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Why wearables make sense in any business

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Research shows that businesses spend 86% of their time on data input with employees waiting hours to be have access to that info. SANDRA CROUS, VP for Midmarket Africa & Middle East at Sage, believes that wearable or connected devices will have a dramatic decrease on the time taken for this data to be actionable.

Business owners and managers are sceptical about the hype around wearable computing, and rightly so. After all, the first incarnation of the Google Glass eyewear was an experiment that mostly failed, and while the Apple Watch has its fans, it’s safe to say that it has yet to set the world on fire.

Most businesspeople and employees will welcome slick, simple and connected wearable apps and devices that make their lives easier. Our global research shows that the average business spends 86% of its time on data entry and low-value tasks. Teams are forced to wait for between three and 24 hours for access to information about the business. And while this average business uses 13 different apps, only five are connected.

The growing maturity of wearable technologies offers solutions to these challenges. Google has now  reconceptualised Google Glass as a solution for industrial companies, with the new Glass Enterprise Edition headset, which will augment users’ vision by overlaying information onto what they see in the real world as they work.

Genuinely useful software emerges

In addition to the innovations we are seeing in wearable platforms, software developers are now putting more thought into how they can support wearable computers with genuinely useful applications. Next-generation cloud business solutions, like Sage Live, are optimised to work with wearable platforms like Apple Watch, giving you a convenient way to access or record information while you’re on the move.

While mobile phones and laptops gave us mobility, wearables now mean you can react instantaneously to business updates – and this can have a significant impact on your bottom line. For example, we envisage people enjoying features like these in the near future:

  • A procurement officer sees your purchase order alert on her smartwatch, and can discretely approve it while she’s sitting in a meeting.
  • Your sales manager gets an alert when a popular item is out of stock, so that he doesn’t sell something you don’t have in your inventory at his customer meeting; meanwhile, the merchandising team can be alerted to order more stock of the hot product.
  • Your technical team gets notified the moment a big order comes in so that they can allocate an engineer to do the installation.
  • The customer service head receives a message when an important customer has escalated a complaint.

Everywhere you go, take your business with you

Wearables free you from having to carry around a laptop, tablet, or even smartphone, while ensuring you can still access e-mail, make phone calls, or check your schedule. They also allow you to approve information straightaway – so you don’t need to take out your laptop to approve a receipt while you’re with a client.

Most new technologies go through a cycle of hype and disappointment before they become truly useful and mainstream—and wearables are not an exception to this rule. But we are starting to see them become as cool and useful as the fitness wearable you use to track your calorie intake and your cycling performance during your leisure time. Wearables will play as major a role in the future of accountancy, just as tablets and smartphones before them.

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Smash hits the
Nintendo Switch

Super Smash Bros. delivers what the fans wanted in the latest “Ultimate” instalment, writes BRYAN TURNER.

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Super Smash Bros. Ultimate, the latest addition to the popular Nintendo Smash series, has landed on the Nintendo Switch with a bang, selling 5-million copies in the first week of its release. The game has been long-anticipated since the console’s release, as many fans consider iy to be a Nintendo staple. And the wait was well worth it.

It features 74 playable fighters, 108 stages, almost 1300 Spirit characters to collect while playing, and a single-player Adventure mode that took about three days (or 28 hours) of gameplay to complete. The game offers far more gameplay than its predecessors, making it the Smash game that gives its players the best bang for their buck.

For those new to the game, the goal is to fight opponents and build up their damage score (draining their health) to knock them off the stage eventually. This makes the game seem chaotic, as many players jump around the platforms as if they were on quicksand, in order to avoid being hit by the other players.

It also services two kinds of players: the competitive and the casual.

Competitive players can be matched on the online service by skill ranking to enjoy playing with similarly high-skilled opponents. This is especially important in e-sports training for the game, and for players wanting to master combos against other human players. The casual gamer is also catered for, with eight-player chaos and button-mashing to see who comes out luckiest. This segment is also important for those wanting to learn how to play.

Training mode is also a place to go for those learning to play. It offers “CPU” players that are graded by intensity to train as a single player to learn a character’s moves, combos and general fighting style. More challenging CPU players can also be used by competitive players to train when there isn’t a Wi-Fi connection available.

Direct Play features in this game, allowing two players with two Switch consoles to play against each other over a direct connection – no Wi-Fi needed. This is especially useful to those who want to have a social gaming element on the go, similar to that of the cable connector of the Gameboy.

Click here to read Bryan Turner review of Super Smash Bros. Ultimate.

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Win Funko Fortnite in Vinyl

Gadget and Gammatek have nine Funko Fortnite figurines to give away.

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A Funko Pop figurine based on a character set is indicative of reaching the heights of pop culture. It is no surprise, then, that the world’s biggest online game, Fortnite, has its own line of Funko Pop figurines. The Funkos are modeled on the characters in game, including Drift, Ragnarok, Dark Vanguard, Volar, Tracera Ops, and Sparkle Specialist.

Now, local Funko distributor Gammatek has released the Fortnite figurines in South Africa. To celebrate, Gadget and Gammatek are giving away a set of three Funko Fortnite figurines to each of three readers (9 figurines in total). To enter, first click on your favourite Funko Pop on the next page and post the Tweet that appears. Then, follow Gadget on Twitter.

You can put the tweet in your own words, but entries must have the competition’s hashtag (#FunkoFortnite) and mention @GadgetZA to be considered valid.

Click here to select the Funko Fortnite character you want to tweet.

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