How does SEP determine an infection on the mobile phone, when user is connected to the network? Does it scan mobile phone files and data just like a PC?

I need a solution

How does SEP determine an infection on the mobile phone, when user is connected to the network? Does it scan mobile phone files and data just like a PC?

We have been notified that some mobile devices which was connected to our network was infected and we have asked our users to check on their mobile phones. May we know how was the detection done? Was the files being scanned on their mobile or how did you determined that the phone was infected? This question arised because some of the staff are worried that their private data on their phones were scanned. If it is true that the product must check the phone information, files (document / photos) and OS for infection? The question arises because if it is scanning done on the private phone we will need to put a disclaimer for the user to take note when connecting to the network that they are using.



WSS POC Failing – Various issues

I need a solution

We are doing a POC for WSS at the moment and are having major problems with it. Primarily it seems to be dropping users Internet connections with the message “ERR_TUNNEL_CONNECTION_FAILED”, every 30 minutes or so, the Internet connectivity comes back after 5 minutes, has anyone else came across this before? 



Creating Unlimited Educational Opportunities…with VR

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Listen In To Learn
– What are the opportunities for VR to lead in educational training?
– What’s in the future for VR?
– What are some of the obstacles and hurdles to overcome in order to make VR adoption more widespread?
– How immersive virtual experiences like CAVE are being applied in particular industries

Virtual Reality (VR) Isn’t Just For The Video Game Industry
VR opens up an amazing array of possibilities for the arts, sales, exhibits and more. For educational training, it allows for field training in areas we never imagined. Instead of engineering students creating bridge models out of toothpicks, why not build a model in VR and let it truly come to life.

In this podcast, Dr. Carolina Cruz-Neira scholar and faculty member at the University of Arkansas dives into VR opportunities for education. She takes us behind the curtain into her career progression, starting as a dancer, and her climb to develop CAVE (Cave Automatic Virtual Environment), an immersive VR system: think of it as a version of a holodeck (yes, like in Star Trek). Listen now to dive into the opportunities and challenges VR can bring.


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2018 was the Year of the Server

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A year of server stories you can read in 10 minutes. Includes key stats and a list of additional writing, audio, and video from the 72 blogs we published in 2018. Some hate to look back, but they are the few. For those who are battle-scarred, or those who are new, this blog’s for you. Before I start writing my new year’s resolutions, I like to reflect on where I’ve been. It helps me assess if I am on the right path as I prepare for a new beginning. So let’s look back on 2018. A … READ MORE


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3 Surprising Video Trends that Should Inform Your L&D Strategy

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Imagine a cattle stampede that continues for five years, and you’ve also pictured how the populace has stampeded from text to video. According to YouTube’s Press page, people watched a lot of YouTube video in 2013. In 2014, they watched three times as much as they did in 2013. In 2015, the numbers tripled again.

The masses aren’t merely watching video. They’re turning to online video as their preferred method of learning, whether the topic is how to do math or how to use a chainsaw. This mass transition to educational videos has dragged corporate Learning and Development departments into the video-production business – and if you’re a corporate L&D pro with no background in video, you’re having to glean knowledge along the way.

Formulating Courseware Strategy on Common Knowledge Is a No-go

What’s the approach to formulating a strategy for video-based courseware effectively?

You hear tidbits on trends and “common knowledge” in the industry such as: “A training video can be only five minutes long,” or “Millennials watch training videos on smartphones, but everyone else watches on PC.”

Is such “common knowledge” really… knowledge? Where’s the data that supports these “facts”?

Folklore deserves healthy skepticism.

To plan and gauge our courseware effectively and optimize our customer’s learning experiences, we need firsthand, well-sourced data about how people actually interact with video.

I get such data from Ooyala, a resource that offers broadcasters and premium content providers (such as Vudu, Sky Sports UK, Star India) management tools that help them monetize video content. Ooyala tracks and analyzes the viewing behavior of more than 120,000 anonymized viewers in more than 100 countries, then publishes their findings quarterly. You can download Ooyala’s Global Video Index free and study it yourself.

Defying conventional wisdom, three surprising findings from Ooyala’s most recent report could help you optimize your Learning & Development efforts.

Video Trend #1: Longform Is In on Smartphone, Tablets and PCs

For three of the last five quarters, the majority of video watched online was longform – industry-speak for running times over 20 minutes.

  • Videos running 2-5 minutes account for only 38% of the time spent watching video on smartphones.
  • On tablets, longform accounts for 75% of all video time watched.
  • On PCs, viewers watch longform content to completion a whopping 71% of the time.
  • Viewers watch longform to completion on tablets 61.3% of the time.
  • Viewers watch longform to completion on phones 56.6% of the time.

The takeaway: While many factors determine how long your viewer sticks with you (to name a few: relevance, production quality, their reason for watching), the latest research directly contradicts the rote “knowledge” that viewers leave after a few minutes. Although the video offerings Ooyala measures mostly consist of entertainment, their data reveals that the majority of viewers will complete a 22-minute video if it’s interesting, regardless of subject material.

Questions to consider: How might using a longer format affect the way you subdivide your content? Can your content hold interest that long? Can you identify topics where learning and retention would benefit from not being shoe-horned into five minutes?

Video Trend #2: Mobile Video Is Mainstream Now

In Q1 of 2018, the number of videos viewed on mobile devices was up all over the world. For example, of all video plays in Asia-Pac, 60.7% occurred on mobile devices. EMEA and Latin America hit all-time highs for mobile’s share of video plays.

Mobile video views also rose to being the majority of views in every age demographic, everywhere.

The takeaway: Common knowledge held that mobile viewership was a niche for the young or for early adopters. Now, the majority of all video views occur on a tablet or phone. If you’re still developing courseware primarily for desktop PCs, you’re offering yesterday’s modality to an audience that’s rapidly leaving it. Consider whether your courseware developers should start thinking, “Mobile first.”

Video Trend #3: Streaming Is Overtaking Conventional TV

Sixty percent of all households that have a broadband Internet connection have at least one Streaming Video On Demand (SVOD) service (think Netflix, Hulu, HBO Now). The most rapidly growing segment is “households with four or more services.”

Content creators are scaling up massively to meet the anticipated need for content on demand. Top content providers processed three times as much content in Q1 2018 as they did in Q1 2017. This trend won’t abate as heavyweights such as Apple and Disney race smaller providers to launch new streaming services in 2019.

The takeaway: Consumer culture drives relentlessly toward “get what you want, when you want it.” In that context, how happy are your customers to wait weeks for your five-day training class to roll around again? Businesses that offer customers video training on demand will probably enjoy a growing advantage over competitors offering conventional courseware.

At Dell EMC Education Services, we are working tirelessly to develop an on-demand video learning platform so customers can choose traditional classes, instant video support, or a combination.  We’ve also begun adding interactivity so that viewers can click on a video table of contents, or click within a video to branch to a more in-depth related video. This is the near-term future of learning.


In times when what “everyone knows” about learning videos might be unfounded, finding a reliable source of data can improve your predictions and planning. Ooyala is not the only source, but it’s free, well-derived, and gives me a refreshing reality check against what I thought I knew. Check out the report for yourself. When it comes to customer behavior, timely trend-spotting can determine whether your training content lands with a thud or a whoop – and whether your fiscal year ends with an oops or a yay!

Please feel free to comment or share your insights with me below.

The post 3 Surprising Video Trends that Should Inform Your L&D Strategy appeared first on InFocus Blog | Dell EMC Services.

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How Virtual Reality Is Saving Lives Both On and Off the Battlefield

By Pragati Verma, Contributor

Imagine being immersed in a war scene in a desert in Iraq, where tanks and armored cars are rumbling forward, belching fire. Suddenly, the vehicle in front of you explodes and you see insurgents, emerging almost out of nowhere, ready to take your life.

Seeing insurgents with loaded guns, hearing shots fired and smelling gunfire in a simulated virtual reality battlefield through a VR headset can be frightening for some. But military veterans are turning to such VR-empowered exposure therapy to confront the trauma of combat—both before they experience it, and afterwards to recover from it, in a safe and controlled environment.

“At first, it might seem counter-intuitive to make someone go back and relive a traumatic experience,” Albert “Skip” Rizzo, associate director for Medical Virtual Reality at University of South California’s Institute for Creative Technologies, explained at the Dell SXSW Experience in 2017. “But if you do it at a gradual pace, with a good clinician in a safe environment, patients get better with time. They might get anxious at first, but anxiety goes away as they continue.”

Treating Emotional and Physical Wounds

After working with the U.S. military for nearly two decades to use VR-based exposure therapy to train and treat U.S. soldiers and veterans, Rizzo is a foremost expert in the transformative technology.

The two programs Rizzo works with confront unique problems. Bravemind, an exposure therapy, simulates experiences reported by soldiers to help them confront and process difficult emotional memories.

“We’re not erasing memories or anything, people still remember what they’ve been through but, those memories don’t have the same emotional power as they had before treatment.”

– Albert “Skip” Rizzo, Research Director at USC Institute for Creative Technologies for Medical Virtual Reality

Today, at the USC Institute where Rizzo resides, he also works with the military to create realistic war-like experiences to train soldiers for the physical, social, and emotional stress of the combat before they go to war.

The pre-deployment resilience training tool known as Strive—Stress Resilience in Virtual Environment—aims to teach effective emotional coping skills and better prepare service members (prior to deployment) for the stress of combat. By teaching these coping skills ahead of time, researchers hope soldiers will be more able to manage challenging situations as they occur on the field.

Several arms of the military are using it to train their soldiers and prevent them from injury. Soldiers at various military facilities, such as Fort Bragg, are entering VR simulations to learn to quickly pop up hospital tents and treat injured soldiers in a tactical environment. These applications immerse officers in a realistic training scenario whereby they have to perform emergency response actions in a virtual world.

“We are trying to help the U.S. to be more safe in military missions,” Carolina Cruz-Neira, director of the Emerging Analytics Centre at the University of Arkansas at Little Rock, said at the VR for Good panel at the 2018 Sundance Film Festival. She explained that the biggest killer on military missions is lack of medical training. “The majority of soldiers die because of blood loss as other soldiers around them don’t have the right training [to save them].”

The program works by developing a Band of Brothers-type situation, whereby participants are immersed in narratives with their squad, participating in simulated missions. In addition to preparing soldiers to manage the stress of emergency scenarios on the field, at the end of each session the program raises a moral issue or has the trainee confront a unit member’s (virtual) death. First deployed in 2012, the program has only become more sophisticated with time.

“At the moment, an artificially intelligent virtual mentor will walk in and talk to them and help them interpret and normalise the stress response,” Rizzo said.

And while the emotionally evocative experience works for combat-training purposes, Rizzo explained the training also helps mitigate signs of PTSD upon their return home.

A widespread epidemic facing veterans, the technology aims to save lives pre- and post-war. One in five military service members who return from Iraq and Afghanistan report symptoms of PTSD or major depression. And while veterans make up close to nine per cent of the population, 18 per cent of suicides are former military. A widely cited 2016 VA report found that in 2014 over 7,400 veterans—20 per day—took their lives.

Beyond Video Games

The idea of using virtual reality to salve the effects of medical conditions and pain is not new. VR first emerged in the late 1980s, but didn’t take off due to primitive technology and prohibitive costs. With new wearable equipment that’s more affordable now on the market, VR is now ready for a clinical setting.

Today, hospitals use VR to distract patients from pain or manage stressful procedures, such as childbirth. Doctors also use the technology to help patients cope with emotional trauma. Yet, there is still some discrepancy between VR’s potential use and its research funds.

“The money going into VR is driven by gaming and entertainment and, along the way, it is making better equipment, software, and graphics available,” Rizzo summed up. “But the power of VR goes well beyond fun and entertainment. It’s in treating people [and teaching them how to] deal with PTSD or autism, or to help practice social skills.”

By evoking the sights, sounds, and conditions of the real world battle environment, VR exposure therapy and training could soon emerge as a popular way for soldiers to enhance their survival skills and for veterans to live a full life after war.


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Get Your Customers Ready for VR

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Once the preserve of the gaming industry, VR is creating serious waves in sectors such as manufacturing, travel and education. Forward-thinking companies are investing in making VR work for them. And while there are some hurdles to clear, the possibilities are great – if they have the hardware to make it happen.

montage of photos of people in vr headsets

The Making VR Real report, from Qualtrics, presents the findings of a broad industry survey, where 500 professionals — all of whom had worked on commercial VR projects — were questioned about the real-world business implications of VR. These survey results are released alongside six in-depth interviews, featuring VR experts from companies including EDF Energy, Jaguar Land Rover and Framestore.

In the report, we discuss the top trends for VR use, the challenges and benefits, and how our VR-ready workstations are the perfect platform for your customers’ next-generation projects.

Identifying the VR Opportunities

Looking past its use in the entertainment industry, the research as highlighted in Making VR Real suggests that VR has masses of potential across many sectors. From creating immersive experiences in the classroom to showcasing new product designs in 3D.

It’s no wonder companies are grappling to get on-board. But they face numerous options when it comes to the technology. Around 35 percent of BDMs surveyed said there were too many competing VR technologies on the market, making the decision of which to use a difficult one. And this uncertainty goes well beyond VR headsets and peripherals. Companies need to know its workforces have the client devices to handle the demands of VR workloads today and in the future.
man holding a tablet smiling at a man in a vr headset

Precision Devices Power a World of Potential

The Dell Precision 7000 Series workstations — and the most recently announced 7530 and 7730— are designed with VR in mind. They have faster memory, professional-grade graphics, and 8th-gen Intel® processors, providing the foundation for VR content creation and advanced commercial visualisation.

Understanding your customers’ pain points in launching their VR projects is the first step in helping them make the right investments in VR. The Making VR Real report will give you the insight to do this.

woman in a vr headset reaching out in front of her

We’ve also put together a set of marketing assets to help expand your revenue potential by creating effective customer communications focused on the benefits of the new Dell Precision mobile workstations. And don’t forget you can use your Marketing Development Funds to boost your pipeline through targeted marketing programmes using our concierge agencies and these assets.

You can download all these assets on the Digital Marketing Platform, where you can also find an email your marketing teams can use to drive your customers to the Making VR Real report.


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Expert Insight on How to Make VR Real

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Recently on Direct2Dell, I shared how National Geographic Explorer Martin Edström brought the world’s first virtual reality (VR) experience with lions to life, but you may be wondering how VR could be used in the business world.

Dell canvas with car illustrations on it in front of a Dell monitor with image of man in vr headset

To help reveal real-world implications of using VR within your business, Qualtrics – in association with Dell – has surveyed 500 business decision makers around the world who were either currently working on a VR project, or who had already completed one.

The resulting “Making VR Real” report showcases the potential of virtual reality in 2018 and provides a unique insight into one of the world’s most innovative industries.

“In this report, we hope to paint a true picture of the varied business cases for VR, by undertaking the broadest piece of business-focused VR research to date, whilst also shining a light on how VR is being used in the real-world today,” said Jack Davies, head of content at Qualtrics EMEA.

They found that VR is contributing a huge amount to the economies of the different countries they surveyed, but that 52 percent of those working on VR projects still see it as emerging tech.

Why are they choosing to use it? Fifty-eight percent said they agreed or strongly agreed that VR offered benefits that no other medium did. The majority also felt that it showcased their own innovative capabilities and demonstrated leadership in their industry.

Some of those surveyed include our customers Jaguar Land Rover and Framestore. Framestore uses Dell Precision workstations to bring their customers’ stories to life, including our own Dell Technologies story. And Jaguar Land Rover launched their first fully electric SUV, the Jaguar i-Pace at a VR press conference powered by Dell Precision workstations.

That event was so well-received that technology analyst Rob Enderle said it even led him to sign up to buy one. He added: “Dell, HTC, and Jaguar are changing not only how you buy cars but how you design, build, and buy them.”

That’s because Jaguar Land Rover also created a VR experience for the sales process in their showrooms and 58 percent of retailers they surveyed said it added value.

“Having VR more integrated into the sales process is something we need to work on for future projects,” said Mel Simkiss, global retail environment manager at Jaguar Land Rover, in the “Making VR Real” report. “What would be great is a customer comes in, having configured the car at home, and they are then issued a code which we can use to demo the car they’ve configured using VR. Then we can help them order it, there and then, in the showroom. We’re a way off just now, but ultimately that’s the goal.”

The “Making VR Real” report also includes case studies from Make Real, a UK-based team that makes immersive digital products, and 10 lessons they learned working with several clients.

I won’t give them all away here (download the report for that), but the first lesson was to start small. Begin with a small budget — that is more acceptable to those who have financial sign-off — to create a prototype or proof of concept piece of content that has one or two clear business objectives, or learning outcome goals defined.

This survey found that just over 25 percent of the projects respondents worked on had a budget of $100,000-$250,000. But as you can see in the chart below, many more were accomplished for less than that.

bar chart from making vr real report of vr project budgets

And while Framestore has experience with Hollywood-size budgets, and VR being used for primarily marketing and public relations purposes, they’re starting to see a lot of products being developed (for profit) outside of the entertainment industry – especially in healthcare.

“Personally, I’m excited about how VR can be used in areas like education and healthcare,” said Christine Cattano, global head of VR at Framestore, in the report. “We’ve been dabbling a bit here – but some of the products and R&D projects that are currently out there are pretty mindblowing, I think those are the types of things that will start to move the needle for the general public on the true potential of AR and VR tech.”

For more survey results, and insights from interviews with a broad cross-section of VR experts, from artists, to agencies, to clients, and startups, download “Making VR Real.”


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