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Zwift is a massively multiplayer online cycling and running physical training program that enables users to interact, train, and compete in a virtual world. Zwift was developed by Zwift Inc., which was co-founded by Jon Mayfield, Eric Min, Scott Barger, and Alarik Myrin, in California, United States, North America, in 2014. The Zwift game was released in its beta version in September 2014, in partnership with TRUE Communications/InGoodTaste, and became a paid product with a fee of US$10 per month in October 2015 (). They raised their monthly membership to US$14.99 in November 2017 (). Early history In 2012/13 Eric Min had recently sold his previous company, Sakonnet Technology. Min, a lifelong cyclist, found himself confined to riding indoors, and dissatisfied with current interactive options, he believed he could improve on them by "making cycling social". Around this time, Min saw an online post by programmer Jon Mayfield describing a "3D trainer program" he was developing as ...
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Zwift Logo
Zwift is a massively multiplayer online cycling and running physical training program that enables users to interact, train, and compete in a virtual world. Zwift was developed by Zwift Inc., which was co-founded by Jon Mayfield, Eric Min, Scott Barger, and Alarik Myrin, in California, United States, North America, in 2014. The Zwift game was released in its beta version in September 2014, in partnership with TRUE Communications/InGoodTaste, and became a paid product with a fee of US$10 per month in October 2015 (). They raised their monthly membership to US$14.99 in November 2017 (). Early history In 2012/13 Eric Min had recently sold his previous company, Sakonnet Technology. Min, a lifelong cyclist, found himself confined to riding indoors, and dissatisfied with current interactive options, he believed he could improve on them by "making cycling social". Around this time, Min saw an online post by programmer Jon Mayfield describing a "3D trainer program" he was developing as ...
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Wattmeter
The wattmeter is an instrument for measuring the electric active power (or the average of the rate of flow of electrical energy) in watts of any given circuit. Electromagnetic wattmeters are used for measurement of utility frequency and audio frequency power; other types are required for radio frequency measurements. A wattmeter reads the average value of the product ''v(t)i(t) = p(t)'', where ''v(t)'' is the voltage with positive reference polarity at the ± terminal with respect to the other terminal of the potential coil, and ''i(t)'' is the current with reference direction flowing into the ± terminal of the current coil. The wattmeter reads ''P = (1/T) ∫0T v(t)i(t) dt'', which in sinusoidal steady-state reduces to ''V''rms ''I''rms cos(φ), where ''T'' is the period of ''p(t)'' and φ is the angle by which the current lags the voltage. History On 14 August 1888, Oliver B. Shallenberge patented a watt-hour meter. The Hungarian Ottó Bláthy patented his AC wattmeter. In ...
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Kohlberg Kravis Roberts
KKR & Co. Inc., also known as Kohlberg Kravis Roberts & Co., is an American global investment company that manages multiple alternative asset classes, including private equity, energy, infrastructure, real estate, credit, and, through its strategic partners, hedge funds. , the firm had completed more than 650 private equity investments in portfolio companies with approximately $675 billion of total enterprise value. , assets under management ("AUM") and fee paying assets under management ("FPAUM") were $471 billion and $357 billion, respectively. The firm was founded in 1976 by Jerome Kohlberg Jr., and cousins Henry Kravis and George R. Roberts, all of whom had previously worked together at Bear Stearns, where they completed some of the earliest leveraged buyout transactions. Since its founding, KKR has completed a number of transactions, including the 1989 leveraged buyout of RJR Nabisco, which was the largest buyout in history to that point, as well as the 200 ...
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Fast Company
''Fast Company'' is a monthly American business magazine published in print and online that focuses on technology, business, and design. It publishes six print issues per year. History ''Fast Company'' was launched in November 1995 by Alan Webber and Bill Taylor (businessman), Bill Taylor, two former ''Harvard Business Review'' editors, and publisher Mortimer Zuckerman. The publication's early competitors included ''Red Herring (magazine), Red Herring'', ''Business 2.0'' and ''The Industry Standard''. In 1997, ''Fast Company'' created an online social network, the "Company of Friends" which spawned a number of groups that began meeting. At one point the Company of Friends had over 40,000 members in 120 cities, although by 2003 that number had declined to 8,000. In 2000, Zuckerman sold ''Fast Company'' to Gruner + Jahr, majority owned by media giant Bertelsmann, for $550 million. Just as the sale was completed, the dot-com bubble burst, leading to significant losses and a decli ...
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Forbes
''Forbes'' () is an American business magazine owned by Integrated Whale Media Investments and the Forbes family. Published eight times a year, it features articles on finance, industry, investing, and marketing topics. ''Forbes'' also reports on related subjects such as technology, communications, science, politics, and law. It is based in Jersey City, New Jersey. Competitors in the national business magazine category include ''Fortune'' and ''Bloomberg Businessweek''. ''Forbes'' has an international edition in Asia as well as editions produced under license in 27 countries and regions worldwide. The magazine is well known for its lists and rankings, including of the richest Americans (the Forbes 400), of the America's Wealthiest Celebrities, of the world's top companies (the Forbes Global 2000), Forbes list of the World's Most Powerful People, and The World's Billionaires. The motto of ''Forbes'' magazine is "Change the World". Its chair and editor-in-chief is Steve Fo ...
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ESports
Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events. The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include ''League of Legends'', ''Dota'', ''Counter-Strike'', ''Valorant'', ''Overwatch'', ''Str ...
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Series B
A venture round is a type of funding round used for venture capital financing, by which startup companies obtain investment, generally from venture capitalists and other institutional investors. The availability of venture funding is among the primary stimuli for the development of new companies and technologies. Features Parties *Founders or stakeholders. Introduce companies to investors. *A lead investor, typically the best known or most aggressive venture capital firm that is participating in the investment, or the one contributing the largest amount of cash. The lead investor typically oversees most of the negotiation, legal work, due diligence, and other formalities of the investment. It may also introduce the company to other investors, generally in an informal unpaid capacity. *Co-investors, other major investors who contribute alongside the lead investor *Follow-on or piggyback investors. Typically angel investors, high-net worth individuals, family offices, institut ...
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Friending And Following
Friending is the act of adding someone to a list of "friends" on a social networking service. The notion does not necessarily involve the concept of friendship. It is also distinct from the idea of a " fan"—as employed on the WWW sites of businesses, bands, artists, and others—since it is more than a one-way relationship. A "fan" only receives things. A "friend" can communicate back to the person friending. The act of "friending" someone usually grants that person special privileges (on the service) with respect to oneself. On Facebook, for example, one's "friends" have the privilege of viewing and posting to one's "timeline". Following is a similar concept on other social network services, such as Twitter and Instagram, where a person (''follower'') chooses to add content from a person or page to his or her newsfeed. Unlike friending, following is not necessarily mutual, and a person can ''unfollow'' (stop following) or block another user at any time without affecting th ...
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Power-up
In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power pellets from '' Pac-Man'' (regarded as the first power-up) and the Super Mushroom from ''Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games, by the fact that they ta ...
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Screenshots
screenshot (also known as screen capture or screen grab) is a digital image that shows the contents of a computer display. A screenshot is created by the operating system or software running on the device powering the display. Additionally, screenshots can be captured by an external camera, using photography to capture contents on the screen. Screenshot techniques Digital techniques The first screenshots were created with the first interactive computers around 1960. Through the 1980s, computer operating systems did not universally have built-in functionality for capturing screenshots. Sometimes text-only screens could be dumped to a text file, but the result would only capture the content of the screen, not the appearance, nor were graphics screens preservable this way. Some systems had a BSAVE command that could be used to capture the area of memory where screen data was stored, but this required access to a BASIC prompt. Systems with composite video output could be connec ...
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Mobile App
A mobile application or app is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch. Mobile applications often stand in contrast to desktop applications which are designed to run on desktop computers, and web applications which run in mobile web browsers rather than directly on the mobile device. Apps were originally intended for productivity assistance such as email, calendar, and contact databases, but the public demand for apps caused rapid expansion into other areas such as mobile games, factory automation, GPS and location-based services, order-tracking, and ticket purchases, so that there are now millions of apps available. Many apps require Internet access. Apps are generally downloaded from app stores, which are a type of digital distribution platforms. The term "app", short for " application", has since become very popular; in 2010, it was listed as "Word of the Year" by the American Dialect Society. Apps a ...
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Apple TV
An apple is an edible fruit produced by an apple tree (''Malus domestica''). Apple fruit tree, trees are agriculture, cultivated worldwide and are the most widely grown species in the genus ''Malus''. The tree originated in Central Asia, where its wild ancestor, ''Malus sieversii'', is still found today. Apples have been grown for thousands of years in Asia and Europe and were brought to North America by European colonization of the Americas, European colonists. Apples have Religion, religious and mythology, mythological significance in many cultures, including Norse mythology, Norse, Greek mythology, Greek, and Christianity in Europe, European Christian tradition. Apples grown from seed tend to be very different from those of their parents, and the resultant fruit frequently lacks desired characteristics. Generally, apple cultivars are propagated by clonal grafting onto rootstocks. Apple trees grown without rootstocks tend to be larger and much slower to fruit after plantin ...
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