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During the early days of the Covid Pandemic, there was fear about the lack of ventilators in India to manage the growing number of infirm. At Avantari we decided to build a ventilator in-house, with a small team working and living together off-site to ensure a working product in record time with tools available at the local pharmacy or built/designed using a standard 3D printer.
#Electronic Product Design Services#embedded software solutions#ui ux principles#iot solution integration
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Why Choose Voler Systems for Your Next Electronics Product Design?
Voler Systems specializes in electronic product design that’s tailored to each client’s unique needs, from medical devices to IoT and wearable tech. Their expert engineers focus on bringing both creative vision and practical functionality to every project. By balancing cutting-edge design with manufacturability, they reduce production costs, minimize revisions, and help clients get their products to market faster and more efficiently.
#electronic design services#embedded systems design#projects embedded systems#wearable medical device#electronics product design
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ExtronDesign provides top-notch 3D electronic product design services, ensuring your products stand out in the market. From concept to prototype, we deliver excellence in every design. Reach out to us for your next project!
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Jason Schreier for Bloomberg reports: 'Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio'
The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil. The failure of Dragon Age: The Veilguard, released in October, led EA to gut BioWare
[note: article is below cut after these tweets]
Jason Schreier: "NEW: What went wrong with Dragon Age: The Veilguard? Why was the writing so tonally inconsistent? Why did it feel so shallow? Why were there so few choices? Really, after ten years of turbulence, it was a miracle that anything came out at all. This is the story [link]:" [source]
Jason Schreier: "The fatal flaw for Dragon Age: The Veilguard wasn't just that it pivoted from single-player to multiplayer and back again. It was that after the second pivot, the team was forced to keep going rather than hit the reset button and take the time to create a new plan." [source]
Jason Schreier re: this old tweet from Casey Hudson: "Fun fact: when I first reported at Kotaku in 2018 that Dragon Age 4 was rebooted to become a live-service game, BioWare studio head Casey Hudson wrote this on Twitter. But it was not entirely truthful. In reality, the game was being designed around cooperative multiplayer, replayable missions, etc" [source] Casey Hudson's old tweet from 2018: "Reading lots of feedback regarding Dragon Age, and I think you'll be relieved to see what the team is working on. Story & character focused. Too early to talk details, but when we talk about "live" it just means designing a game for continued storytelling after the main story."
Rest of post/article under cut due to length.
(bold in the text below is mine for emphasis)
"In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem."
"As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%. “Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.” Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment."
"The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike. In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years."
"Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. “I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’” Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series."
"In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.” Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer."
"“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.” In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games."
"But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously. As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings."
"“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.” Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game. When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered."
"“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.” Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. “That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”"
Article by Jason Schreier. [source]
#dragon age: the veilguard#dragon age the veilguard spoilers#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#mass effect#mass effect 5#bioware#mass effect: andromeda#anthem#video games#long post#longpost#covid mention#alcohol cw#feels#1k+#note: this post has been updated
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“Like a master conductor leading an orchestra, Avalon Technologies harmonizes design, engineering, and production to create the symphony of electronics manufacturing.”
#electronic manufacturing services#EMS#electronic assembly#PCB manufacturing#electronics design services#electronic component manufacturing#OEM services#electronics production#custom electronics#PCB assembly#electronic engineering services#EMS provider#electronic product manufacturing#turnkey manufacturing services#electronics supply chain.
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#Electronic Industrial#Industrial Product Design#Industrial Product Design and Manufacturing#Industrial Product Design Services#Industrial Product Designers#Industrial Product Development
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Expert Electronic Design & Manufacturing Services
Explore our comprehensive electronic design and manufacturing services. We provide custom solutions to meet your electronic product design and manufacturing needs. Start your project with us today!
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Athletes Go for the Gold with NASA Spinoffs
NASA technology tends to find its way into the sporting world more often than you’d expect. Fitness is important to the space program because astronauts must undergo the extreme g-forces of getting into space and endure the long-term effects of weightlessness on the human body. The agency’s engineering expertise also means that items like shoes and swimsuits can be improved with NASA know-how.
As the 2024 Olympics are in full swing in Paris, here are some of the many NASA-derived technologies that have helped competitive athletes train for the games and made sure they’re properly equipped to win.

The LZR Racer reduces skin friction drag by covering more skin than traditional swimsuits. Multiple pieces of the water-resistant and extremely lightweight LZR Pulse fabric connect at ultrasonically welded seams and incorporate extremely low-profile zippers to keep viscous drag to a minimum.
Swimsuits That Don’t Drag
When the swimsuit manufacturer Speedo wanted its LZR Racer suit to have as little drag as possible, the company turned to the experts at Langley Research Center to test its materials and design. The end result was that the new suit reduced drag by 24 percent compared to the prior generation of Speedo racing suit and broke 13 world records in 2008. While the original LZR Racer is no longer used in competition due to the advantage it gave wearers, its legacy lives on in derivatives still produced to this day.

Trilion Quality Systems worked with NASA’s Glenn Research Center to adapt existing stereo photogrammetry software to work with high-speed cameras. Now the company sells the package widely, and it is used to analyze stress and strain in everything from knee implants to running shoes and more.
High-Speed Cameras for High-Speed Shoes
After space shuttle Columbia, investigators needed to see how materials reacted during recreation tests with high-speed cameras, which involved working with industry to create a system that could analyze footage filmed at 30,000 frames per second. Engineers at Adidas used this system to analyze the behavior of Olympic marathoners' feet as they hit the ground and adjusted the design of the company’s high-performance footwear based on these observations.

Martial artist Barry French holds an Impax Body Shield while former European middle-weight kickboxing champion Daryl Tyler delivers an explosive jump side kick; the force of the impact is registered precisely and shown on the display panel of the electronic box French is wearing on his belt.
One-Thousandth-of-an-Inch Punch
In the 1980s, Olympic martial artists needed a way to measure the impact of their strikes to improve training for competition. Impulse Technology reached out to Glenn Research Center to create the Impax sensor, an ultra-thin film sensor which creates a small amount of voltage when struck. The more force applied, the more voltage it generates, enabling a computerized display to show how powerful a punch or kick was.

Astronaut Sunita Williams poses while using the Interim Resistive Exercise Device on the ISS. The cylinders at the base of each side house the SpiraFlex FlexPacks that inventor Paul Francis honed under NASA contracts. They would go on to power the Bowflex Revolution and other commercial exercise equipment.
Weight Training Without the Weight
Astronauts spending long periods of time in space needed a way to maintain muscle mass without the effect of gravity, but lifting free weights doesn’t work when you’re practically weightless. An exercise machine that uses elastic resistance to provide the same benefits as weightlifting went to the space station in the year 2000. That resistance technology was commercialized into the Bowflex Revolution home exercise equipment shortly afterwards.
Want to learn more about technologies made for space and used on Earth? Check out NASA Spinoff to find products and services that wouldn’t exist without space exploration.
Make sure to follow us on Tumblr for your regular dose of space!
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A BioWare Guide on How to Murder a Fanbase
I have been a Dragon Age super-fan for almost fourteen years, now. I have played every game, with every DLC. I have read every novel, lore book, and every comic — yes, even the terrible ones that are better off forgotten. I have seen the anime film, the animated series, and the web mini-series. I have enjoyed all of these pieces of the franchise over and over, more times than I can count. So, make no mistake: the negativity you’re about to hear comes from a place of love for this fantasy world, developed by many creative people over the years. I would love nothing more than to see the resurrection of passion in the Dragon Age fandom again. But the unfortunate truth is, that resurrection is only needed because BioWare took the fandom out back and shot it in the first place.
In December 2018, three years after the release of Dragon Age: Inquisition’s Trespasser epilogue DLC, BioWare first announced the then-untitled next Dragon Age game with a teaser trailer. At this point, most fans were anticipating this would mean within the next couple years, we would see the game. This assumption was based on the fact that Dragon Age: Inquisition was first announced in 2012, and released in 2014, with an extra year of development added last minute.
There have been dribbles of extra content since then, adding to the franchise. This was enough to keep some fans still breathing and interested. 2020’s Dragon Age: Tevinter Nights was a lovely anthology. 2020’s Dragon Age: Blue Wraith and 2021’s Dark Fortress were wonderful comics tying up the story started in Knight Errant. And 2022’s Dragon Age: Absolution was a well-animated series with an interesting cast of characters and story. But all these still left the fandom with a major question: What was going on with the next game? It was untypical of BioWare to be so secretive, in comparison to how they handled sharing information of the past games in the franchise. The only form of updates fans still have to go on is mostly just concept art and short stories, hinting that something must be in production. But why was the wait so long?
In 2015, the first version of the next Dragon Age began with a clear vision, clear scope of practice, and a reportedly happy developer team. Most gloriously in my book, there was no multi-player… but this did not align with the Electronic Arts typical money-mad schemes. EA’s push for “games as a service” meant they wanted to monetize all their games as much as possible, and therefore, they wanted them to be a live service — as Anthem demonstrated, that meant sacrificing things that are staples of good RPGs, like narrative and character choice. So in 2017, version one of the next Dragon Age was scrapped and replaced. This new version would have, in total or to at least some degree, an online portion of play.
There is one part of Schreier’s article, “The Past and Present of Dragon Age 4,” that really sticks out to me, regarding this:
“One person close to the game told me this week that Morrison’s critical path, or main story, would be designed for single-player and that goal of the multiplayer elements would be to keep people engaged so that they would actually stick with post-launch content.”
The idea of splitting up components of a game into single-player and multi-player is a terrible idea, because it means that there would be a large bulk of content only accessible through online gaming; something many fans, like myself, are repulsed by. Even if I did enjoy it, I spent most of my life growing up with either no internet or shoddy internet incapable of playing online games. I know many rural people who are still in that position, losing more and more of their favourite gaming pastimes because they are locked out of the ability to play them. It is a disservice to hide content behind a wall like this, especially in a world that is so lore-heavy like Dragon Age. The news of multi-player in Dragon Age understandably upset many, and this is when I first noticed a large drop off in excitement over the next game.
However, in 2021, the failure of Anthem (multi-player) and success of Star Wars Jedi: Fallen Order (single-player) led the executives at EA to bend to the wishes of BioWare leadership and allow them to go back to the drawing board yet again on the next Dragon Age. This meant removing all multi-player content!
While I am very happy that there will reportedly be no multi-player in Dragon Age: Dreadwolf, I can’t help but feel bitter and a little disgusted over the ridiculous development time spent on something no one but EA wanted in the first place. If it weren’t for this foolishness, Dragon Age: Dreadwolf would be in our hands right now. Instead, it’s been in development hell for nearly nine years and counting. Nine years is a long time to expect fans to carry a torch for you through radio silence, but it’s no wonder BioWare has shared barely anything about the next game; it’s been in flux for so long, they likely haven’t had anything concrete to show.
BioWare hurt its reputation even more when the news broke that the studio very suddenly laid off 50 people who were working on Dragon Age: Dreadwolf. This is pretty damning on its own, but BioWare took it a step further. Former developer Jon Renish shared a statement revealing that the studio was only willing to offer laid-off employees two weeks of severance per year of service, and denied health benefits. The denial of health benefits in particular is a pretty wild move for a studio with a reputation for “stress casualties”. The latest news on this is that BioWare has still so far refused to negotiate better severance packages, leading to a lawsuit. The lawsuit originally had 15 former employees, but this dropped due to the fear of not being able to afford to pay their bills. So now, while EA sits on $400 million net income, the laid-off employees are struggling to buy holiday presents for their children. These horrid business practices are not to be ignored when accounting for a lack of faith in a studio. What kind of monsters reward workers who make your games special with vaguely reasoned lay-offs?
The latest news on the Dragon Age: Dreadwolf front from BioWare came early this month, December 2023, with a trailer… announcing a trailer that will come next summer… that will announce the release of the game. Supposedly. Maybe. We’ll see. But by this time, BioWare is something of a laughing stock of their own fandom. Reactions to the video released with a pretty map graphic and a few rendered locations were, from what I personally observed, mostly sardonic in nature. People have commented on the vapourware nature of the game, and like all vapourware, that leads to disintegrating trust.
Despite all this, people like Mary Kirby, (one of the veteran Dragon Age writers who was a victim of the layoffs,) said, “it’s bittersweet that Dreadwolf is my last DA game, but I still hope you all love it as much as I do,” encouraging fans to still support the game when it eventually is released. But after every misstep BioWare has taken, that’s a tough sell now. Fans are finicky, RPG fans more so than others, one could argue. We have our favourites, and many of us stick to those favourites for life over our appreciation for the artistry — but that relationship between studio and fan should go both ways. EA and BioWare has betrayed that relationship, and it will take a hell of a lot to build it back up again, now.
[This piece is also available on Medium!]
#dragon age#datv#dragon age dreadwolf#bioware#game development#meta#releasing this into the wild and running away
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#Consumer Electronics Product Design#Electronic Product Design Services#PCB Design Companies in India#IoT Embedded Systems#PCB Board Design Software
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The Heart of Biomedical Sensors: Why Analog Circuits Remain Irreplaceable in Healthcare Tech
As healthcare devices become smaller, smarter, and more connected, the foundation of their performance lies in precise and efficient electronic systems. A critical element in this technological progress is analog circuit design—a specialty that transforms real-world signals into clean, usable data. At the heart of this innovation is Voler Systems, a company known for engineering excellence in medical and wearable technology.
Analog circuits are vital in devices that need to interpret biological signals like heartbeat, body temperature, oxygen saturation, and muscle activity. These signals are naturally analog, and their accuracy depends heavily on how well the circuit is designed. Poor analog design can distort readings, causing misinterpretations. Voler Systems ensures reliability through designs that optimize performance, power consumption, and precision.
Wearable medical technology is one of the fastest-growing sectors in healthcare, relying on advanced biomedical sensors to deliver real-time monitoring. Whether for fitness tracking or chronic disease management, these sensors demand finely tuned circuitry to maintain performance in compact formats. Voler Systems excels in designing systems that meet these complex requirements, ensuring both efficiency and comfort for the end user.

Beyond analog design, Voler’s broad range of electronic design services supports clients from concept through to market-ready solutions. Their cross-functional team of engineers works with medical device companies to ensure compliance, reduce development risks, and accelerate delivery timelines.
What sets Voler Systems apart is its deep understanding of the challenges faced in biomedical innovation. They don’t just provide design—they provide insights that help shape better, more effective products. From prototype to production, their collaborative approach ensures that every component performs flawlessly within the larger system.
By bridging the gap between raw signal capture and intelligent data processing, analog circuit design continues to be a cornerstone of biomedical engineering. And with Voler Systems leading the charge, companies can trust that their devices will deliver both precision and performance in the real world.
#electronic design services#electronics product design#wearable medical device#medical device design#product design electronics#embedded systems design#projects embedded systems#medical device development company#electronics design company#electronic product design
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The flotsam and jetsam of our digital queries and transactions, the flurry of electrons flitting about, warm the medium of air. Heat is the waste product of computation, and if left unchecked, it becomes a foil to the workings of digital civilization. Heat must therefore be relentlessly abated to keep the engine of the digital thrumming in a constant state, 24 hours a day, every day. To quell this thermodynamic threat, data centers overwhelmingly rely on air conditioning, a mechanical process that refrigerates the gaseous medium of air, so that it can displace or lift perilous heat away from computers. Today, power-hungry computer room air conditioners (CRACs) or computer room air handlers (CRAHs) are staples of even the most advanced data centers. In North America, most data centers draw power from “dirty” electricity grids, especially in Virginia’s “data center alley,” the site of 70 percent of the world’s internet traffic in 2019. To cool, the Cloud burns carbon, what Jeffrey Moro calls an “elemental irony.” In most data centers today, cooling accounts for greater than 40 percent of electricity usage.
[...]
The Cloud now has a greater carbon footprint than the airline industry. A single data center can consume the equivalent electricity of 50,000 homes. At 200 terawatt hours (TWh) annually, data centers collectively devour more energy than some nation-states. Today, the electricity utilized by data centers accounts for 0.3 percent of overall carbon emissions, and if we extend our accounting to include networked devices like laptops, smartphones, and tablets, the total shifts to 2 percent of global carbon emissions. Why so much energy? Beyond cooling, the energy requirements of data centers are vast. To meet the pledge to customers that their data and cloud services will be available anytime, anywhere, data centers are designed to be hyper-redundant: If one system fails, another is ready to take its place at a moment’s notice, to prevent a disruption in user experiences. Like Tom’s air conditioners idling in a low-power state, ready to rev up when things get too hot, the data center is a Russian doll of redundancies: redundant power systems like diesel generators, redundant servers ready to take over computational processes should others become unexpectedly unavailable, and so forth. In some cases, only 6 to 12 percent of energy consumed is devoted to active computational processes. The remainder is allocated to cooling and maintaining chains upon chains of redundant fail-safes to prevent costly downtime.
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EYECATS ELECTRONICS
Tyco Electronics (now TE Connectivity) is a global technological leader that has the mission of developing and providing innovative connectivity and sensor solutions. Their core values include integrity, accountability, teamwork, and innovation, according to DigiKey. TE Connectivity strives to be a world leader in electronic component connectivity through innovation and strategic partnerships. A mission is to provide gamers with the equipment they need to succeed by creating comfortable, customizable, and durable gaming devices. Their focus is on enhancing the natural talents of gamers through cutting-edge technology, design, and innovation, ultimately aiming to help gamers achieve victory.
Our Mission to Innovate and Create Quality Produce and New Technologies to assist in the supporting and residing with perfect accommodation and response to our legal legitimate need and upon the Thrones and Thrones it be as Quantity be our Promise seal and Loyalty to The Corporate Entity and whom Be and Our reason for existence. Government and Global Operations.
The World Bank's core mission is to end extreme poverty and boost shared prosperity on a livable planet. This is achieved through a variety of financial and technical assistance provided to developing countries. Specifically, they aim to reduce the percentage of people generating income less then average by 50 to 100% and promote the income growth of the newly founded United Planetary Nation of the United Planetary Nations State of Providence of Planetary Unity of Thearu in every country.
A Institution Company Corporation in all our affairs as A Hawkins Hopkins supporting Corporation A Company A Corporation an Institution Global United Servicing Planetary Entity of the Americas Ameriael Founded Based in Supporting Better Business and A Bettering United Planetary Alliance as we are an honest corporation with interest in global success and international trade and exchange and Foundation base of operations of corporations and institution or moral vale ethics and business affirmative affirmation as our mission and mission and or emissions statements As for some over all a combination of my written mission statement and corporation resources in One A + financial juggernaut pilot astronaut pioneer professional occupational exploration protection and security war and raw business moment maybe inspiration our vision to be on top listed planetary Exilaxy business as we practice and perfection daily production and moral ethics in character occupation. Founder Terry.
Terry Lee Kauffman Hawkins
Terry Lee Hawkins Jr
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ALLAHTREU TREUALLAH TRUE SCRAMBLED LANGUAGEOLOGISTBlaze
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Terry Lee Kauffman Hawkins
Terry Lee Hawkins Jr.
traeuthaeou
ALLAHTREU TREUALLAH TRUE SCRAMBLED LANGUAGEOLOGIST
Founder Terry.
Terry Lee Kauffman Hawkins
Terry Lee Hawkins Jr
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Johns Hopkins Homewood Neighborhood in Baltimore, Maryland The prestigious and sprawling Johns Hopkins University campus in Homewood is home to tree-lined paths, traditional redbrick architecture, and a landmark clock tower. The campus features the Shriver Hall Concert Series and the Baltimore Museum of Art, as well as popular Wyman Park, Wyman Park Dell, and Stony Run Trail. The surrounding area has many taverns and casual eateries popular with students.
Terry Lee Kauffman Hawkins is feeling blessed with Terry Lee Hawkins Jr. 3 mins · Terry Lee Kauffman Hawkins is feeling blessed with Terry Lee Hawkins Jr. 11 mins · Terry Lee Kauffman Hawkins is feeling professional with Terry Lee Hawkins Jr. 1 min · Terry Lee Kauffman Hawkins 4 mins · RAVENDOVE Terry Lee Kauffman Hawkins was RavenDove - yin yin / yang RavenDove - yin yin / yang - COLD NUMB AND (LOVIEY DOVIEY) CALCULATED SPELL IT D or L Dove or Love maybe L or D Lover or Dover pythagorean numerology ABC123 Kauffman-Hawkins-Hawk or Hopk -H__kins aw or op and Hopkins signed Booper or just Boop not Book BUT LOKI OR BOOPER SAN with Blaze Pascal. with Terry Lee Hawkins ( male ) @ikigami shinigam HAWKINS HOKINSU/HOKINZU https://www.facebook.com/notes/terry-lee-kauffman-hawkins/bac-formula-racing-f3-series-bac-mission-statement/2296158727310875/ — feeling professional with Terry Lee Hawkins Jr. YES=Y=YES / NO=N=NO
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India, officially the Republic of India, is a country in South Asia. It is the seventh-largest country by area; the most populous country from June 2023 onwards; and since its independence in 1947, the world's most populous democracy. Wikipedia
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Johns Hopkins Homewood
Neighborhood in Baltimore, Maryland
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YORK OR WORK HOSPITAL Y LETTER 15 W LETTER 23
The University of Maryland, Baltimore is a public university in Baltimore, Maryland, United States. Founded in 1807, it is the second oldest college in Maryland and comprises some of the oldest professional schools of dentistry, law, medicine, pharmacy, social work and nursing in the United States. Wikipedia
Avg cost after aid
––
Graduation rate
95%
Acceptance rate
––Graduation rate is for non-first-time, full-time undergraduate students who graduated within 6 years. They were the largest group of students (75%) according to the 2022–23 College Scorecard data ·more
From US Dept of Education · Learn more
Address:
620 W Lexington St, Baltimore, MD 21201
Address: 620 W Lexington St, Baltimore, MD 21201
Phone: (410) 706-3100
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ALLAH STEP ONE .. GOD TO ALL THOSE PEOPLE NOT A TWELVE STEP LETTER A TO L PROGRAM AT JOHNS HOPKINS AND GOD OR DOG . CHIP HOUSE HUOJINSEN YOU AN ADULT I AM REPORTING TO YOU. H O U S E - H U O J I N S E N . HAWKINGSON TERRY LEE - SOBRIQUET BOOPER BOOPPER THEOS LOKI TEREMY
Terry Lee Kauffman Hawkins
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May 9 at 4:48 PM
Terry Lee Kauffman Hawkins is feeling blessed with Terry Lee Hawkins Jr. 3 mins · Terry Lee Kauffman Hawkins is feeling blessed with Terry Lee Hawkins Jr. 11 mins · Terry Lee Kauffman Hawkins is feeling professional with Terry Lee Hawkins Jr. 1 min · Terry Lee Kauffman Hawkins 4 mins · RAVENDOVE Terry Lee Kauffman Hawkins was RavenDove - yin yin / yang RavenDove - yin yin / yang - COLD NUMB AND (LOVIEY DOVIEY) CALCULATED SPELL IT D or L Dove or Love maybe L or D Lover or Dover pythagorean numerology ABC123 Kauffman-Hawkins-Hawk or Hopk -H__kins aw or op and Hopkins signed Booper or just Boop not Book BUT LOKI OR BOOPER SAN with Blaze Pascal. with Terry Lee Hawkins ( male ) @ikigami shinigam HAWKINS HOKINSU/HOKINZU https://www.facebook.com/notes/terry-lee-kauffman-hawkins/bac-formula-racing-f3-series-bac-mission-statement/2296158727310875/ — feeling professional with Terry Lee Hawkins Jr. YES=Y=YES / NO=N=NO
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Enoch Pratt Free Library
4.6301 Google reviews
Public library in Baltimore, Maryland
Description
The Enoch Pratt Free Library is the free public library system of Baltimore, Maryland. Its Central Library is located on 400 Cathedral Street and occupies the northeastern three quarters of a city block ... Wikipedia
Departments: Maryland State Library for the Blind and Print Disabled
Address: 400 Cathedral St, Baltimore, MD 21201
Architect: Edward Lippincott Tilton
Hours:
Open ⋅ Closes 8 PM · More hours
Opened: 1882
Phone: (410) 396-5430
Branches: 22
Director: Chad Helton, President and CEO
Johns Hopkins Homewood
Neighborhood in Baltimore, Maryland
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“Riding the wave of innovation, Avalon Technologies is not just keeping pace with the electronics manufacturing industry, but setting the rhythm.”
#electronic manufacturing services#EMS#electronic assembly#PCB manufacturing#electronics design services#electronic component manufacturing#OEM services#electronics production#custom electronics#PCB assembly#electronic engineering services#EMS provider#electronic product manufacturing#turnkey manufacturing services#electronics supply chain.
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