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The ZEN is a portable media player in the Creative Zen series designed and manufactured by Creative Technology. This flash memory -based player is the de facto successor [ 3 ] of the ZEN Vision:M and was announced on August 29, 2007, to be available in capacities of 2, 4, 8, and 16 GB, as of September 14. [ 4 ]
ZEN is a series of portable media players designed and manufactured by Creative Technology Limited from 2004 to 2011. The players evolved from the NOMAD brand through the NOMAD Jukebox series of music players, with the first separate "ZEN" branded models released in 2004. The last Creative Zen player, X-Fi3, was released at the end of 2011.
The ZEN Vision:M won Best of Show and Best Portable Audio & Video Device awards at the 2006 Consumer Electronics Show, [4] as well as the Red Dot Design Award. [5] Months later, a 60 GB model of the player was released, which included a USB host that allowed users to transfer photos from a digital camera to the Zen Vision.
Creative Zen Vision W; Manufacturer: Creative Technology: Type: Portable Media Player Digital Audio Player: Release date: September 14, 2006; 18 years ago () Operating system: ZEN Vision W UI v1.10.01: CPU: Texas Instruments TMS320 [1] Display: 4.3" WQVGA wide aspect high-resolution TFT LCD screen 480 x 272 resolution 262,144 colors: Input
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Future versions in the Creative ZEN line exclusively use Microsoft's Media Transfer Protocol (also known as PlaysForSure), and some legacy devices have been supplied with firmware upgrades to support MTP. The first Nomad player and the first Nomad Jukebox use proprietary protocols, neither PDE or MTP.
The ZEN V and the ZEN V Plus are portable media players manufactured by Creative Technology. The user interface on this player, the same as the one on Creative's ZEN Vision:M, was patented by Creative on January 9, 2005. [2] Creative sued Apple over the use of this user interface; Apple later settled for $100 million. [3]
The HuffPost/Chronicle analysis found that subsidization rates tend to be highest at colleges where ticket sales and other revenue is the lowest — meaning that students who have the least interest in their college’s sports teams are often required to pay the most to support them.