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- A practical guide to SEC ï¬nancial reporting and disclosures for successful regulatory crowdfunding
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- The Health Equity Accelerator at Boston Medical Center
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- Assessing the Value of Unifying and De-duplicating Customer Data, Spreadsheet Supplement
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- Building an AI First Snack Company: A Hands-on Generative AI Exercise
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Pokemon Go: Virtual Invading Reality
內容大綱
In June 2016, the augmented reality game Pokémon GO quickly became one of the hottest topics in the world, changing both the online and offline behaviours of players. Pokémon GO was jointly developed by the San Francisco-based firm Niantic Inc. and The Pokémon Company, based in Japan, and was underwritten by the Japanese video game giant Nintendo. The game, which overlaid virtual items and creatures onto the physical world, allowed smartphone users to seek out and capture a variety of virtual monsters in real-world locations. With easy-to-follow game rules, Pokémon GO rapidly picked up a wide range of players and, within a relatively short period of time, generated considerable income through in-app purchases. The sudden popularity (and the eventual decline in interest) of the new game provoked debates about the technology behind it. How could developers use augmented reality technology to satisfy customer needs, address business challenges, and promote social welfare?