Compare RDIB & IMMR Stocks: Price Trends, ML Decisions, Charts, Trends, Technical Analysis and more.
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| Metric | RDIB | IMMR |
|---|---|---|
| Founded | 1937 | 1993 |
| Country | | US |
| Employees | N/A | N/A |
| Industry | Movies/Entertainment | Computer peripheral equipment |
| Sector | Consumer Discretionary | Technology |
| Exchange | Nasdaq | Nasdaq |
| Market Cap | 256.7M | 216.7M |
| IPO Year | N/A | 1999 |
| Metric | RDIB | IMMR |
|---|---|---|
| Price | $11.95 | $5.95 |
| Analyst Decision | | Strong Buy |
| Analyst Count | 0 | 2 |
| Target Price | N/A | ★ $12.25 |
| AVG Volume (30 Days) | 24.7K | ★ 340.7K |
| Earning Date | 01-01-0001 | 01-01-0001 |
| Dividend Yield | N/A | ★ 5.02% |
| EPS Growth | N/A | N/A |
| EPS | N/A | ★ 2.12 |
| Revenue | N/A | ★ $35,013,000.00 |
| Revenue This Year | N/A | $168.87 |
| Revenue Next Year | $13.42 | $109.72 |
| P/E Ratio | ★ N/A | $2.82 |
| Revenue Growth | N/A | N/A |
| 52 Week Low | $5.81 | $5.65 |
| 52 Week High | $17.40 | $8.78 |
| Indicator | RDIB | IMMR |
|---|---|---|
| Relative Strength Index (RSI) | 50.54 | 32.57 |
| Support Level | $9.23 | $6.08 |
| Resistance Level | $12.83 | $6.75 |
| Average True Range (ATR) | 1.69 | 0.23 |
| MACD | -0.00 | -0.08 |
| Stochastic Oscillator | 34.09 | 16.67 |
Reading International Inc is a diversified company, engaged in the development, ownership, and operation of multiplex cinemas and retail and commercial real estate in the United States, Australia, and New Zealand. It operates through two segments: the Cinema segment includes Reading Cinemas, Angelika Film Center, Consolidated Theatres, and City Cinemas; the Real Estate segment includes real estate development and the rental or licensing of retail, commercial and live theater assets.
Immersion Corp is focused on the creation, design, development, and licensing of haptic technologies that allow people to use its sense of touch more fully as it involves engaging with products and experience the digital world. The company's software focuses on applications in mobile devices, wearables, consumer, and gaming devices markets. It generates revenue from royalty and license fees, and development contract and service fees. Geographically, the company generates a majority of its revenue from Japan, followed by Korea, Germany, United States of America and other countries.