Quarterly Enterprise Software Market Review Q4 2019
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses. -
View Annual Report
TO OUR SHAREHOLDERS, CUSTOMERS, PARTNERS AND EMPLOYEES: It is a humbling experience to write this letter to you as only the third CEO in Microsoft’s history. As I said when I took this role, I originally joined Microsoft to have an opportunity to change the world through technology and empower people to do amazing things. Many companies aspire to change the world, but very few have the talent, resources and perseverance of Microsoft. I believe this is a landmark moment for the company and for our industry as a whole. Cloud and mobile technologies are redefining how people work and play. Three billion people will soon be connected to Internet-enabled devices; 212 billion sensors will come online in a few short years; trillions will be spent in consumer and business technologies. But it’s not about technology for technology’s sake! It’s our mission to enable the use of technology to realize the true potential of people, teams and organizations. As I shared in my email to employees in July, we will be the productivity and platform company for this mobile-first and cloud-first world. We will empower every person and every organization on the planet to do more and achieve more. And we will accomplish this by building incredible Digital Work and Life Experiences, supported by our Cloud Operating System, the Device Operating System and Hardware platforms. In the same way that we aspired to and achieved our original vision of a PC on every desk and in every home, we will reinvent productivity. This clarity of purpose and boldness of our aspiration inspires me and all of us at Microsoft. -
Hybrid Cloud Infrastructure-As-A-Service (Iaas) Antonius Susanto | Partner Business & Development Lead | Microsoft
Hybrid Cloud Infrastructure-as-a-Service (IaaS) Antonius Susanto | Partner Business & Development Lead | Microsoft Cloud Channel Summit 2015 | @rhipecloud #RCCS15 75% 49% ~49%75%10K40%new allowgrowth of federal work personal in & 62%93%80%only can’t ofof 24% employeesemployees use info requiresmobileindustryglobal data devices networkregulations for foradmitare effectivehave ineffective to a violating BYOD decision at - 10K 40% contributionbusinesscreatedgenerated in use last/ year 5 years making!compliancecollaboration!policy in place policies ¥ Computing Technology Industry Association's (CompTIA) 2nd annual Trends in Enterprise Mobility study from February 2013. *The Future of Corporate IT 2013-2017 ** CEB Survey of 165,000 employees †2012 Survey on Self-Service BI and Analytics, Unisphere Research 2017 $107Bil 67% 84% Spending on public IT cloud services $107 59%84%67% oflookwant customers toan their established cloud expect provider relationshipto for is expected to be more than planning,withpurchase a vendor aintegration wide to varietytrust and them of ongoing cloud as a Cloud Billion 59% management$107BillionServiceservices Provider from ain single 2017 vendor Datacenters are being transformed 71% 70% 45% of companies see of CIOs will embrace of total IT services will rising demand for IT a “cloud first" strategy be spent on cloud projects in 2013 in 2016 services by 2020 -InformationWeek -IDC -Forrester Sources: “Outlook 2013,” InformationWeek Report, 12/06/2012; “Worldwide CIO Agenda 2013 Top 10 Predictions,” IDC, doc #238464, -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Setting up Rep Pair
InMage Scout Standard Release Notes Version – 8.0.1 GA Table: Document History Document Document Remarks Version Date 1.0 March 1, 2015 Standard version 1.1 April 7, 2015 Minor update 1.2 Nov 20 ,2015 Updated CX and vContinuum MT known issues and limitations sections. 2 Contents 1 Disclaimer of Warranty .................................................................................................................................... 4 2 About this document ........................................................................................................................................ 4 3 Overview ............................................................................................................................................................. 5 3.1 Scout ........................................................................................................................................................ 5 3.2 ScoutCloud RX ....................................................................................................................................... 5 4 What’s new in this release? ............................................................................................................................. 5 5 Upgrade Path ...................................................................................................................................................... 5 5.1 Agents .................................................................................................................................................... -
Virtual Reality for Telecommuting
Virtual Reality for Telecommuting Yaying Zhang Abstract Microsoft Vancouver The COVID-19 outbreak resulted in a large scale [email protected] prevention action of quarantine, which made many Figure 1: Floating emojis in people and companies unable to conduct normal work AltspaceVR [1]. Brennan Jones activities for weeks. This triggered vast discussions in Department of Computer the improvement of telecommuting technologies. Science Although telecommuting is beneficial, it is currently not University of Calgary widely accepted, especially in traditional industries like [email protected] farming, retail, and manufacturing. One reason is that it cannot completely replace the experience of working locally yet. One key requirement is for technologies to provide a “feeling of presence,” so that remote users feel as if they are there with colleagues, and to be able to manipulate machines remotely as easy as (or better than) when they are on-site. This is a major challenge Figure 2: In AltspaceVR [1] 101 Events, a host teaches the that virtual reality (VR) can play a role in solving. This audience how to use AltspaceVR’s paper discusses current VR technologies for connecting functionalities with slides and humans to humans and humans to things in microphone speech. telecommuting, as well as the gaps and potential directions VR practitioners can work toward addressing. Introduction In late 2019 and early 2020, a novel coronavirus outbreak, COVID-19, struck Wuhan, China around Lunar New Year, when hundreds of millions of people were travelling for family gatherings. Infections rose Copyright is held by the author/owner(s). sharply from tens to hundreds to thousands. -
Microsoft Azure
Yesterday Datacenter, hardware, individual servers, and VMs Slow, expensive innovation Siloed infrastructure and operations Development constraints Tactical and reactive thinking Today and tomorrow People, cloud, apps, service-focused Standardized, automated processes and configurations Industry-standard, low-cost hardware Fast, cost-effective innovation, developer empowerment Holistic, strategic thinking Bringing the cloud to you What if you could have the control of the datacenter and the power of the cloud? Reduced developer chaos and shadow IT Simplified, abstracted experience Added consistency to modern development One portal, one user experience Write once, deploy anywhere Microsoft Azure Microsoft Private Cloud Microsoft Azure (on premises | hosted) Microsoft Private Cloud Microsoft Azure (on premises | hosted) MicrosoftMicrosoft Private Azure StackCloud Microsoft Azure (on(on(on- -premisespremisespremises/hosted) || hosted)hosted) App innovation MicrosoftMicrosoft Private Azure StackCloud Microsoft Azure (on(on -premisespremises/hosted) | hosted) Cloud-optimized application platform Cloud-consistent service delivery Cloud-inspired hybrid infrastructure MicrosoftMicrosoft Private Azure StackCloud (on(on -premisespremises/hosted) | hosted) . Server Roles/Features GUI Shell Windows/ Minimal Server Full Server WindowsNT Interface Server Core Server Core Windows NT to Windows Server 2008 Windows Server 2012 Windows Server and and 2003 Windows Server 2008 R2 Windows Server 2012 R2 . Basic Client . Experience . Server with Local Admin -
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media Sections 1 Introduction: ADL and New Technologies 5 Cautionary Tales: Hate, Bias, and Harassment in Video Games, Social Media, and the Tech 2 Hopes and Fears for the Future of Social Virtual Industry Reality 6 Sexism, Racism, and Anti-Semitism in Social VR 3 Social VR: Industry Overview and Technological Today Affordances 7 What Comes Next for Social VR? 4 Hopeful Futures: Equity, Justice, and VR 8 Bibliography 9 Appendix: Codes of Conduct and Content Reporting and Moderation in Social VR 1 / 65 INTRODUCTION: ADL AND NEW TECHNOLOGIES The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has been at the forefront of evaluating how new technologies can be used for good and misused to promote hate and harassment in society. At the same time, ADL has worked with technology companies to show them how they can address these issues and work to make the communities their products foster more respectful and inclusive. We continue this work today alongside Silicon Valley giants such as Facebook, Twitter, Google, Microsoft, Reddit, and others. This report represents a forward-looking review of the hopes and issues raised by the newest ecosystem of community fostering technology products: social virtual reality, or social VR. -
Law, Virtual Reality, and Augmented Reality
UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved). -
List of Application Added in ARL #2607
List of Application added in ARL #2607 Application Name Publisher .NET Framework 19.0 Microsoft .NET Runtime 6 Preview Microsoft .NET SDK 6 Preview Microsoft 3DMark UL 3uTools 2.35 3uTools 4D 17.6 4D 4K Stogram 3.0 OpenMedia ABACUS Studio 8.0 Avolution ABCpdf .NET 11.1 WebSupergoo Software ACQUITY Column Manager 1.7 Waters Acrobat Elements 17.1 Adobe ACT Enterprise Client 2.12 Access Control ACT Enterprise Client 2.3 Access Control ACTEnterprise 2.3 Vanderbilt Actiance Vantage OpenText Actional Agent 9.0 Progress Software Active Directory (AD) Bridge 8.5 Enterprise BeyondTrust Active Directory/LDAP Connector 5.0 Auth0 Active Intelligence Engine 4.4 Attivio ActivePresenter 8.1 Atomi Systems ActivePython 3.8 ActiveState ActivInspire 2.17 Promethean Activity Monitor 4.0 STEALTHbits Technologies Activity Monitor Agent 2.4 STEALTHbits Technologies ActiViz.NET 8.2 Supported Kitware SAS ActiViz.NET 8.2 Trial Kitware SAS ActiViz.NET 9.0 Supported Kitware SAS Acumen Cumulative 8.5 Deltek AD Tidy 2.6 Cjwdev AdAnalytics Adslytic Add-in Express for Microsoft Office and .NET 8.3 Professional Add-in Express Add-in Express for Microsoft Office and .NET 9.4 Premium Add-in Express Adlib PDF 5.1 Enterprise Adlib AdminStudio 2021 Flexera AdminStudio 2021 ZENworks Flexera Advance Design 2020 GRAITEC Advance Design 2021 GRAITEC Advanced SystemCare 14.0 IObit Advertising Editor 11.29 Microsoft Advisor 9.5 Belarc AFP Viewer 7.50 ISIS Papyrus Europe AG Agile Requirements Designer 3.1 Broadcom Alfresco Content Services 6.0 Alfresco Software AltspaceVR 4.1 Microsoft -
Innovative Learning Environments in STEM Higher Education
SPRINGER BRIEFS IN STATISTICS Jungwoo Ryoo Kurt Winkelmann Editors Innovative Learning Environments in STEM Higher Education Opportunities, Challenges, and Looking Forward SpringerBriefs in Statistics SpringerBriefs present concise summaries of cutting-edge research and practical applications across a wide spectrum of felds. Featuring compact volumes of 50 to 125 pages, the series covers a range of content from professional to academic. Typical topics might include: • A timely report of state-of-the art analytical techniques • A bridge between new research results, as published in journal articles, and a contextual literature review • A snapshot of a hot or emerging topic • An in-depth case study or clinical example • A presentation of core concepts that students must understand in order to make independent contributions SpringerBriefs in Statistics showcase emerging theory, empirical research, and practical application in Statistics from a global author community. SpringerBriefs are characterized by fast, global electronic dissemination, standard publishing contracts, standardized manuscript preparation and formatting guidelines, and expedited production schedules. More information about this series at http://www.springer.com/series/8921 Jungwoo Ryoo • Kurt Winkelmann Editors Innovative Learning Environments in STEM Higher Education Opportunities, Challenges, and Looking Forward Editors Jungwoo Ryoo Kurt Winkelmann Pennsylvania State University Valdosta State University Altoona, PA, USA Valdosta, GA, USA This book is an open access publication. -
Social Virtual Reality: Ethical Considerations and Future
Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space Divine Maloney* Guo Freeman† Andrew Robb‡ Clemson University Clemson University Clemson University ABSTRACT Therefore, in this paper we provide an overview of modern So- cial VR, critically review current scholarship in the area, point re- The boom of commercial social virtual reality (VR) platforms in searchers towards unexplored areas, and raise ethical considerations recent years has signaled the growth and wide-spread adoption of for how to ethically conduct research on these sites and which re- consumer VR. Social VR platforms draw aspects from traditional search areas require additional attention. 2D virtual worlds where users engage in various immersive experi- ences, interactive activities, and choices in avatar-based representa- 2 Social VIRTUAL REALITY tion. However, social VR also demonstrates specific nuances that extend traditional 2D virtual worlds and other online social spaces, 2.1 Defining and Characterizing Commercial Social VR such as full/partial body tracked avatars, experiencing mundane ev- For the purpose of this paper, we adopt and expand McVeigh et eryday activities in a new way (e.g., sleeping), and an immersive al.’s [49, 50] work to define social VR as any commercial 3D vir- means to explore new and complex identities. The growing pop- tual environment where multiple users can interact with one another ularity has signaled interest and investment from top technology through VR HMDs. We focus on commercial applications of Social companies who each have their own social VR platforms. Thus far, VR for two reasons. First, VR’s relevance and societal impact will social VR has become an emerging research space, mainly focus- likely have a more significant impact on commercial VR uses than ing on design strategies, communication and interaction modalities, non-commercial uses.