The PRWIRE Press Releases https:// 2018-01-12T01:01:24Z Polycom Reveals Five Collaboration Drivers Set to Transform Business in 2018 2018-01-12T01:01:24Z polycom-reveals-five-collaboration-drivers-set-to-transform-business-in-2018 SYDNEY & AUCKLAND (ANZ) -- 12 January 2018 – According to Polycom’s The Changing World of Work[1] research, 75% of recipients said that they use collaboration technologies regularly to communicate with stakeholders not based in the same office. This is only expected to increase exponentially in the next 12-18 months says Polycom with the release of their top five drivers that are set to impact business collaboration in 2018. “With the roll out of high speed broadband networks, technology can now give people the freedom to work the way they want, regardless of where they are. This new business-normal encompasses technology-enabled workspaces from the huddle room; to agile workplaces and anywhere working teams that need to work interstate to get the job done,” said Tony Simonsen, Polycom Managing Director, Polycom Australia & New Zealand. “However, our basic need for human contact and communication still underpins the way we work – regardless of the location, space or technology we are using to collaborate. As we head into 2018, we fully expect technology will continue to evolve, enabling us to improve our business communication and collaboration at all levels, from intern to the C-Suite.” Frost & Sullivan’s Australia and New Zealand Director and Head of Research, Audrey William, comments, “In 2018, transformational technologies will continue to be a catalyst for business disruption. We’ve seen growth in the consumer demand for Smart Homes, particularly in countries like the US. Intelligent voice activated speakers and virtual assistants powered by new AI technologies and Bots have transformed the home environment. In the next twelve to eighteen months, expect to see this trend move into the enterprise market. With new platforms like Alexa for Business becoming available, companies and employees will be demanding the same level of smart connectivity that they experience in their home environment. William continues, “Intelligent Workspaces are the Future of Work. In the video collaboration space, this will mean smart devices and voice activated speakers powered by AI technologies and Bots becoming business normal. Video meetings will be organised by virtual assistants and password activated user interfaces will be obsolete as machines recognise voice commands to automatically connect users to their virtual workspace. The business potential of Intelligent Workspaces is enormous with vendors actively looking at how they can integrate these new technologies within the collaboration environment.” Outlined below are Polycom’s top collaboration predictions that it believes will impact business in 2017: 1. Cloud Brings Need for Interoperability The cloud space has transformed, not just our office and workspaces but the way we work. If we look at the next generation of technology – it’s modular, it’s adaptive, it’s solutions based and it’s cloud based. As cloud continues to move into the mainstream, the conversation is no longer about that sub 50 office space, the one-to-three user space is back on the table; and how you bring them into the network with mobile devices, with USB devices, and more will be a priority for businesses of all sizes in 2018. 2. User experience and ease of adoption reigns supreme Where we work and collaborate is no longer confined to a traditional four-walled office environment. Today, people want to connect and collaborate with ‘the office’, regardless of their location or device. This growth in anywhere working and geographically distributed workforces mean that businesses will need to find new ways to empower employees with vastly different experiences and relationships with technology, ensuring they can collaborate effectively to drive the productivity. Users want simple click and join. They don’t want to go looking for a meeting room ID, or a truncated number, or the smart board switch to upload documents for team discussion. We will expect to see end users continuing to demand more intelligent, conferencing solutions that can ‘do it all’ – whether connecting from a meeting room, personal device or third-party platform. 3. Meetings are getting smarter and more mobile Technology, like the latest intelligent face-detection and voice triangulation cameras, wireless content-sharing, a simple ‘click to join’ meeting interface, Artificial Intelligence (AI) and advanced analytics are helping meetings get smarter and more productive. Expect to see more AI enabled conference rooms, virtual assistants and bots. In basic terms, it is the convergence of people plus, not versus, technology that are now working together. What’s more, as organisations move to Skype for Business, Office 365 and Microsoft Teams, we expect them to look at removing extraneous meeting technologies and integrate collaboration via these platforms as a means to reduce costs and ensure a consistent user experience. 4. The hyper-collaborative organisation Imagine that the next step for individuals, teams and organisations would be to go from being “collaborative” amongst themselves to “hyper-collaborative” – bringing together knowledge, capabilities and ideas from a number of ecosystems, geographies and industries. We anticipate that for 2018 and beyond, more workplaces will be open to embracing ‘anywhere working’, that enables this evolution in partnerships and teamwork. Enabling people to work, the way they want, where they want and in a hyper-collaborative manner that will become business-normal. 5. Bridging the urban-rural divide In 2017, Australia’s nbn announced that a further 2 million locations would receive an upgrade of fibre-to-the-kerb technology. This faster technology is expected to deliver 100 megabit per second downloads to inner city homes and businesses. With the improvement of its broadband infrastructure Australia becomes more digitally inclusive and we can expect to see a jump in demand for collaboration solutions like high definition video and digital content sharing that were previously unavailable. ### [1] The 2017 ‘Guide to Anywhere Working’ survey commissioned by Polycom Inc. was conducted by Morar Consulting. Sample Data collected from 25,234 employers and employees of 12 countries (including 2,000+ across ANZ), which included: United States, Canada, Brazil, Japan, United Kingdom, India, Singapore, Germany, Russia, France, Australia and China. 55% of those surveyed had job titles managers or above. 58% of surveyed are responsible for care in some capacity, and 68% surveyed are parents. GameCredits signs deal with Unity Technologies to bring Blockchain to game developers and gamers 2017-10-24T00:12:53Z gamecredits-signs-deal-with-unity-technologies-to-bring-blockchain-to-game-developers-and-gamers GameCredits, a Blockchain company driving innovation in the games industry, today announced the company has signed a deal with Unity Technologies, creator of the world’s most popular creation engine, that will bring the benefits of blockchain to more than 3 billion devices and millions of game developers worldwide. Through this deal, both companies will introduce novel forms of game distribution for the $100 billion* gaming industry, placing a particular focus on the fast-growing world of mobile gaming and eSports. GameCredits’ mobile game store, GPlay, will be integrated with Unity’s game-development ecosystem and developers will be able to effortlessly publish their games directly into GPlay. GPlay will share 90% of gross revenue (instead of the industry standard 70%), and will pay developers within 60 hours (instead of 60 days). "Unity is known for aggressively adopting new technologies that democratize game development, solve hard problems and enable success for developers. With GameCredits, we intend to bring about a paradigm shift in the gaming industry. Blockchain solutions will help disintermediate game publishing and give better returns to creators," said Hubert Larenaudie, President Asia Pacific, Unity Technologies. “Our partnership with Unity Technologies is a major step forward for both the gaming industry and the blockchain world. With GPlay and our eSport platform, we are bringing the benefits of blockchain and digital assets to the largest global audience yet, enabling true mainstream adoption of these technologies for the first time,” said Sergey Sholom, GameCredits CEO and GPlay President. Unity exists to democratize development, solve hard problems and enable success -- three core values that are the driving forces of Unity’s adoption by millions of creators. Unity powers more than 50% of all new mobile games and over two-thirds of all AR and VR content. Interactive content made with Unity reaches nearly 3 billion devices worldwide. Following a record-breaking $53 million crowdsale earlier this year, GameCredits has been developing a suite of blockchain products for the gaming industry, all under its GPlay initiative. GameCredits recently joined Hyperledger, a Linux Foundation blockchain consortium whose members include IBM, Intel, Cisco, American Express, JP Morgan and other leaders from various industries. GamesCredits will introduce its blockchain solutions at Unite, the popular developers conferences in Melbourne, Singapore and India in the next few weeks. *Source: Newszoo, April 2017 About GameCredits GameCredits is an international, multicultural company striving to transform the gaming industry with its GameCredits digital currency (GAME) and a suite of other blockchain-based products. Founded in 2016 in Belgrade, Serbia, GameCredits now employs a team of more than 100 people across 10 offices in five countries. For more information, visit: www.gamecredits.com. About Unity Technologies Unity Technologies is the creator of a flexible and high-performance end-to-end development platform used to create rich interactive 2D, 3D, VR and AR experiences. Unity’s powerful graphics engine and full-featured editor serve as the foundation to develop beautiful games or apps and easily bring them to multiple platforms: mobile devices, home entertainment systems, personal computers, and embedded systems. Unity also offers solutions and services for creating games, boosting productivity, and connecting with audiences including Unity Ads, Unity Analytics, Unity Asset Store, Unity Cloud Build, Unity Collaborate, Unity Connect and Unity Certification. Unity Technologies serves millions of registered developers including large publishers, indie studios, students and hobbyists around the globe. For more information, visit www.unity3d.com and to see the latest games and experiences created in Unity, go to https://unity.com/madewith The ESL Stage is coming to PAX Arena 2017-10-19T06:04:09Z the-esl-stage-is-coming-to-pax-arena ESL is headed to PAX Australia this year to bring the ESL Stage to the PAX Arena. Across the PAX weekend, ESL will host tournaments for Injustice 2, Paladins, SMITE, and Rainbow 6: Siege. Injustice 2 will be featured at the ESL Stage, with an open, double elimination tournament being played over 2 days. Friday will see the qualifying rounds of the tournament played from 2PM through to 6PM, and the top 8 contestants will take to the ESL Stage on Sunday afternoon at the same time to play off in an intense finals series. More information on signups & prizepool will be released soon. SMITE will be returning to PAX as the top 4 teams in the SMITE OPL compete for their share of $35,000 and a ticket to HRX 2018 in January. Legacy Esports, Scylla Esports, Dark Sided and Sin Gaming will fight from 6PM Friday for a spot in the Grand Finals, to be played at 6PM on Saturday. Paladins Global Series Oceania will be played live on the ESL Stage, with Oceania’s best four teams in Kanga Esports, Outlaws, Amigo5, and Rune Platebody, competing for $15,000 and a ticket to HRX 2018 from 10AM Saturday. Ubisoft will be heading to the ESL Stage this year, with Rainbow 6: Siege action from 10AM on Sunday. Kicking off with an all-star showmatch, PAX-goers will then get the chance to play with the pros, before an ANZ professional exhibition match wraps up the Rainbow 6 action. “If you've been following Australian esports over the past 12 months, it'll come as no surprise that showcasing top-level competitive gaming is becoming a larger part of PAX”, said PAX AUSTRALIA Content Manager Luke Lancaster, “we're proud to be partnering with ESL to bring the highest calibre of play to PAX Arena, because we're positive the rampant growth of an incredibly talented local scene doesn't stop here." Paul Sharpe, Director for Enterprise and Small Business, Samsung Electronics Australia, said: “It’s incredibly exciting for Samsung to work with ESL to showcase our latest range of CFG70 quantum dot gaming monitors and provide an exhilarating platform for gaming at PAX this year. We look forward to an incredible show and taking part in such an exciting event.” “We encourage anyone at PAX to head down to check out the Samsung monitors in action and speak with our team who will be on the stand,” Sharpe added. The Samsung CFG70 monitor was launched in Australia earlier this year and is designed to meet the demands of performance gamers. The ultra-high contrast quantum dot VA panel technology can help minimize light leakage across the entire screen and corners and delivers a 3000:1 contrast ratio. As well as competitive action, the ESL Stage will host a free-play area with both console and PC titles throughout all three days of PAX. If you can’t make it to PAX, all of the action from the ESL Stage will be streamed live on www.twitch.tv/paxarena from 10AM each day. The full schedule for the ESL Stage @ PAX Australia can be found on the PAX website: http://aus.paxsite.com/schedule About ESL Australia ESL Australia, the local division of global electronic sports league tournament organiser ESL, is Australia and New Zealand’s leading esports tournament organiser. ESL Australia features a studio home base in Sydney, Australia, the first ever purpose built esports studio capable of hosting offline events and a live audience. For more information on ESL Australia, current tournaments and more, visit: http://pro.eslgaming.com/anz PAX PAX or Penny Arcade Expo (http://www.paxaustralia.com) is a festival dedicated to celebrating gaming culture. First held in Seattle in 2004, PAX has nearly doubled in size each successive year and launched internationally for the first time in Melbourne. The event has sold out every year since its launch in 2013. REEDPOP ReedPOP (http://www.reedpop.com) is the largest producer of pop culture events in the world, a full-service boutique team that has the backing and muscle of a major international events organization. ReedPOP runs events such as New York Comic Con, Chicago Comic & Entertainment Expo, Star Wars Celebration, Oz Comic-Con, Paris Comic Con, PAX Prime, PAX East, PAX South, Comic Con India, and more. Press Assets: https://drive.google.com/drive/u/0/folders/0B_sTKyjWOVwPZGx4UVdnOWRZZjQ SCG and Allianz Stadium to be transformed into post-apocalyptic Nerf battleground this December for Zedtown: Last Haven 2017-10-06T00:58:44Z scg-and-allianz-stadium-to-be-transformed-into-post-apocalyptic-nerf-battleground-this-december-for-zedtown-last-haven Sydney, Australia – October 6, 2017 – Zedtown, in partnership with TEG Life Like Touring, have today announced that Australia’s largest zombie survival game will see the undead walk again on 9 December in Sydney’s iconic Sydney Cricket Ground and Allianz Stadium – both stadiums! Zedtown: Last Haven is the latest installment of the immersive gaming experience, which will see thousands of players battling it out as they imagine what they would do if they were the last living people on Earth. The story of Zedtown: Last Haven is a brand new one. 19 years have passed since a State Of Emergency was declared. In a despairing post-apocalyptic world where the undead roam, rumours of a Last Haven have spread like wildfire: On a distant island paradise, the world's most powerful and privileged live in splendour, free from infection and the merciless zombie horde. Their enigmatic leader, Magnus, has invited all remaining survivors to participate in the first inaugural Blood Games. Survivors will battle it out against each other (and the undead) across two colossal stadiums, for their chance to join Magnus in his fabled island city. Is this our last hope? Is this the Last Haven? Will you join them? Previous Zedtown players will be the first to access tickets, as they once again try and survive Australia’s largest real-world zombie apocalypse. Tickets for past participants will go on Pre-Sale Thursday 12 October at 2pm, and to the wider public at 2pm Friday 13 October – an ominous date of warning for the Zedtown challenge that lies ahead. This is the 9th time Zedtown will be held in Sydney since its commencement in 2012, but is the first time such a significant event will be held in one of Australia’s most incredible areas: all the tunnels, the grandstands, the backstage secret areas. The grass on which Sir Donald Bradman and many of Australia’s most iconic sportsmen and women made their name, will instead be filled with a new generation of players, this time striving to escape the zombie horde, and avoid joining the legion of the living dead. Zedtown: Last Haven is a perfect example of the immersive experiences our awesome fans are craving, and this is going to be the most ambitious version of our event yet. Zedtown is a chance for players to become a hero in their own story, fully immersing themselves in an adventure-driven experience as well as, frankly, just shooting their friends in the face with Nerf blasters” said Andrew Garrick, Managing Director of Zedtown. The innovation and planning that goes into hosting many thousands of players in a fully immersive, engaging experience makes this one of the most advanced events ever seen in Australia, and continues to grow with each instalment. Each player is provided with dog tags, access to a call-in radio station, and even zombie make-up for the unfortunate Survivors who ‘turn’. All this while they use the Zedtown smartphone App to guide and track their progress in real-time as game directors send missions and updates from start to finish. Zedtown has seen thousands of humans turned into zombies since 2012. In mid-2017, Zedtown successfully saw over 2000 people battle to fight against the walking dead at Sydney Showgrounds in Homebush. With two three-hour sessions planned on Saturday 9 December, players will have the unique opportunity to battle it out against other Survivors and ‘zombie-fied’ players. Bringing their own Nerf blaster, or purchasing one on the day, each participant will be guided and inspired by Zedtown actors, marshals and thousands of fellow players to try and escape the touch of the dead. TICKETING INFORMATION Pre-sale tickets for past Zedtown participants will be available from 2pm Thursday 12 October. General public on sale commences from 2pm Friday 13 October. For all ticket information, please head to www.ticketek.com.au. Zedtown players must be 18 years or older to participate in the event. For more information about Zedtown please visit www.zedtown.com. ABOUT TEG LIFE LIKE TOURING Life Like Touring (LLT), a production company within the TEG family, writes, produces and delivers live theatre shows and interactive experiences to audiences worldwide for many of the biggest brands in entertainment. Based in Melbourne, the company has grown from a small domestic touring business to a global player in the live entertainment market. TEG is Australia and New Zealand's only integrated live entertainment organisation connecting Ticketing, Live Content Touring, Research and Data Analytics. TEG includes Ticketek, TEG Live, Life Like Touring, The Entertainment Store, TEG Dainty, TEG Analytics, TEG Rewards, Qudos Bank Arena, Softix and Eventopia. ABOUT ZEDTOWN Zedtown is the largest real-world zombie Nerf War in the world. Born from the brains of avid gamers and creators, Zedtown is passionate about bringing incredible adventures to life in unique and enthralling ways. Their games and software have been extensively covered across the world and they have designed events for thousands of players from all walks of life across incredible venues in Sydney, Melbourne and Adelaide. For all media enquiries and interview opportunities, please contact: Tayla Davis Closer Communication M: +61 (0) 405 303 025 E: tayla@closer.com.au BenQ Zowie eXTREMESLAND 2017 ANZ Qualifier attracts over 160,000 unique viewers online as Kings Gaming Club take 1st place 2017-09-12T05:23:50Z benq-zowie-extremesland-2017-anz-qualifier-attracts-over-160-000-unique-viewers-online-as-kings-gaming-club-take-1st-place SYDNEY, Australia, 12th September, 2017 – Australia & New Zealand’s top four Counter-Strike: Global Offensive teams took to the stage at the ESL Australia studios on Saturday last weekend for the ANZ LAN finals of the BenQ ZOWIE eXTREMESLAND Tournament series.   The finals opened up with an exciting series between Athletico and the Chiefs Esports Club which saw the Chiefs fall to Athletico 2-1 (12-16 Mirage, 16-6 Train, 14-16 Nuke) in their first appearance at the ESL Studios since IEM Sydney. In the second semi-final between the Kings Gaming Club and Grayhound Gaming, the Kings took out the second semi-final in another close 2-1 (16-11 Nuke, 14-16 Mirage, 14-16 Inferno) to advance to the Grand Final against Athletico. Despite their earlier result against the Chiefs, Athletico were unable to continue their form, with Kings taking the final series in two maps (16-3 Overpass, 16-6 Train), earning their place as the representatives of the ANZ region for eXTREMESLAND.   The Kings Gaming Club will next fly to China to compete at the BenQ ZOWIE eXTREMESLAND live finals in Shanghai, for a prize pool of $100,000USD from October 19th through 22nd.   Online Viewership, Social Media Engagement Fan engagement throughout the eXTREMESLAND Finals generated 2,234 tweets on social media, with more than 820,000 impressions delivered across all platforms. Over 160,000 unique viewers tuned into the online broadcast, with fans watching a total of 47,000 hours of broadcast content over the course of the day.   Live Event & Experience Zone Fans attending the BenQ Zowie eXTREMESLAND ANZ 2017 Qualifier Finals had the chance to experience the latest Zowie gaming gear, including the Zowie XL2546 240Hz monitor with Dynamic Accuracy (DyAc™) - the official tournament monitor of the event. Also on display at eXTREMESLAND was the full line-up of ZOWIE Esports peripherals, including the now released Celeritas II Optical Esports keyboard.   Find out more information:   Website: www.benq.com.au/product/gaminggears/ Twitter: https://twitter.com/ZOWIEBenQAU Facebook: https://www.facebook.com/BenQAustralia/   Website: http://pro.eslgaming.com/anz Twitter: http://twitter.com/ESLAustralia Facebook: http://www.facebook.com/ESLAustralia/   Press Assets: https://drive.google.com/open?id=0B_sTKyjWOVwPZXhhQkZWOFBWWkE   About BenQ Australia: BenQ Australia Pty Ltd is the local office for BenQ Corporation, a world-leading human technology and solutions provider. In 2015, BenQ Corporation acquired ZOWIE to represent the company’s eSports product line that focuses on providing premium experiences for eSports players and professionals. For more information on BenQ Australia, BenQ ZOWIE products and more, visit: http://www.benq.com.au/   About ESL Australia: ESL Australia, the local division of global electronic sports league tournament organiser ESL, is Australia and New Zealand’s leading esports tournament organiser. ESL Australia features a studio home base in Sydney, Australia, the first ever purpose built esports studio capable of hosting offline events and a live audience. For more information on ESL Australia, current tournaments and more, visit: http://pro.eslgaming.com/anz Could This Be The Solution Parents Have Been Waiting For? 2017-08-29T06:06:04Z could-this-be-the-solution-parents-have-been-waiting-for Of all the challenges facing parents today, the one that stands out the most is how to keep their children safe and balanced online.  While the benefits of technology for education and entertainment are considerable, the pitfalls can be heart-breaking.   Most children and many parents find it difficult to tear themselves away from their screens and phones, and as a result the desired level of emotional connection between family members is often lacking. For the same reason, face-to-face social skills and the development of empathy (or lack of) is also a concern.   Cyber bullying is commonplace in primary schools and high schools, and often children as young as eight are exposed to it. Up to 16% of students who are the victims of cyber bullying seriously consider suicide, and 8% attempt it. Unfortunately about one in ten suicide attempts are successful.   Sexting is considered “normal” amongst tweens and teens and commonly leads to bullying, both online and in person. It also leaves children vulnerable to predators and can lead to extortion, sextortion and worse.   The prominence of pornographic content online, with more than 24 million sites (equating to about 12% of all websites on the internet) containing this content, means that there’s a very good chance most children will find this content at a young age by mistake. In fact not only are children as young as eight stumbling across it, but the average age to see it for the first time is just eleven years old.   Believe it or not the biggest consumers of porn online are aged between 12-17 years, and as a result these children consider the behaviour normal. Both boys and girls commonly believe this is what a healthy sexual relationship looks like, and consequently view others not as people with feelings but as sexual objects.   With all of this data at hand, one mother has taken drastic action to do something about it. Ruth Dearing, a mother of two living in Morisset, NSW has been researching the topic of online safety for several years. As a result of this research she has come up with some practical solutions to help parents keep their children safe and balanced online.   Dearing quickly discovered that one of the pressures felt by parents is how to keep up with technology. Children want to play the latest games on the latest devices, and use social media platforms their parents are simply unfamiliar with. Parents are often left behind, feeling somewhat helpless with the knowledge that their children are more tech-savvy than they are.   “Parents need to know what their children are playing and doing online so that they can be involved in their lives. That’s easier said than done with new games, apps and sites being released every day. Most parents simply don’t have the time to keep up with it all”, says Dearing.   To combat this issue Dearing has created a monthly membership group, where like-minded parents can share their stories in a closed Facebook group so that they can all benefit from each other’s experiences. “There’s no need to go through this parenting challenge alone. The Facebook group is for parents with children aged from five right up to sixteen to support each other and come up with strategies together for dealing with real life challenges as they happen”, she tells us.   Included in the membership is the latest information on technology such as reviews of apps, games and sites, the latest scams to be aware of, advice on safe social media use, and general tips on all things to do with online safety. Information is delivered fortnightly in the form of a newsletter or a video, and members gain access to all previous resources.   “Given the time restraints of most parents, the membership is designed to give parents the crucial information they need in less than an hour a month – far less time than it would take for them to keep up otherwise”, Dearing says.   For those wanting a more comprehensive answer to the question of how they can guide their children safely online, Dearing has developed an online training program she calls the “Peaceful Digital Parenting Solution” (named after her brand “Peaceful Digital Parenting”).  This program is designed to help parents with children aged between 3 and 12 years, the idea being that when it comes to mistakes that happen online, prevention is better than a cure.   “The Peaceful Digital Parenting Solution takes parents on a journey from feeling fearful of what their children may see or do online, to feeling peace of mind that their children can navigate their online world safely. Parents no longer feel overwhelmed by technology. This can only come from gaining and applying the knowledge needed to gain confidence in relation to all aspects of online safety.”   “Parents who have completed the Peaceful Digital Parenting Solution have enjoyed finding ways to not only keep their children safe online but to simultaneously strengthen their relationship with their children. We talk a lot about how to improve communication skills as this is key to achieving the end goal. These newly enhanced skills help parents strengthen their relationship not only with their children but also with everyone else they know, which is a big bonus,” says Dearing.   As well as creating the monthly membership and the Peaceful Digital Parenting Solution, Dearing has recently published a best-selling book called “How To Keep Your Children Safe Online…And Put An End To Internet Addiction”.  The book contains entertaining stories and statistics as well as practical tips and strategies that parents can implement straight away. It’s an easy read and is available as an ebook or a physical book.   In addition to the membership group, Peaceful Digital Parenting Solution and the book, Dearing regularly speaks directly with primary and high school students about online safety. She also speaks with parents of students in primary schools.   The risks of technology use are abundant and often lead children down the path of anxiety, depression and suicidal thoughts.  If it was ever okay to bury your head in the sand in relation to online safety, that time has well and truly gone. The only decision left is what action to take to help your children stay safe and balanced online.   Dearing has created three solutions to make that decision a little easier for us. To contact her directly or to find out more about all three solutions and more, visit childrenandtechnology.com     ACRONIS TRUE IMAGE 2018 DELIVERS THE FIRST BACKUP FOR MAC WITH RANSOMWARE PROTECTION 2017-08-23T06:42:04Z acronis-true-image-2018-delivers-the-first-backup-for-mac-with-ransomware-protection SYDNEY, Australia, 23 August 2017 — Acronis, a global leader in hybrid cloud data protection for business and consumers, today introduced Acronis True Image 2018 for Mac. As the proven backup alternative for Mac users seeking the cloud-based features missing from Time Machine, Acronis True Image 2018 is now the first personal backup software to include technology that actively defends data against ransomware. The inclusion of anti-ransomware protection in Acronis True Image 2018 arrives at a critical time for Mac users. While macOS machines have historically been safe from malware, cybercriminals are expanding their reach – attacks against Macs increased 744 percent during 2016[i] and several serious incidents have occurred throughout 2017. “Reliable backups are critical for anyone looking to recover their system, especially after something like a ransomware attack,” said Serguei Beloussov, co-founder, and CEO of Acronis. “As the leader in backup software, we recognized that the future of data protection will require us to do more. We’re proud to offer the first and only personal backup software that protects consumer data against this growing threat.” Acronis True Image 2018 for Mac features enhanced backup and recovery capabilities, updated macOS-style interface, and Touch Bar integration. By also incorporating Acronis Active Protection™, the company’s cutting-edge ransomware defense, Acronis sets a new standard for protecting the data of Mac users, from individuals and families to home offices and small businesses. Reliable backup and recovery During a survey of Acronis customers during July 2017, 95 percent of respondents said they choose and recommend Acronis True Image because the backups are so reliable. The 2018 release improves upon its core backup and recovery capabilities even more, with enhancements such as: Faster recovery from the cloud: New optimizations for Wide Area Networks (WAN) means Mac users can now recover full systems and individual files from Acronis Cloud up to four-times faster. Live Update: Ensures users have the most up-to-date version of Acronis True Image 2018 for Mac by detecting and delivering updates without needing a separate DMG download. Users can automatically download and install updates as soon as they are released. Instagram backup: Acronis True Image 2018 for Mac expands support for social media with automatic backups of Instagram accounts. Photos, comments and statistics – such as the number of likes, tags or comments a post gets – are now safe from accidental deletion or hackers. Mobile backupto NAS devices: Building on the ability to automatically back up mobile devices to a Mac via Wi-Fi, Acronis True Image 2018 now lets users back up to network-attached storage (NAS). More than 25 percent of Acronis True Image customers use a NAS device at home. Easy control Acronis True Image 2018 is specifically designed to give Mac users a better experience and greater control over their backups. The updated macOS-style interface is visually enhanced to show detailed information about backup activity and statistics – including a color-coded display of how much data they have stored, the types of files in storage, and the status of backups – so users can manage their backups at a glance. The new product also integrates the MacBook Pro’s new Touch Bar. By using the multi-touch display, users can navigate between tabs, create and start new backups, monitor data transfer speeds, and track the progress of backups. Secure data protection The ability to restore a system or individual files is critical following a ransomware attack. Acronis True Image 2018 for Mac not only makes recovery easy, it takes the initial protection a step further by preventing ransomware from corrupting a user’s data in the first place. Acronis Active Protection is designed to recognize patterns of file access. When it detects unusual behavior, it alerts the user of the suspicious activity. With real-time monitoring, it verifies all processes so approved activities are allowed to run, while potentially dangerous behavior is stopped. If any files are encrypted during a ransomware attack, they can be quickly recovered from the backup using Acronis True Image 2018. More than 60 percent of Acronis customers surveyed said they worry about ransomware. A new Security Dashboard gives users complete visibility over Acronis Active Protection so you can be reassured that their data is protected. It lets them track the number of processes that have been flagged as potentially dangerous, see which ones were blocked, and manage a whitelist of trusted applications. Pricing and Availability There are three editions of Acronis True Image 2018 available to accommodate customer use and preferences. All versions include Acronis Active Protection against ransomware and cover an unlimited number of mobile devices. Standard is a perpetual license that is offered without any cloud storage or access to cloud-based features for customers who prefer to store their data on local drives only. Pricing starts at AUD $69.99 for one computer. Advanced is a one-year subscription that includes 250 GB of cloud storage and access to all cloud-based features. Pricing starts at AUD $69.99 per year for one computer. Premium is a one-year subscription that includes exclusive blockchain-based data certification and electronic signature capabilities, as well as 1 TB of cloud storage. Pricing starts at AUD $139.99 per year for one computer. Advanced and Premium subscribers can purchase additional cloud storage within the application. Advanced Licenses can upgrade to a maximum of 500 GB. If more storage is needed, Advanced users can upgrade to a Premium License, which offers cloud storage of up to 5 TB. Instagram backup launches today in limited markets and will be available worldwide on September 4, 2017 Acronis True Image 2018 is available for purchase at acronis.com/en-au/personal/computer-backup/ and through major software resellers and retail stores worldwide. NOTE: For small business owners who need to protect more than five computers, or companies that have multiple workstations and servers, Acronis Backup 12.5 scales to protect thousands of computers and provides convenient tools for group management of environments of any complexity. Details are available at acronis.com/en-au/business/backup/. About Acronis Acronis sets the standard for hybrid cloud IT data protection through its backup, ransomware Active Protection, disaster recovery, and secure file sync and share solutions. Powered by the Acronis AnyData Engine and set apart by its image technology, Acronis delivers easy, fast, complete and affordable data protection of all files, applications and operating systems across any environment—virtual, physical, cloud, mobile and applications. Founded in 2003, Acronis protects the data of more than 5 million consumers and 500,000 businesses in over 150 countries and 20 languages. With more than 100 patents, Acronis products are consistently named best product of the year and cover a range of features, including migration, cloning, and replication. Today, Acronis solutions are available worldwide through a global network of service providers, distributors, and cloud resellers. Learn more at acronis.com Press contact: Guennadi Moukine Acronis ANZ Pty Ltd +61 40 555 9296 guennadi.moukine@acronis.com [i] 2017 McAfee Threat Report Digivizer starts new venture to tap into $65 billion APAC gamers’ market 2017-08-17T22:43:20Z digivizer-starts-new-venture-to-tap-into-65-billion-apac-gamers-market Sydney, 18 August 2017 - Australian social and digital analytics technology company Digivizer has launched a new venture, called goto.game, to tap the global esports and online games market. Goto.game is a media hub, run by gamers for gamers, designed to connect great content, events, activations, competitions and influencers within the one ecosystem. According to digital and online games research company Newzoo, the market is worth AU$131 billion globally, AU$65 billion across APAC, and AU$1.5 billion in Australia and New Zealand alone.  There are more than 1.1 billion gamers in the APAC region, according to Newzoo. Digivizer has formed goto.game as a separate company that will operate alongside Digivizer itself, supported by Digivizer’s analytics technology, the same technology that Digivizer offers its commercial clients.   Digivizer and goto.game CEO Emma Lo Russo explains the decision to launch goto.game: “The gaming space is not new to Digivizer. We’ve provided social and digital insights and services in this market for clients that include Lenovo and Intel over the past three years. We’ve engaged some of the biggest influencers and esports teams in the APAC region, generating highly successful activations, streams, content and sponsorships, providing gaming and non-gaming brands with opportunities to be involved in the lucrative esports market.” Creating a new ecosystem to support a large market of influencers Digivizer has worked with gamers and brands at some of the largest gaming events here in Australia. The audiences and attendance at these events outstrip those for many mainstream television and sporting events. “Our analysis of the market, and our work at events such as PAX, RTX and this year’s Intel Extreme Masters (IEM) esports event in Sydney, makes it clear that there is a huge opportunity to fill a gap in the market,” says Emma Lo Russo. “Over 7 million live views of IEM and 92 million in-content views for a single event represent audiences almost double those of mainstream TV viewing numbers, including the major traditional sporting AFL and NRL grandfinals.  And we have seen this market grow, in size and in the number of engaged fans who influence each other. “Our strategy for goto.game is to bring these three groups - gamers and influencers, their fans and brands - together in a new ecosystem that treats everyone with equal respect, adds expertise and value at every point in the engagement, and uses real-time data to understand what’s working and where to go next. “Gamers and esports teams want to connect with commercial sponsors, without compromising their values. Brands want to understand how to work effectively in what for many remains unfamiliar territory. And fans want to enjoy their gaming without selling out to anyone. Goto.game meets these needs. This is a gaming destination run by gamers for gamers. “And our experience shows that using data and advanced analytics, combined with the best-possible understanding of this very specialist marketplace, is the only way to deliver value and meaningful engagements to all. “For fans, influencers and brands, this is about creating a win-win-win, with content and contexts that matter to them. We have been thrilled by the overwhelming support we have received from the wider gaming influencers and esports teams across the APAC region, and from partnerships with the major social and streaming platforms.” Goto.game will be headed by Digivizer’s gaming team specialists Phid Oldfield and Jack Hudson, highly credible gamers and streamers in their own right, supported by a team of gamers including their advertising specialists.  Goto.game is already talking to top-tier gamers and esports teams, and launches with clients AKRacing (which is launching a new specialist gamers’ chair on the goto.game web site), Intel, and Legion by Lenovo.   Goto.game will identify new sponsorship opportunities for brands, influencers and gamers, provide a web portal for news, opinions and reviews, develop and stage new esports events, and create and run social media activations.  The website will publish original and aggregated content from brands and gamers, and provide site take-over opportunities for brands seeking to ‘own’ the web site for marketing programmes. Digivizer’s first breakaway venture The new venture is aiming at the APAC market. Underpinning everything will sit Digivizer’s real-time analytics technology, providing insights for everyone operating in this new ecosystem - corporate marketers, influencers and gamers alike. Goto.game starts operations as Digivizer approaches its seventh year of operations, growing its operating revenue 290% over the last year alone. Starting in classic Silicon Valley fashion with two people in an office smaller than one of the meeting rooms in its current location in the Sydney CBD, Digivizer now employs over 50 people. It has clients in ANZ, APAC, EMEA and the United States, in the IT, financial services, consumer products, automotive and corporate leadership segments. The company won the Carnegie’s Den round in May 2014, signed a Strategic Alliance Agreement with Deloitte in December 2014, and has concluded one round of private investment. Goto.game is its first breakaway venture. ENDS Goto.game is at: Twitter: https://twitter.com/gotogame Facebook: https://www.facebook.com/GoToGamers/ Twitch: https://www.twitch.tv/gotogame Instagram: https://www.instagram.com/goto.game/ Web: www.goto.game CEO Emma Lo Russo is available for interview.  Photographs and logo artwork available. For more information:                                              Alan Smith                                                                           Head of Strategic Business Communications, Digivizer                    0404 432 700                                                                   alan.smith@digivizer.com               Twitter: @alansmithoz          Media background: Digivizer history 2010: company founded by Emma Lo Russo and Clinton Larson. First social analytics and reporting delivered to clients 2011: first iteration of the complete map of Australia’s social web including Facebook, Twitter and LinkedIn 2011: first social trigger-based leads delivered to clients2013: first influencer relationship programs delivered to clients, using Digivizer’s analytics technology for identification and tracking2014: clients start using Digivizer’s social analytics platform for real-time insights Digivizer wins Carnegie’s Den Digivizer and Deloitte sign an exclusive Alliance Agreement2015: expansion to 30 employees first round of private investment completed Instagram added to Digivizer’s data platform first global data added to technology platform, first overseas client engagements2016: first test iteration of Saas product development integration of advertising APIs from social platforms (in addition to development APIs) integration of Google Adwords and Google Analytics (Digivizer becomes a Google Partner) first presentation version of dashboard delivered to clients first companies data used by clients for leads and prospect tracking expansion of data and client engagements into US and EMEA data-driven senior thought leadership social programs across APAC and the US expansion to 50 employees 2017: expansion of services offering into APAC creation of goto.game, a new data-driven business designed to tap into the global esports sector, bringing gamers and brands together Kings Gaming Club and Athletico clinch the final two spots in the BenQ ZOWIE eXTREMESLAND LAN finals in Sydney 2017-08-09T02:45:14Z kings-gaming-club-and-athletico-clinch-the-final-two-spots-in-the-benq-zowie-extremesland-lan-finals-in-sydney Sydney, Australia, 9th August 2017 – Last weekend, The BenQ ZOWIE eXTREMESLAND Qualifier series continued with our eight competing teams battling it out for the final two positions at the LAN finals in Sydney, to take on the Chiefs Esports Club and Grayhound Gaming for a place in the eXTREMESLAND Major in Shanghai.     In this Closed Qualifiers series, our four qualifying teams from the previous Open Qualifiers; Team KiD, AVANT GARDE, Riotous Raccoons & Team Noxide came up against our four Invited teams; Athletico, Legacy eSports, Kings Gaming Club & Tainted Minds in a double elimination bracket.   The opening rounds of the upper bracket saw each of our qualifying teams drop in two maps, with the exception of AVANT GARDE falling 2-1 to Legacy after a strong showing on Inferno to take the first map in the series.   In what can only be described as an unstoppable performance from Kings Gaming Club, the newly formed roster stumped the likes of Riotous Raccoons, Tainted Minds and Legacy with a flawless run to the eXTREMESLAND LAN Finals in September. On the other side of the upper bracket, Legacy took out Overpass and Cache 2-0 over the Athletico side in a convincing display.   The real surprise out of this series came after AVANT GARDE took a very close 2-0 against the tournament favourites, Tainted Minds, taking their own map pick of Inferno16-14, and coming back late in the second half of Mirage to win 19-15 in overtime. Tainted Minds looked strong in the initial stages of both maps, but solid performances by SK and krudeN proved the difference in this matchup, with AVANT GARDE going on to face Athletico in the next round.   Athletico got off to a flying start against AVANT on Cobblestone with a 14-1 half on the CT side, and a 16-2 result overall to take the map. An ace from Noisia on the pistol round saw AVANT take an early lead on Cache, but the former Dark Sided roster proved too strong for AVANT GARDE, with Athletico claiming a 2-0 win to advance them to the qualifying match-up against Legacy.   As the final match-up of the series, Legacy and Athletico looked set to face each other on the same maps that saw Legacy claim a 2-0 victory just one day prior. Athletico wasted no time returning the favour to their opponents, with Texta leading the charge to victory for Athletico, taking back-to-back 16-2 victories on Cache and Overpass.   Kings Gaming Club and Athletico have secured their place in the BenQ ZOWIE eXTREMESLAND ANZ LAN Finals on September 9th to face off against Chiefs eSports Club and Grayhound Gaming at ESL Studios in Sydney. The winner of the LAN finals will earn their place in the eXTREMESLAND Asia Cup tournament series in Shanghai against 15 of the best teams from the Asia Pacific region, and the chance to compete for their share in the $100,000 USD prize pool.   The upcoming LAN Finals of the BenQ ZOWIE eXTREMESLAND will begin on September 9th and will be livestreamed on Twitch via the ESL_CSGO Twitch channel (https://www.twitch.tv/esl_csgo) during the course of the event. Tickets are still available for anyone who is interested in attending the event, and you can buy them now by clicking here. (http://po.st/ELANZFinals)   For more information on the BenQ ZOWIE eXTREMESLAND ANZ Qualifier series, please visit the events page here (http://po.st/ELANZFinals), or keep up to date through the official BenQ ZOWIE Australia (https://www.twitter.com/zowiebenqau) or ESL Australia Twitter pages (https://www.twitter.com/eslaustralia). Full event brackets and match information also available via HLTV (https://www.hltv.org/stats?event=2971).    PRESS RELEASE - It’s here! The littleBits Code Kit now available at iWorld 2017-07-14T04:35:28Z press-release-it-s-here-the-littlebits-code-kit-now-available-at-iworld IMMEDIATE PRESS RELEASE 14.7.17   littleBits Makes Coding Fun Through First-Ever Game-Based Code Kit It’s here! The kit for schools, libraries, and makerspaces that teaches coding through an activity students love: making and play games. Talk to your educators or PTA about getting the Code Kit in your school!  The littleBits Code Kit is an intro to coding in the classroom that engages students through an activity they already love: making and playing games. As a bonus, it’s easy to teach – even with no prior STEM/STEAM experience. The kit combines electronic building blocks with approachable drag-and-drop block-based programming, providing a foundation of coding as a creative tool that can power real-world inventions. “We have seen that the combination of games with the tactile experience of littleBits makes for an incredible experience,” said Ayah Bdeir, founder and CEO of littleBits. “Kids are hyper-engaged, and it’s because they are building something that they actually want to play with. What’s more is that students are not just learning how to code. They’re collaborating and problem-solving while they’re having fun.” The game-based design of the kit is supported by resources to make it easy for educators, even those without computer science experience, to teach coding right out of the box. A 12-member educator advisory board helped create the curriculum making the littleBits Code Kit an education product designed for teachers, with teachers. The littleBits Code Kit includes: Four game-based inventions: Tug-of-War, Ultimate Shootout, Hot Potato, and Rockstar Guitar 100+ activities and lessons for grades 3-8 tied to Next Generation Science Standards and computer science standards Quick start guides for students and educators, a Bit index, and a classroom poster to make it easy to get started right out of the box An interactive online teacher’s guide that will allow educators to import lessons directly into Google Docs 16 Bits including the all-new codeBit and LED Matrix A rechargeable battery & 30 accessories The littleBits Code Kit app that features approachable drag-and-drop block programming based on Google’s Blockly “littleBits has become an essential tool for empowering students to think critically and creatively while still having fun in and out of the classroom. They are challenged to question, shape and change the world through innovation," said Lesa Wang, Visual Arts Teacher & STEAM Integrator, Marymount School of New York in New York City. "This new kit makes a complex subject like coding more accessible through the fun of games, and it gets students to think about ways coding can help solve other problems.” Stock Available Now through iWorld Australia and will also be sold through education product retailers for $549.95 RRP.  ___________________________________________________________________________   WATCH VIDEO   Code Kit Education Class Packs will also be available soon. The Code Kit Class Packs are bundles of the littleBits Code Kit, configured for varying classroom sizes (18 students, 24 students or 30 students) to make it easy for educators to decide which solution is right for them. Ideal for classrooms, schools, or districts, Class Packs help educators bring coding principles to the classroom in a fun and accessible way that ties to national standards.   About LittleBits : littleBits is the New York-based hardware startup that is empowering kids everywhere to become inventors. Through its innovative platform of easy-to-use electronic building blocks, littleBits allows anyone to create and prototype with electronics, independent of age, gender or technical ability. As the leader in STEM/STEAM learning, littleBits believes in self-directed exploration and driving excitement for what it calls “invention-based learning,” a concept evolved from project-based learning, which is a trusted and proven approach to teaching in classrooms. The company is also dedicated to successfully bridging the gender gap with its gender-neutral platform, attracting 30-40 percent of young girls to invent with littleBits. By embracing STEAM (Science, Technology, Engineering, Art and Mathematics), both girls and boys can invent solutions to the problems that matter to them. littleBits has received several awards including CNN’s “Top 10 Startups to Watch” and one of the CNBC Next List. littleBits is sold in over 150 countries and used by more than 12,000 educators across the world as an engaging tool for making STEAM more accessible to all students and preparing them for the jobs that haven’t been invented yet. For more information and inspiration, please visit http://www.littlebits.cc/about.     LEARN MORE > ___________________________________________________________________________ For high-res images and marketing assets [Click Here] For any further enquiries please email sales@iworldaustralia.com.au Australia’s Consumer Electronics Marketers Decrease their Ad Spend in Q1, 2017 2017-06-29T23:43:05Z australia-s-consumer-electronics-marketers-decrease-their-ad-spend-in-q1-2017 AUSTRALIA’S Consumer Electronics marketers have decreased their advertising expenditure by 7.7% in the first quarter of 2017, despite the increasing popularity and sophistication of electronic gadgets and cheaper prices, according to new data from Standard Media Index (SMI). In the first quarter of 2017, advertising expenditure in the consumer electronics (CE) category fell by 7.7% to $20.1 million, compared to Q1 2016, the SMI data found. In the calendar year 2016 the sector was also down 0.2% to $123.79m. It appears that the CE sector is turning to ‘traditional’ media for its ad spend investment, at the expense of digital media. The media sectors to benefit from additional CE ad spend during Q1 2017 were newspapers, which jumped 105% although off a low base, cinema, which was up 39%, and radio which jumped more than 10,600%. Digital ad spend declined by 11% in the quarter, while magazines plummeted 74.7% and outdoor advertising was down 17.2%. SMI collects actual advertising payments from Australia’s major media agencies and as such has the only real ad spend data for 40 major Product Categories and 126 Digital Sub Categories, including Consumer Electronics. SMI’s exclusive data provides the only ad spend data in never-before-accessible sectors such as Search and Social Media. This new data gives advertisers their first view on whether their investment into these Digital key sectors over or under indexes relative to their competitors. “The Consumer Electronics market is obviously testing different media options, for example, they’re using Radio for the first time in a long time, have dramatically reduced their Outdoor spend and even reduced Digital spending. It is a matter of testing different media channels to find the most effective return on their advertising investment in what is an intensely competitive sector,” SMI AU/NZ Managing Director Jane Schulze said. “However our data shows that it’s not the gadgets, such as Personal Electronics Devices, reducing Digital spending, but the more established CE market such as TV manufacturers.” Last year, Personal Electronic Devices (PEDs) grew their digital ad spend by 16%, while TV/DVD/PVR/Gaming Consoles/Streaming Devices products reduced their digital spend by 10.2%. Radio/DAB/Sound Entertainment contracted their digital ad spend by more than 79%, while cameras/video recorders/products increased their digital spend by 189% last year. Within digital media channels, PEDs and TV/DVDs stepped up their Q1 2017 ad spend in content sites, such as quality news sites, to $1.7 million and $1.3 million respectively. PEDs also doubled their investment in programmatic advertising through exchanges to $1.9 million. ends   About Standard Media Index Standard Media Index (SMI) was established in 2009 in Sydney and has offices in New York, London and Madrid.  SMI partners with leading global media buying agencies to provide independent, accurate and timely advertising expenditure data to its clients to facilitate informed analysis of the media sector and product category expenditure. Data is sourced directly from advertising agencies’ billing systems and then aggregated to show the combined picture of media Agency ad spend across all major media, media sectors, 40 product categories and 126 Digital product categories.  It allows subscribers to monitor and analyse key data points that can be actioned to grow share and make better investment decisions. SMI provides the only clear picture on how ad dollars are being spent. Its Australian data covers more than 90% of all Agency spend and SMI works with media Agencies in more than 15 global markets.  http://www.standardmediaindex.com/   For further information contact: Jane Schulze                                                                   Rochelle Burbury SMI AU/NZ Managing Director                                  Third Avenue Consulting 0401 704 348                                                                   0408 774 577          Rochelle@thirdavenue.com.au Moriarty:Endgame VR on sale! 2017-06-29T03:07:56Z moriarty-endgame-vr-on-sale-1 Life is expensive, but fun shouldn’t have to be; that’s why Moriarty is now only $3.99USD in the Steam Summer Sale! Transmedia Entertainment worked with popular comic author, Daniel Corey to release his imagining of the Moriarty: Endgame comic, and this fully immersive VR experience was released on HTC Vive and Oculus Rift on Steam in April. We have received so much feedback from people who have played the game, and it has been overwhelmingly positive:                 “You want to experience the whole thing”                 “The heart of storytelling is there”                 “It’s a really great way to experience a comic book” However not everything is perfect on the first try, and thus Moriarty has since received an art overhaul and various bug fixes. Most importantly though, it has received a substantial price drop to better accommodate our customers. We’d love to invite you to come into our offices in Waterloo and experience it first hand, or if you aren’t located in Sydney (or Australia for that matter), we’d be happy to send out a Steam key for review purposes!  If you are a member of the press and would like to review Moriarty, please email our Head of Marketing and PR and let us know what publication you're from and whether you would like to come into the office or be sent a key.  Microsoft Certifies Polycom RealPresence Group Series for Office 365 2017-06-14T03:35:04Z microsoft-certifies-polycom-realpresence-group-series-for-office-365 Australia & New Zealand – 14 June 2017 – Polycom Inc, a leader in enterprise grade business communication solutions, announced today that the Polycom® RealPresence® Group Series, an industry-leading in-room video conferencing solution, is the first and only standards-based video solution to be certified for Microsoft® Skype™ for Business online in Office 365™. Customers are now getting an enhanced Skype for Business meeting experience in an Office 365 environment, thanks to Polycom’s award-winning audio and video conferencing. With solutions like the Polycom® EagleEye™ Director II camera that follows the active speaker around the room, high-definition audio and dual screen support, meeting participants will feel as though they’re in the same room. Customers using RealPresence Group Series will also have the benefit of a familiar Skype for Business user interface and work flow. “Microsoft remains one of Polycom’s most valuable partners across Australia and New Zealand. This certification will give Office 365 customers more flexibility, incorporating high quality Polycom audio and video within a familiar Skype for Business user interface and work flow,” said Tony Simonsen, Managing Director, Polycom ANZ, Japan and Korea. The certification offers more flexibility and choice on how Office 365 customers experience meetings. RealPresence Group Series joins a portfolio of Polycom video solutions certified to work with Skype for Business and Office 365. Polycom will be developing a next generation Skype Room System, the Polycom® MSR Series, to offer customers a native Skype experience in the conference room. Customers with existing Cisco endpoints can still connect with Office365 by using Polycom® RealConnect™ for Office 365 — the service that connects Cisco, Polycom and other vendor’s endpoints to Skype for Business online seamlessly. “For more than 14 years, Microsoft and Polycom have brought the most powerful collaboration experiences to our customers,” said Amy Barzdukas, Chief Marketing Officer, Polycom. “This certification means the Office365 meeting experience just got even better.” Polycom has developed the largest portfolio of voice and video solutions with more than 40 directly integrating with Microsoft platforms, including Skype for Business on premises and in Office 365, Microsoft Lync, Active Directory and Exchange. The Polycom Group Series solutions will be listed on the Microsoft TechNet site and the Skype for Business Partner Solution Catalog for Skype for Business online/Office 365. About Polycom Polycom helps organisations unleash the power of human collaboration. More than 400,000 companies and institutions worldwide defy distance with secure video, voice and content solutions from Polycom to increase productivity, speed time to market, provide better customer service, expand education and save lives. Polycom and its global partner ecosystem provide flexible collaboration solutions for any environment that deliver the best user experience, the broadest multi-vendor interoperability and unmatched investment protection. Visit http://www.polycom.com.au or connect with us on Twitter, Facebook and LinkedIn. © 2017 Polycom, Inc. All rights reserved. POLYCOM®, the Polycom logo, and the names and marks associated with Polycom’s products are trademarks and/or service marks of Polycom, Inc. and are registered and/or common law marks in the United States and various other countries. All other trademarks are property of their respective owners. Polycom Makes It Easier for Work to Get Done – Regardless of Location 2017-06-07T02:33:37Z polycom-makes-it-easier-for-work-to-get-done-regardless-of-location AUSTRALIA AND NEW ZEALAND – June 7, 2017 – In today’s modern workplace, 75 percent of Australians are now working from anywhere[1], using technology to meet, connect, and share ideas. However, in many workplaces, the ability to successfully share and manage content across devices and meeting spaces can still be a struggle. To address this, Polycom, Inc., an industry leader in enterprise grade business communication solutions, has launched Polycom® Pano™, the easiest way to share content at work, regardless of location or device. Polycom Pano allows up to four people in the same meeting room to simultaneously share, contrast, and compare content side-by-side, from any device, without the hassle of juggling cables, pucks or dongles. Instead, users can share ideas and visuals of all types – such as videos, live interface, images, documents and presentations – with the added benefit of interactive annotation and whiteboarding features, not seen in other wireless content-sharing solutions. Polycom Pano simply connects to any display and enables wireless content-sharing from PCs, Macs, tablets, smartphones and even live video. “Customers have told us that they struggle to share information in meetings – too much time is wasted trying to find the right adapter or cord for whatever computer or device they have,” said Mary McDowell, Chief Executive Officer, Polycom. “Collaboration is richer and more productive when you annotate and build on your ideas together in real time. Polycom Pano makes content sharing easy and fits into any ecosystem or environment.” Polycom Pano is the latest solution in Polycom’s portfolio of intelligent collaboration solutions aimed at closing the gap between 20th century technologies and satisfying the needs of a new generation of 21st century technology savvy workers. Tony Simonsen, Managing Director of Polycom Australia, New Zealand, Japan and Korea explains: “At Polycom, we’re focused on anticipating the future needs of the workforce, providing intelligent collaboration solutions that get the job done. He continues: “Technology innovations should keep pace with shifting work trends and the rise of small group collaboration; Polycom Pano is another step in helping our customers improve both teamwork and productivity. At some point, all of us have struggled to share content in a meeting. Collaboration is more effective when these types of common technology frustrations are eliminated.” For people choosing to work from a variety of locations – including boardrooms, client sites, home offices, co-working spaces, airport lounges, or coffee shops – Polycom Pano includes built-in security safeguards that limit sharing to the target monitor and will protect content once a meeting is concluded. The solution works within any ecosystem or environment, helping customers protect their collaboration investment and upscale existing conference room technology. For more information on how Polycom Pano can make content sharing a positive experience in any meeting, please visit our blog. ### [1] The ‘Guide to Anywhere Working’ survey commissioned by Polycom Inc. was conducted by Morar Consulting. Sample Data collected from 25,234 consumers of 12 countries, which included: United States, Canada, Brazil, Japan, United Kingdom, India, Singapore, Germany, Russia, France, Australia and China. 55% of those surveyed had job titles managers or above. 58% of surveyed are responsible for care in some capacity, and 68% surveyed are parents. For more information about the survey results, download our Anywhere Working E-guide or read Polycom’s white paper: “Changing Needs of the Workplace”. About Polycom, Inc. Polycom helps organisations unleash the power of human collaboration. More than 400,000 companies and institutions worldwide defy distance with secure video, voice and content solutions from Polycom to increase productivity, speed time to market, provide better customer service, expand education and save lives. Polycom and its global partner ecosystem provide flexible collaboration solutions for any environment that deliver the best user experience, the broadest multi-vendor interoperability and unmatched investment protection. Visit http://www.polycom.com.au or connect with us on Twitter, Facebook and LinkedIn or the Polycom Asia Pacific blog, http://www.polycom.asia/theview to learn more. © 2017 Polycom, Inc. All rights reserved. POLYCOM®, the Polycom logo, and the names and marks associated with Polycom’s products are trademarks and/or service marks of Polycom, Inc. and are registered and/or common law marks in the United States and various other countries. All other trademarks are property of their respective owners. Polycom Appoints Marco Landi as President of Asia Pacific 2017-04-12T22:56:37Z polycom-appoints-marco-landi-as-president-of-asia-pacific ASIA PACIFIC – April 13, 2017: Polycom, Inc., has announced that Marco Landi, Polycom President, Europe, Middle East and Africa (EMEA) has been promoted to an expanded role of leading the company’s operations in Asia Pacific (APAC). Counting more than 20 years’ business development and management experience, Landi will be responsible for driving revenue and market share growth within both regions. A dynamic sales and business leader, Marco has successfully led large and small teams through tough economic climates. His expertise lies in driving growth through challenging market conditions, enterprise sales, channels, marketing and go-to-market strategy across multiple markets. With highly specialised skills in business management and enterprise sales experience, a deep appreciation of how to succeed in a geographically complex and culturally diverse theatre, and the ability to lead cross-functional teams, Landi was appointed President, Polycom EMEA in early 2015. Since then, he has delivered steady growth quarter over quarter despite tough market conditions. Polycom CEO Mary McDowell says “Landi’s leadership capabilities, proven track record as a sales leader and deep understanding of global organisations make him the right leader for this expanded role. His extensive knowledge of the Asia Pacific, Europe and Africa regions will enable us to continue to deliver the best experience customers and partners while delivering growth. “With Landi and our strong sales leadership team in place, our customers and partners will benefit from even greater visibility with Polycom’s executive team. Ultimately, this will give our customers and partners in these regions more influence on our future product features and innovations.” Prior to Polycom, Landi led teams as Vice President (VP) of Sales at Zebra Technologies and VP and General Manager, EMEA for the Enterprise Mobility Business at Motorola. He has lived, worked and travelled extensively in APAC for various roles throughout his career with assignments in Indonesia, Singapore, Korea, Japan, China, and Hong Kong. “I am delighted to take on an exciting new responsibility and lead the APAC region for Polycom. Having worked in several mature and emerging markets, the diversity and vibrancy of this geography brings us many opportunities in driving growth,” said Landi. “As the nature of work and workplaces change, our focus remains on providing our customers with the right collaboration solutions for their evolving needs. I look forward to working closely with the APAC leadership team and building on our success.” ### About Polycom, Inc. Polycom helps organisations unleash the power of human collaboration. More than 400,000 companies and institutions worldwide defy distance with secure video, voice and content solutions from Polycom to increase productivity, speed time to market, provide better customer service, expand education and save lives. Polycom and its global partner ecosystem provide flexible collaboration solutions for any environment that deliver the best user experience, the broadest multi-vendor interoperability and unmatched investment protection. Visit www.polycom.com.sg or connect with us on Twitter, Facebook and LinkedIn to learn more. In September 2016 Polycom announced the completion of its acquisition by affiliates of Siris Capital Group, LLC (“Siris” or “Siris Capital”) in a transaction reflecting an equity value of approximately $2.0 billion in cash. In connection with the closing of the transaction, the company, which continues to operate as Polycom, Inc., is wholly owned by affiliates of Siris Capital. © 2017 Polycom, Inc. All rights reserved. POLYCOM®, the Polycom logo, and the names and marks associated with Polycom’s products are trademarks and/or service marks of Polycom, Inc. and are registered and/or common law marks in the United States and various other countries. All other trademarks are property of their respective owners.