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  1. Hype 3 3 5 255 Fun Server
  2. Hype 3 3 5 20
  3. Hype 3 3 5 2 Player Games

For Hyper 3, we've completely rewritten the renderer to use WebGL and take advantage of GPU acceleration. IPC Batching for speedier performance Running commands with very verbose output would cause Hyper to temporarily choke for a few seconds. Digging within the CPU profile, we noticed that the 'renderer' process was spending most of its time. Tumult Hype 4.0.6 Standard Edition; Tumult Hype 4.0.6 Professional Edition; Note: Documents made using pro-specific features can be viewed but not saved when using the standard edition of Hype. Tumult Hype 3.6.10; Tumult Hype 2.5.3; Tumult Hype 1.6.2; All other versions. Questions about updating?

Hype cycle

The hype cycle is a branded graphical presentation developed and used by the American research, advisory and information technology firm Gartner to represent the maturity, adoption, and social application of specific technologies. The hype cycle claims to provide a graphical and conceptual presentation of the maturity of emerging technologies through five phases.

The Gartner hype cycle has been criticised for a lack of evidence that it holds, and for not matching well with technological uptake in practice.

Five phases[edit]

General hype cycle for technology
Hype

Each hype cycle drills down into the five key phases of a technology's life cycle.

No.PhaseDescription
1Technology TriggerA potential technology breakthrough kicks things off. Early proof-of-concept stories and media interest trigger significant publicity. Often no usable products exist and commercial viability is unproven.
2Peak of Inflated ExpectationsEarly publicity produces a number of success stories—often accompanied by scores of failures. Some companies take action; most don't.
3Trough of DisillusionmentInterest wanes as experiments and implementations fail to deliver. Producers of the technology shake out or fail. Investment continues only if the surviving providers improve their products to the satisfaction of early adopters.
4Slope of EnlightenmentMore instances of how the technology can benefit the enterprise start to crystallize and become more widely understood. Second- and third-generation products appear from technology providers. More enterprises fund pilots; conservative companies remain cautious.
5Plateau of ProductivityMainstream adoption starts to take off. Criteria for assessing provider viability are more clearly defined. The technology's broad market applicability and relevance are clearly paying off. If the technology has more than a niche market then it will continue to grow.[1]

The term 'hype cycle' and each of the associated phases are now used more broadly in the marketing of new technologies.

Hype in new media[edit]

Hype (in the more general media sense of the term 'hype'[2]) plays a large part in the adoption of new media. Analyses of the Internet in the 1990s featured large amounts of hype,[3][4][5] and that created 'debunking' responses.[2] A longer-term historical perspective on such cycles can be found in the research of the economist Carlota Perez.[6] Desmond Roger Laurence, in the field of clinical pharmacology, described a similar process in drug development in the seventies.[citation needed]

Criticisms[edit]

There have been numerous criticisms[7][8][9][10] of the hype cycle, prominent among which are that it is not a cycle, that the outcome does not depend on the nature of the technology itself, that it is not scientific in nature, and that it does not reflect changes over time in the speed at which technology develops. Another is that it is limited in its application, as it prioritizes economic considerations in decision-making processes. It seems to assume that a business' performance is tied to the hype cycle, whereas this may actually have more to do with the way a company devises its branding strategy.[citation needed] A related criticism is that the 'cycle' has no real benefits to the development or marketing of new technologies and merely comments on pre-existing trends. Specific disadvantages when compared to, for example, technology readiness level are:

  • The cycle is not scientific in nature, and there is no data or analysis that would justify the cycle.
  • With the (subjective) terms disillusionment, enlightenment and expectations it can not be described objectively or clearly where technology now really is.
  • The terms are misleading in the sense that one gets the wrong idea what they can use a technology for. The user does not want to be disappointed, so should they stay away from technology in the Trough of Disillusionment?
  • No action perspective is offered to move technology to a next phase.
  • This appears to be a very simplified impulse response of an elastic system representable by a differential equation. Perhaps more telling would be to formulate a system model with solutions conforming to observable behavior.

An analysis of Gartner Hype Cycles since 2000[10] shows that few technologies actually travel through an identifiable hype cycle, and that in practice most of the important technologies adopted since 2000 were not identified early in their adoption cycles.

See also[edit]

  • AI winter, in referring to periods of disillusionment with artificial intelligence.

References[edit]

  1. ^1963-, Chaffey, Dave (2016). Digital marketing. Ellis-Chadwick, Fiona (Sixth ed.). Harlow: Pearson. pp. 140–141. ISBN9781292077611. OCLC942844494.CS1 maint: numeric names: authors list (link)
  2. ^ abFlew, Terry (2008). New Media: An Introduction (3rd ed.). South Melbourne: OUP Australia and New Zealand. ISBN978-0-19-555149-5.
  3. ^Negroponte, Nicolas (1996-01-03). Being Digital (1st ed.). Vintage. ISBN978-0-679-76290-4.
  4. ^Kelly, Kevin (1997-09-01). 'New Rules For The New Economy'. Wired. 5 (9). Retrieved 2011-12-30.
  5. ^Dyson, Esther (1997). Release 2.0: A Design For Living In The Digital Age (1st ed.). New York: Broadway Books.
  6. ^Henton, Doug; Held, Kim (2013). 'The dynamics of Silicon Valley: Creative destruction and the evolution of the innovation habitat'. Social Science Information. 52 (4): 539–557. doi:10.1177/0539018413497542. ISSN0539-0184. S2CID145780832.
  7. ^First published in the 2005 blog:
    Veryard, Richard (September 16, 2005). 'Technology Hype Curve'. Retrieved March 10, 2016.
  8. ^Weinberg, Gerald; et al. (September 5, 2003). HypeCycle. AYE Conference. Retrieved March 10, 2016.
  9. ^Aranda, Jorge (October 22, 2006). 'Cheap shots at the Gartner Hype Curve'. Retrieved March 10, 2016.
  10. ^ ab'8 Lessons from 20 Years of Hype Cycles'. LinkedIn Pulse. 2016-12-07. Retrieved 2017-01-04.

Hype 3 3 5 255 Fun Server

Further reading[edit]

  • Jackie Fenn & Mark Raskino (2008). Mastering the Hype Cycle: How to Choose the Right Innovation at the Right Time. Harvard Business Press. ISBN978-1-4221-2110-8.

External links[edit]

Wikimedia Commons has media related to Hype cycle.
  • Hype Cycle Research Methodology, the official materials.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Hype_cycle&oldid=984380766'

Developed by Atlas in consultation with a number of leading audio manufacturers.

A sophisticated cable engineered to offer a higher level of transparency than products typically supplied in ‘single-brand' systems.

We're regularly asked by users of ‘single-brand' systems from companies such as Naim and Linn if our cables could improve their system without sacrificing its essential character.

It's relatively easy to deliver an improvement in a specific area, but more difficult to create a cable that improves on overall detail, accuracy and open-ness without losing the signature speed and character of these systems.

All Atlas cables are designed to impose as little of any inherent character as possible, achieved through careful selection of materials and construction methods, but we feel this latest generation Hyper cable is exceptionally transparent, allowing the equipment characteristics to be conveyed intact.

The cable employs conductors comprising 72 0.25mm² high-purity OFC (Oxygen Free Copper) strands encapsulated within a carefully selected high-efficiency PTFE (Teflon™) dielectric coating. The resultant conductor is embedded within an anti-vibration filler and finished in the Hyper gloss black sleeve.

Default termination is with the Atlas Tin Cobalt finished metal Z plug. This Aluminium alloy Z plug body has the same non magnetic qualities of its very popular black ABS brother as well as it's insulating qualities (plug body to plug body). Also available terminated with our cold-weld high quality OFC spades or our Transpose Modular Termination System. Transpose options include Z-plugs or OFC spades in gold or silver.

Transpose Modular Termination System

Hype 3 3 5 20

This cable can be optionally supplied with the Transpose Modular Termination System, which allows easy switching between expanding 4mm connectors, spade and Z-plugs as your requirements change.

Hype 3 3 5 2 Player Games

Please specify required connectors at time of purchase. Alternative connector kits are available from your Atlas dealer.





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