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Apple Inc. launched the iPad in 2010, its first tablet computer, which offered multi-touch interaction. The iPad became an immediate bestseller and only months after its release became the best selling tech product in history. [7] By the mid-2010s, almost all smartphones were touchscreen-only, and Android and iPhone smartphones dominated the ...
Raspberry Pi, a bare-bones, low-cost credit-card sized computer created by volunteers mostly drawn from academia and the UK tech industry, is released to help teach children to code. [9] [10] September 11 Intel demonstrates its Next Unit of Computing, a motherboard measuring only 4 × 4 in (10 × 10 cm). [11] October 4
January 26, 2010 Microsoft Windows: 94/100 94.52% StarCraft II: Wings of Liberty: Blizzard Entertainment: July 27, 2010 Microsoft Windows: 93/100 92.44% Rock Band 3: MTV Games: October 26, 2010 Xbox 360: 93/100 92.44% Pac-Man Championship Edition DX: Namco Bandai Games: November 17, 2010 Xbox 360: 93/100 90.88% God of War III: Sony Computer ...
These new exchanges had different ways of handling big ups and downs in the market. The NYSE preserved a way to put people in charge -- and take control away from the computers -- in the event of ...
The criteria for this list is that the technology must: Exist in some way; purely hypothetical technologies cannot be considered emerging and should be covered in the list of hypothetical technologies instead. However, technologies being actively researched and prototyped are acceptable. Have a Wikipedia article or adjacent citation covering them.
Stay informed about advancements in space exploration, AI developments, and other cutting-edge topics within the realm of science and technology.
Brian Niccol, the new CEO who joined Starbucks this September to reinvigorate the 53-year-old American coffee giant that serves 100 million customers a week, sat down with ABC News chief business ...
The 2010s was the fifth decade in the industry's history.The decade was notable for producing the first truly "3D" games and consoles, [clarification needed] introducing cloud gaming and virtual reality to consumers, and the rising influence of tablet-based and mobile casual games, including a boom in freemium titles.