of the virtual world into the real world. Many people associate augmented and virtual reality with the gaming industry, but the technology offers far more than entertainment for a niche group.
The Internet of Things (IoT) has changed the way we live, work and play to the point where we now rely on the ability of devices or machines to communicate in order to carry out many of our everyday tasks. However, we have only scratched the surface of connected communications to date.
A new report from Juniper Research on Virtual Reality (VR) forecasts that wireless VR headsets (smartphone-based and standalone) data consumption will grow by over 650% over the next 4 years, from nearly 2,800PB (Petabytes) in 2017 to over 21,000PB in 2021.
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