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A new review is up for #earnestcore #robobuild #mech #toy at YouTube.com/norimovingpictures. #robot #hardcoremech https://www.instagram.com/p/CE8KyX0AGoS/?igshid=mfcu8qdmykvt
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Well, now the Christmas decorations are out in shops, I can wear this right? #wham #lastchristmas #georgemichael #andrewridgeley #primark #robobuild #epicrights (at Lisburn) https://www.instagram.com/p/B3JbXMth8hT/?igshid=ao2kzknj8pyg
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🤖 پوپک جون 😍 هستند میهمان امروز میز کار من در پیشروبات 😆😆😆🤣 ایشون همسر هومن جون پسر بنده (ربات انساننمای دست ساخت خودم = هومن = گل پسر بنده) هومن شدند 🤣🤣🤣 به شدت ناز و مهربون هستند و ژیمناست تشریف دارند 😎😂 🤵👰 #humanoidrobot #hooman #poopak #pishrobot @pishrobot @alikhorshidi #alikhorshidi #robobuilder #test #technicaltest #robotics #robot #ربات #رباتیک #هومن # پوپک #پیشروبات #علی_خورشیدی_بنام #عروس #داماد #عروس_رباتیک
#ربات#هومن#alikhorshidi#hooman#technicaltest#poopak#رباتیک#robotics#عروس_رباتیک#test#humanoidrobot#پیشروبات#عروس#pishrobot#داماد#علی_خورشیدی_بنام#robot#robobuilder
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Home Entertainment and Leisure Robots Market Growth Strategies
The aggregated revenue of global home entertainment and leisure robots market is expected to reach $24.95 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in households across the globe.
Highlighted with 52 tables and 71 figures, this 158-page report “Global Home Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy” is based on a comprehensive research of worldwide home entertainment and leisure robots market by analyzing the entire global market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2014-2016, revenue estimates for 2017, and forecasts from 2018 till 2025.
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In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global domestic entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and region.
Based on system component, the global market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section.
• Hardware • Software • Services
On basis of application, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
• Robotic Toys & Hobby Systems • Education & Research Robots • Robotic Companion Pets
On basis of end-user, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
• Children • Elderly People • Guests/Clients
Geographically, the following regions together with the listed national markets are fully investigated:
• APAC (Japan, China, Australia, India, South Korea and Rest of APAC) • Europe (Germany, France, UK, Italy, Russia, Rest of Europe) • North America (U.S. and Canada) • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) • RoW (UAE, Saudi Arabia, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all regional markets by country and split of key national markets by application and end-user over the forecast years are also included.
The report also covers current competitive scenario and the predicted manufacture trend; and profiles key entertainment and leisure robot vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global home-based entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players:
Blue Frog Robotics SAS Hasbro, Inc. Lego System A/S Mattel, Inc. Modular Robotics Incorporated RoboBuilder Co., Ltd. Softbank Robotics Sony Corporation Sphero, Inc. Toshiba Machine Co., Ltd. WowWee Group Limited
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Educational Robot Market Emerging Growth, Recent Trends, Industry Analysis, Outlook, Insights, Share and Forecasts Report 2028
The Global Educational Robot Market research study published by Emergen Research is an extensive collection of insightful information The report covers the Educational Robot Market segmentation along with a detailed outline of the Educational Robot Market size with regards to volume and valuation. The report provides comprehensive coverage of the Educational Robot Market scenario for the current period and forecast timeline of 2018-2028. The Educational Robot Market report contains an in-depth analysis of the historical, current, and projected revenues for every industry vertical, segment, end-use industry, application, and region.
The Educational Robot Market size is expected to reach USD 4.02 Billion in 2028 and register a robust revenue CAGR of 17.9% during the forecast period, according to latest analysis by Emergen Research. Steady market revenue growth can be attributed to increasing government incentives and regulations regarding usage of robots for education purposes across various sectors such as for designing, building, programming, and computing. Engagement of robots in professional education such as medical, engineering, space, and scientific research is boosting revenue growth of the global educational robot market. Rapid shift to digitalization in developed and developing countries is further driving factor revenue growth of the global educational robot market. Educational robots enhance the teaching methodology in a positive manner, and the trend is expected to gain traction going forward.
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Educational Robot Market report also includes an insightful study of the prominent players of the industry along with their business overview, strategic planning, and business expansion plans adopted by them. This assists the readers and business owners in formulating strategic expansion and investment plans. The report focuses on mergers and acquisitions, joint ventures, collaborations, partnerships, corporate and government deals, and others. The report also talks about the expansions these prominent players are vying for in the key regions of the market. The report focuses on the detailed analysis of the technological and product developments undertaken by these companies.
The key companies studied in the report are:
Hanson Robotics, Lego group, Modular Robotics, Pal Robotics, Probotics America, Qihan Technology Co., Softbank Robotics, Robobuilder Co. Ltd., DST Robot Co, and Adele Robots
Based on regional analysis, the market is segmented into the following regions: North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The market is expected to be dominated by North American nations closely followed by European countries. Asia Pacific is expected to show significant growth owing to recent advancements and rising investments in the R&D sector.
Emergen Research has segmented the global educational robot market on the basis of constituents, type, education level, and region:
Constituents Outlook (Revenue, USD Billion; 2021–2028)
· Software
· Hardware
· Controllers
· Sensor and Actuators
Type Outlook (Revenue, USD Billion; 2021–2028)
· Pre-programmed Robot
· Humanoid Robot
· Autonomous Robot
· Tele-operated Robot
· Augmenting Robot
Education level Outlook (Revenue, USD Billion; 2021–2028)
· Primary
· Secondary
· Professional
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The report addresses the following key points:
· The report estimates the expected market size from 2018-to 2028
· The report provides a forecast of market drivers, restraints, and future opportunities for the Educational Robot Market
· The report further analyses the changing market dynamics
· Regional analysis and segmentation of the market with analysis of the regions and segments expected to dominate the market growth
· Extensive competitive landscape mapping with profiles of the key competitors
· In-depth analysis of business strategies and collaborations such as mergers and acquisitions adopted by the key companies
· Revenue forecast, country scope, application insights, and product insights
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Entertainment Robots Market to Witness Massive Growth by 2023 – MRFR
Market Overview
Entertainment Robots are specially designed for amusement for people in distinctive ways in different places so that people can have happy times. The main purpose of these robots is to entertain people from any age group. Robots are designed in such a way that microphones are available to listen and interact with people and cameras to adapt the people's actions and habits carried out in the day to day life.
The Entertainment Robots technology has great scope ahead, and the industry is upgrading itself with the change of time. They make use of artificial intelligence (AI) advance's techniques and methods.
The 21st century will witness how Entertainment Robots are becoming of an integral part of human life. The days are gone when robots were just concepts or imaginations. Today's there is an android, automated know by many names. The Entertainment Robots technology is trending and innovative that has made some phenomenal development business sectors now the humans.
The changing lifestyle and working culture around people be a major concern in recent times. The human-looking out for more entertainment and fun in their life. The Entertainment Robots Market plays a major role here they are a new source of relaxation or stress-free time for people. The new partner for a human.
The discovery of these robots is not only provided relaxation to humans but also a medium of entertainment. Robot toys can imitate depression, laughter, and other emotional simulations. These robots can be found in any amusement park and crowd location nowadays they are also found in the healthcare industry. Humanoid Robotics are toys that are usually made of two legs, robotic dog toys that contain robot toys create a large part of all entertainment robots.
The major drivers for the Entertainment Robots market are as follows, the technology is working as a companion for the humans which can be in the form of Robot Toys, Educational Robots, and Robotic Companion Pets. The educational sector is taking proper advantage of this technology they use this entertainment robot for education purpose in most of the school and college where children can learn the basic thing in a different format.
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Educational robots have pre-programming responses to many questions and commands, but they can also program programs for students doing specific things that they can dance to and can sync music with them in time. The Healthcare industry also utilizing this technique.
The hotels and restaurants where customers waiting in queue for their food, this robot acts as an entertainment factor. The Healthcare industry also utilizing this technique. The hotels and restaurants where customers waiting in queue for their food, this robot acts as an entertainment factor.
Entertainment Robots Market Competitive analysis
The key strategies traced from the analysis of recent developments of the key players include Product Launch, Agreement & Partnership, Acquisition, and expansion. The Entertainment Robots market is generally known because innovative products and solutions are present due to the presence of major players. The players are delivering the updated technology tool and services and solutions, product portfolio and prices to gain a competitive advantage in the Entertainment Robots market.
Industry/ Innovation/Related News
1st November (the guardian), The Japanese electronics firm, once a pioneer in home robotics, announced that after more than a decade its robot canine pal will return to shelves with artificial intelligence-infused upgrades. Sony is bringing its robotic dog Aibo back from the dead.
11 NOVEMBER 2017 (telegraph UK), The Video game publisher Electronic Arts is to acquire the Titanfall developer Respawn Entertainment in a deal worth over $300m. EA announced to take this post on their official site, along with the news that Respawn is working on a third game in the Titanfall universe.
Entertainment Robots Market Regional Analysis
The regional analysis of the entertainment robot market is being studied for regions such as the Asia Pacific, Americas, Europe and the Rest of the World. North America's is dominating the market in this sector reason for this is rise in adoption of robots in school and colleges. The North America region is the leader in the entertainment robots market because of the advancement in technology and the implementation of artificial intelligence in developing robots.
The major players in the entertainment robot market are – Hasbro, Inc. (U.S.), Mattel, Inc. (U.S.), Sphero (Hong Kong), WowWee Group Limited. (Hong Kong), Aldebaran Robotics (Japan), Blu Frog Robotics (France), Modular Robotics (U.S.), Robo Builder (South Korea), Robotics Inc. (U.S.), Toshiba Machine Co. Ltd (Japan), Sony Corporation (Japan) among others.
Entertainment Robots Market – Segments
The Entertainment Robots market can be segmented by product and region dynamics for the convenience of the report and enhanced understanding;
Segmentation By Type: Robotics toy, Educational Robots, Robotic Companion Pets
Segmentation By Region: Comprises Geographical regions - North America, Europe, APAC and Rest of the World.
Table of Content:
3 Market Dynamics
3.1 Introduction
3.2 Drivers
3.2.1 Developing Artificial Intelligence Technology
3.2.2 Growing Aging Population
3.2.3 Increasing Demand For Animatronics
3.3 Restraints
3.3.1 High Initial Cost
3.4 Challenges
3.4.1 Technical Complexity Involved In Human–Machine Interface
3.5 Opportunities
3.5.1 Rising Demand Of Entertainment In Retail For Customer Engagement
4 Global Entertainment Robots Market, By Product
4.1 Overview
4.2 Robot Toys
4.3 Educational Robots
4.4 Robotic Companion Pets
5 Global Entertainment Robots Market, By End User
5.1 Overview
5.2 Media
5.3 Education
5.4 Retail
5.5 Others
6 Entertainment Robots Market, By Region
6.1 Introduction
6.2 North America
6.2.1 US
6.2.2 Canada
6.3 Europe
6.3.1 The UK
6.3.2 Germany
6.3.3 France
6.3.4 Rest Of Europe
6.4 Asia Pacific
6.4.1 China
6.4.2 Japan
6.4.3 India
6.4.4 Rest Of Asia Pacific
6.5 Rest Of The World (ROW)
7 Competitive Landscape
7.1 Competitive Landscape
8 Company Profile
8.1 KUKA (Germany)
8.1.1 Company Overview
8.1.2 Financial Overview
8.1.3 Products Offerings
8.1.4 Key Developments (2020-2027)
8.1.5 SWOT Analysis
8.1.6 Key Strategy
8.2 Hasbro, INC. (USA)
8.2.1 Company Overview
8.2.2 Financial Overview
8.2.3 Products Offerings
8.2.4 Key Developments (2020-2027)
8.2.5 SWOT Analysis
8.2.6 Key Strategy
8.3 MATTEL, INC (USA)
8.3.1 Company Overview
8.3.2 Financial Overview
8.3.3 Products Offerings
8.3.4 Key Developments (2020-2027)
8.3.5 SWOT Analysis
8.3.6 Key Strategy
8.4 SPHERO (USA)
8.4.1 Company Overview
8.4.2 Products Offerings
8.4.3 Key Developments (2020-2027)
8.4.4 Key Strategy
8.5 BLUEFROG ROBOTICS
8.5.1 Company Overview
8.5.2 Products Offerings
8.5.3 Key Developments (2020-2027)
8.5.4 Key Strategy
8.6 MODULAR ROBOTICS
8.6.1 Company Overview
8.6.2 Products Offerings
8.6.3 Key Developments (2020-2027)
8.6.4 SWOT Analysis
8.6.5 Key Strategy
8.7 ROBOBUILDER
8.7.1 Company Overview
8.7.2 Products Offerings
8.7.3 Key Developments (2020-2027)
8.7.4 SWOT Analysis
8.7.5 Key Strategy
8.8 SONY CORPORATION
8.8.1 Company Overview
8.8.2 Financial Overview
8.8.3 Products Offerings
8.8.4 Key Developments (2020-2027)
8.8.5 SWOT Analysis
8.8.6 Key Strategy
8.9 LEGO
8.9.1 Company Overview
8.9.2 Financial Overview
8.9.3 Products Offerings
8.9.4 Key Developments (2020-2027)
8.9.5 SWOT Analysis
8.9.6 Key Strategy
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North America Entertainment and Leisure Robots Market Expected to Secure Prominent Revenue Share During 2021-2030
In a recent published report, Kenneth Research has updated the North America Entertainment and Leisure Robots market report for for 2021 till 2030. Report further now discusses; the various strategies to be adopted or being adopted by the business players across the globe at various levels in the value chain. In the view of the global economic slowdown, we further estimated that China, India, Japan and South Korea to recover fastest amongst all the countries in the Asian market. Germany, France, Italy, Spain to take the worst hit and this hit is expected to be regain 25% by the end of 2021- Positive Growth in the economic demand and supply.
U.S. Market recovers fast; In a release on May 4th 2021, the U.S. Bureau and Economic Analsysis and U.S. Census Bureau mentions the recovery in the U.S. International trade in March 2021. Exports in the country reached $200 billion, up by $12.4 billion in Feb 2021. Following the continuous incremental trend, imports tallied at $274.5 billion, picked up by $16.4 billion in Feb 2021. However, as COVID19 still haunts the economies across the globe, year-over-year (y-o-y) avergae exports in the U.S. declined by $7.0 billion from March 2020 till March 2021 whilest imports increased by $20.7 billion during the same time. This definitely shows how the market is trying to recover back and this will have a direct impact on the Healthcare/ICT/Chemical industries, creating a huge demand for North America Entertainment and Leisure Robots market products.
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According to the statistics by the World Bank, the exports of ICT goods globally increased from 11.164% of total goods exports in 2017 to 11.53% of total goods exports in 2019. Additionally, exports of ICT services increased from 5.61% of service exports (BoP) in 2001 to 10.37% of service exports (BoP) in 2017. On the other hand, growing awareness amongst individuals for using the internet is also anticipated to contribute to the market growth. For instance, the total number of individuals using the internet grew from 8% of total population in 2001 to 49% of total population in 2017
GMD predicts that North America entertainment and leisure robots market will reach $2.508 billion by 2025 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the region. Highlighted with 16 tables and 47 figures, this 110-page report “North America Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy” is based on a comprehensive research of North America entertainment and leisure robots market by analyzing the entire regional market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2014-2017, revenue estimates for 2018, and forecasts from 2019 till 2025. (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces
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The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and country. Based on system component, the North America market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section. • Hardware • Software • Services On basis of application, the North America market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment. • Robotic Toys & Hobby Systems • Education & Research Robots • Robotic Companion Pets • Commercial & Art Robots On basis of end-user, the North America market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment. • Household Sector (further segmented into Children, Elderly People, and Guests/Clients) • Commercial Sector (further split into Live Performances, Amusement Parks, Museums, and Other Entertainment Venues) Geographically, the following national markets are fully investigated: • U.S. • Canada For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all key national markets by application and end-user over the forecast years are also included. The report also covers current competitive scenario and the predicted manufacture trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in North America entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players: Blue Frog Robotics SAS Hasbro, Inc. Lego System A/S Mattel, Inc. Modular Robotics Incorporated RoboBuilder Co., Ltd. Softbank Robotics Sony Corporation Sphero, Inc. Toshiba Machine Co., Ltd. WowWee Group Limited (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)
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Forthcoming Progression in Trends of Europe Home Entertainment and Leisure Robots Market Outlook: Ken Research
Entertainment robots are principally premeditated for leisure resolutions within the commercial and entertainment business. These robots will act organized with people by dancing, singing, and telling stories, mainly to children. AIBO, Poo-Chi, iDOG, Bo-Wow, Gupi, Teksta, and i-Cybie are some of the greatest mutual entertaining robots in the profitable industry. Clarifying artificial intelligence technology, intensifying geriatric population, and expanding demand for animatronics are projected to impulse the entertainment robots market through the assessment period.
According to the study, ‘Europe Home Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy’ there are a lot of key players that are working additional with achievement for leading the chief effective expansion of the marketplace and obtaining the productive competitive edge whereas accretive the creative lucrative methods through that at intervals and policies like joint ventures, mergers and achievements, partnership, merger and produce development includes Modular Robotics Incorporated, RoboBuilder Co., Ltd., Mattel, Inc., Lego System A/S, Blue Frog Robotics SAS Hasbro, Inc., Toshiba Machine Co., Ltd., Sony Corporation, Softbank Robotics, WowWee Group Limited, Sphero, Inc.. Moreover, the existing time, the marketplace players are within the process of increasing and introducing the entertainment robots that increase the knowledge. However, the great price inserted with the attainment of a non-utilitarian is to some extent obstructing the expansion of the marketplace. Whereas, the entertainment robots are growing gradually advanced, and the necessity for them is increasing more competently. Therefore, within the near future, it is predictable that the market of entertainment and leisure robots will increase over the sphere more confidently over the forecasted amount with the more speculation by the current players for clarifying the applications and creating the marketplace more competitive.
Based on system component, the Europe Entertainment and Leisure Robots market is divided into Hardware, Software and Services. On basis of application, the Europe Entertainment and Leisure Robots market is analysed on the following deliberated Robotic Toys & Hobby Systems, Education & Research Robots and Robotic Companion Pets. On the basis of end-user, the Europe Entertainment and Leisure Robots market is deliberated on the following segments Children, Elderly People and Guests/Clients.
The regional investigation of the Europe Entertainment and Leisure Robots market is taken into the account for the key regions like Germany, UK, France, Italy, Russia and Rest of Europe. Germany is that the important country over the world within terms of market share as a result of being there of good quantity of customer’s inside the region. Whereas, UK is also foreseeable to reveal uppermost rate over the forecast amount.
Furthermore, Educational robots and Leisure robots are developed as part of the interactive learning of children inside the area of education. The increasing demand for educational robots among trainers, educational associations, and parents for educational purposes has stimulated the development of the market. These robots assistance in problem-solving creatively, critical-thinking, reasoning, and progressive learning’s for small children or even the elderly. Robot companion pets are developed by senior citizens who requirement companionship for therapeutic and health purposes and to curb loneliness. Thus, it is projected that the Europe Entertainment and Leisure Robots Market can enhance within approaching years.
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Europe Home Entertainment and Leisure Robots Market Research Report
Related Report:-
Global Home Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy
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Programmable Robots Market Driven by Increasing Adoption of Robots in Education Sector | Business Opportunity, Future Scope, Rising Demand and Key Driver’s Analysis- Forecast to 2023
The Global Programmable Robots Market is expected to exhibit a strong 15% CAGR over the forecast period from 2017 to 2023, according to the latest research report from Market Research Future (MRFR). The global programmable robots market is expected to reach a valuation of USD 4 Billion by 2023, according to the report.
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Competitive Leaderboard:
Leading players in the global programmable robots market include VEX Robotics, Rouge Robotics, Robobuilder Co. Ltd., Ozobot & Evolive Inc., SoftBank Robotics, Yujin Robot Co. Ltd., Toyota Motor Corporation, Sphero, Evolution Robotics, Fischertechnik GmbH, SuperDroid Robots Inc., Wowwee Group Ltd., Honda Motor Co. Ltd., Bossa Nova Robotics, RobotShop Inc., The LEGO Group, and iRobot Corporation.
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Major Highlights of TOC Covers:
1. Executive Summary
2. Key Business Trends
3. Regional Trends and Growth
4. Product Trends
Continued…….…
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#Market Research Future#Programmable robots#Programmable robots Market#Programmable robots Market Trends#Programmable robots Market Share#Programmable robots Market Report#Programmable robots Market Analysis#Programmable robots Market Demand
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Undoubtedly, across the globe, the significant adoption of entertainment and leisure robots is much high for the household purpose. However, the growing awareness across the globe and number of nuclear families majorly in the developed region, the market for the personal and domestic robots is anticipated to grow at the significant CAGR during the calculated period. According to the report analysis, ‘Global Home Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy’ states that there are several key players which are recently operating in this market more actively for leading the fastest market growth and dominating the handsome value of market share across the globe while performing their functions more enormously for increasing the value of revenue and increasing the applications of such robots for delivering the better services and augmenting the demand includes Blue Frog Robotics SAS, Hasbro, Inc., Lego System A/S, Mattel, Inc., Modular Robotics Incorporated, RoboBuilder Co., Ltd., Softbank Robotics, Sony Corporation, Sphero, Inc., Toshiba Machine Co., Ltd., WowWee Group Limited and several others. Moreover, the present time, the market players are in the procedure of improving and introducing the entertainment robots which improve the knowledge.
Across the globe, in the present era, with the efficient rise in the number of populace and advanced developments in the infrastructure the requirement for the entertainment and leisure robots has risen more specifically. Whereas, it is predicted that the personal and domestic robots are adopted for the domestic features which involves lawn-moving, floor cleaning and several others while the features of entertainment, education and personal robots involves entertainment and leisure. Not only has this, an entertainment robots and leisure robot are an essential form of robot that efficiently used for the production and domestic services, but only for the singular subjective preference of the human.
Additionally, the beginning of the technology of artificial intelligence has reinvigorated the significant growth of the entertainment robots market whereas, the significant of advancement of technology has transformed the world of entertainment for a majority of consumers around the globe.
Although, the accumulated revenue of global home entertainment and leisure robots market is predicted to reach USD 24.95 billion during the period of 2018-2025 owing to a increasing adoption of all varieties of entertainment and leisure robots in households around the globe. It is predicted thatthrough the usage of the artificial intelligence the on-going research and development activities with concerns to the enhancement of complex robots that can comprehend and monitor complex commands. The entertainment robots may also be utilized as the acquaintances in the system of humanoid robots and robot pets.
However, the high cost inserted with the purchase of a non-utilitarian is somewhat hampering the growth of the market. Whereas, the entertainment robots are increasing progressively advanced, and the requirement for them is rising more efficiently. Therefore, in the near future, it is anticipated that the market of entertainment and leisure robots will increase across the globe more positively over the forecasted period with the more investment by the existing players for improving the applications and making the market more competitive.
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Global Home Entertainment and Leisure Robots Market
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Entertainment Robots Market Expectations & Growth Trends Highlighted until 2026

Robotics designed and developed primarily developed for the applications to entertain and educate humans that specifically include small children, guests, clients or elderly population are included in this category. These find significant applications in narrative or commercial venues such as Disneyland rides, and few other hospitality segments to attract customers. These are basically powered by pneumatics, servo motors, and hydraulic actuators to enable the preprogrammed movements.
Asia Pacific is expected to continue its overall market dominance due to the largest consumer base in the region
Significant industry consumers in countries that include China, Japan, India, and Taiwan among few others are expected to drive the regional demands through the next few years. Other economies that include significant adoptions include U.S., Great Britain, Germany and Korea. Industry presence is characterized by intensive competition among the players to differentiate their products and strengthen their industry foothold. Established player in the toy-making industry that include Hasbro and Lego have developed smartphone controlled automated toys to enhance children playing experience. Moreover, increasing interests of major tech industry participants such as Google, Facebook, Sony and Toshiba are expected to intensify the industry competition.
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Key players in the entertainment robot industry include Hasbro, Mattel, Lego, WowWee, Sphero, Bluefrog Robotics, Aldebaran, Robotis, Modular Robotics, Robobuilder, Abyss Creations, and Toshiba Machines.
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Entertainment Robots Market 2021 Is Rapidly Increasing Worldwide in Near Future | Top Companies Analysis- KUKA (Germany), Hasbro, INC. (US), MATTEL, INC (US), SPHERO (US)
Entertainment Robots Market Size, Status and Forecast 2021-2026
Global Entertainment Robots Market 2021-2026 in-depth study accumulated to supply latest insights concerning acute options. The report contains different predictions associated with Entertainment Robots market size, revenue, production, CAGR, consumption, profit margin, price, and different substantial factors. Whereas accentuation the key driving and Entertainment Robots restraining forces for this market, the report offers trends and developments. It additionally examines the role of the leading Entertainment Robots market players concerned within the business together with their company summary, monetary outline and SWOT analysis.
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Key Players
The report has included a profiling of notable vendors prevalent in the market. It also includes a study of the strategical steps undertaken by these key players to either retain their market share or to expand and capture larger shares.
Major Players Covered in Entertainment Robots Market Report are: KUKA (Germany), Hasbro, INC. (US), MATTEL, INC (US), SPHERO (US), BLUEFROG ROBOTICS (France), Modular Robotics (US), Robobuilder (South Korea), Sony Corporation (Japan), and Lego (Denmark) among other players.
Market Dynamics
The global Entertainment Robots market report inculcates a detailed study regarding different factors that are affecting the growth trajectory of the market. These dynamics inculcate factors that are propelling the growth of the market during the forecast period. Further, it also includes the factors that are poised to challenge such growth of the market during the same estimate period. These factors are helping the market research experts with unveiling various hidden trends that are influencing the growth trail of the global Entertainment Robots market.
Market Segmentation
The report titled ‘global Entertainment Robots market’ includes a segmentation of the market that has enabled a specific preview of the market for that relevant segment. This allows the researchers to provide detailed information regarding specific segments to relevant audience to this report and facilitate better decision-making. Some common aspects based on which this segmentation is conducted include type, industry, end-user, distribution channel, components, services, and region. The regional analysis has been conducted for the segmentation of North America, Asia Pacific, South America, Europe, and the Middle East & Africa. This regional segmentation has supported a regional market study to enable better decision-making for readers belonging to these regions or readers interested in relevant regions.
Research Methodology
The global Entertainment Robots market is analyzed using Porter’s Five Force Model to gain precise insights in the same. Further, a detailed SWOT analysis is also done to provide a comprehensive view of the market landscape.
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Entertainment Robots Market Report Provides Comprehensive Analysis on Following:
· COVID-19 Impact Analysis & Post COVID-19 Revenue Opportunities
· Entertainment Robots Industry Insights and Growth – Relevancy Mapping
· Market Forecast – Estimation & Approach
· Data mining & efficiency
· Interconnectivity & Related markets
· Market Competition Outlook & Key Statistics
· Strategic Analysis for Cost Optimization
· Entertainment Robots Market Dynamics (DROC & PEST Analysis)
· Entertainment Robots Market Key Trends
· KOL Recommendations & Investment Landscape
· Company Competitive Intelligence
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Programmable Robots Market 2020–By Identifying the Key Market Segments Poised for Strong Growth in Future 2023
Programmable Robots Market - Highlights
The global programmable robots market is expected to exhibit a robust 15% CAGR over the forecast period from 2017 to 2023, according to the latest research report from Market Research Future (MRFR). The market is expected to reach a valuation of USD 4 billion by 2023, according to the report.
The global programmable robots market is mainly driven by the growing demand for programmable robots in the education sector, where programmable robots have become an invaluable aid to teachers in conveying complicated concepts to children seamlessly and monitoring the classroom for various parameters. This is likely to remain the major driver for the global programmable robots market over the forecast period.
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The entertainment sector has also taken well to robotics, with programmable robots becoming an inseparable part of entertainment shows and multimedia events in recent years. This trend is likely to continue over the forecast period, leading to steady revenue generation opportunities for the programmable robots market. On the other hand, the high costs of programmable robots are likely to be a key restraint against the market in developing regions.
Competitive Analysis:
Leading players in the global programmable robots market include VEX Robotics, Rouge Robotics, Robobuilder Co. Ltd., Ozobot & Evollve Inc., SoftBank Robotics, Yujin Robot Co. Ltd., Toyota Motor Corporation, Sphero, Evolution Robotics, Fischertechnik GmbH, SuperDroid Robots Inc., Wowwee Group Ltd., Honda Motor Co. Ltd., Bossa Nova Robotics, RobotShop Inc., The LEGO Group, and iRobot Corporation.
Segmentation:
The global programmable robots market is segmented on the basis of component, application, and region.
By component, the programmable robots market is segmented into hardware and software. Hardware is further sub-segmented into sensors, actuators, power source, PC interface, programmable platforms, and others.
By application, the market is segmented into education and entertainment. Education is further sub-segmented into schools & universities and research institutes, whereas entertainment is further sub-segmented into media and gaming.
Regional Analysis:
The global programmable robots market is expected to be dominated by North America over the forecast period due to the widespread adoption of programmable robots in education, personal entertainment, home entertainment and security, among others. North America has witnessed robust growth in demand for programmable robots in various end use applications, displaying a promising business opportunity for players operating in the market. Widespread adoption of programmable robots in educational institutes such as schools for educational purposes is the major driver for the programmable robots market in North America. The robust technological base behind the robotics sector in North America has ensured widespread distribution of programmable robots in the region. This is likely to remain the major driver for the programmable robots market in North America over the forecast period.
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Europe is likely to follow North America over the forecast period, as this region also has promising research opportunities in the robotics sector and the presence of a strong base of robotics manufacturers. The growing demand for programmable robots in education and entertainment is likely to be the major driver for the programmable robots market in Europe over the forecast period.
Asia Pacific is also likely to be a promising regional market for leading players in the global programmable robots market, as companies in China, Japan, and South Korea, have found commercial success in the robotics field due to the increasing demand for programmable robots in education-related purposes. The growing flurry of technological innovations coming into the entertainment sector in these countries is also likely to drive the programmable robots market in the region over the forecast period. The entertainment industry has become a major commercial channel in these countries over the last few decades, with gaming, among other multimedia, proving to be a hit with consumers in East Asia. This is likely to remain a major driver for the programmable robots market in Asia Pacific over the forecast period, enabling rapid progress of the market in a region likely to become a leading player in robotics technology and applications in the coming years.
TABLE OF CONTENTS
1 Executive Summary
2 Scope Of The Report
2.1 Market Definition
2.2 Scope Of The Study
2.2.1 Research Objectives
2.2.2 Assumptions & Limitations
2.3 Markets Structure
3 Market Research Methodology
3.1 Research Process
3.2 Secondary Research
3.3 Primary Research
3.4 Forecast Model
LIST OF TABLES
Table1 Global Programmable Robots Market, By Country, 2018–2023
Table2 North America: Programmable Robots Market, By Country, 2018–2023
Table3 Europe: Programmable Robots Market, By Country, 2018–2023
LIST OF FIGURES
FIGURE 1 Global Programmable Robots Market Segmentation
FIGURE 2 Forecast Methodology
FIGURE 3 Porter’s Five Forces Analysis Of Global Programmable Robots Market
Continued….
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