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Books > Computing & IT
Edward Snowden, the man who risked everything to expose the US government’s system of mass surveillance, reveals for the first time the story of his life, including how he helped to build that system and what motivated him to try to bring it down.
In 2013, twenty-nine-year-old Edward Snowden shocked the world when he broke with the American intelligence establishment and revealed that the United States government was secretly pursuing the means to collect every single phone call, text message, and email. The result would be an unprecedented system of mass surveillance with the ability to pry into the private lives of every person on earth. Six years later, Snowden reveals for the very first time how he helped to build this system and why he was moved to expose it.
Spanning the bucolic Beltway suburbs of his childhood and the clandestine CIA and NSA postings of his adulthood, Permanent Record is the extraordinary account of a bright young man who grew up online – a man who became a spy, a whistleblower, and, in exile, the Internet’s conscience. Written with wit, grace, passion, and an unflinching candor, Permanent Record is a crucial memoir of our digital age and destined to be a classic.
Nowadays, Virtual Reality (VR) is commonly used in various
applications including entertainment, education and training,
manufacturing, medical and rehabilitation. VR not only provides
immersive stereoscopic visualization of virtual environments and
the visualization effect and computer graphics are critical to
enhancing the engagement of participants and thus increases
education and training effectiveness. Nevertheless, constructing
realistic 3D models and scenarios for a specific application of VR
simulation is not an easy task. There are many different tools for
3D modelling such as ZBrush, Blender, SketchUp, AutoCAD,
SolidWorks, 3Ds Max, Maya, Rhino3D, CATIA, and more. Many of the
modelling tools are very professional and used for manufacturing
and product design application. The advanced features and functions
may not be applicable to different levels of users and various
specialization. This book explores the application of virtual
reality in healthcare settings. This includes 3D modelling
techniques, texturing, assigning material, and more. It allows for
not only modelling and rendering techniques, but modelling,
dressing, and animation in healthcare applications. The potential
market of readers, including those from the engineering disciplines
such as computer sciences/ computer engineering, product designers,
and more. Other potential readers are those studying nursing and
medicine, healthcare workers, and anyone interested in the
development of VR applications for industry use. In addition, this
is suitable for readers from other industries that may need to
apply virtual reality in their field.
The artificial intelligence subset machine learning has become a
popular technique in professional fields as many are finding new
ways to apply this trending technology into their everyday
practices. Two fields that have majorly benefited from this are
pattern recognition and information security. The ability of these
intelligent algorithms to learn complex patterns from data and
attain new performance techniques has created a wide variety of
uses and applications within the data security industry. There is a
need for research on the specific uses machine learning methods
have within these fields, along with future perspectives. Machine
Learning Techniques for Pattern Recognition and Information
Security is a collection of innovative research on the current
impact of machine learning methods within data security as well as
its various applications and newfound challenges. While
highlighting topics including anomaly detection systems,
biometrics, and intrusion management, this book is ideally designed
for industrial experts, researchers, IT professionals, network
developers, policymakers, computer scientists, educators, and
students seeking current research on implementing machine learning
tactics to enhance the performance of information security.
Every day approximately three-hundred thousand to four-hundred
thousand new malware are registered, many of them being adware and
variants of previously known malware. Anti-virus companies and
researchers cannot deal with such a deluge of malware - to analyze
and build patches. The only way to scale the efforts is to build
algorithms to enable machines to analyze malware and classify and
cluster them to such a level of granularity that it will enable
humans (or machines) to gain critical insights about them and build
solutions that are specific enough to detect and thwart existing
malware and generic-enough to thwart future variants. Advances in
Malware and Data-Driven Network Security comprehensively covers
data-driven malware security with an emphasis on using statistical,
machine learning, and AI as well as the current trends in
ML/statistical approaches to detecting, clustering, and
classification of cyber-threats. Providing information on advances
in malware and data-driven network security as well as future
research directions, it is ideal for graduate students,
academicians, faculty members, scientists, software developers,
security analysts, computer engineers, programmers, IT specialists,
and researchers who are seeking to learn and carry out research in
the area of malware and data-driven network security.
In recent years, falsification and digital modification of video
clips, images, as well as textual contents have become widespread
and numerous, especially when deepfake technologies are adopted in
many sources. Due to adopted deepfake techniques, a lot of content
currently cannot be recognized from its original sources. As a
result, the field of study previously devoted to general multimedia
forensics has been revived. The Handbook of Research on Advanced
Practical Approaches to Deepfake Detection and Applications
discusses the recent techniques and applications of illustration,
generation, and detection of deepfake content in multimedia. It
introduces the techniques and gives an overview of deepfake
applications, types of deepfakes, the algorithms and applications
used in deepfakes, recent challenges and problems, and practical
applications to identify, generate, and detect deepfakes. Covering
topics such as anomaly detection, intrusion detection, and security
enhancement, this major reference work is a comprehensive resource
for cyber security specialists, government officials, law
enforcement, business leaders, students and faculty of higher
education, librarians, researchers, and academicians.
Gamification is being used everywhere; despite its apparent
plethora of benefits, the unbalanced use of its main mechanics can
end up in catastrophic results for a company or institution.
Currently, there is a lack of knowledge of what it is, leading to
its unregulated and ad hoc use without any prior planning. This
unbalanced use prejudices the achievement of the initial goals and
impairs the user's evolution, bringing potential negative
reflections. Currently, there are few specifications and modeling
languages that allow the creation of a system of rules to serve as
the basis for a gamification engine. Consequently, programmers
implement gamification in a variety of ways, undermining any
attempt at reuse and negatively affecting interoperability.
Next-Generation Applications and Implementations of Gamification
Systems synthesizes all the trends, best practices, methodologies,
languages, and tools that are used to implement gamification. It
also discusses how to put gamification in action by linking
academic and informatics researchers with professionals who use
gamification in their daily work to disseminate and exchange the
knowledge, information, and technology provided by the
international communities in the area of gamification throughout
the 21st century. Covering topics such as applied and cloud
gamification, chatbots, deep learning, and certifications and
frameworks, this book is ideal for programmers, computer
scientists, software engineers, practitioners of technological
companies, managers, academicians, researchers, and students.
Edsger Wybe Dijkstra (1930-2002) was one of the most influential
researchers in the history of computer science, making fundamental
contributions to both the theory and practice of computing. Early
in his career, he proposed the single-source shortest path
algorithm, now commonly referred to as Dijkstra's algorithm. He
wrote (with Jaap Zonneveld) the first ALGOL 60 compiler, and
designed and implemented with his colleagues the influential THE
operating system. Dijkstra invented the field of concurrent
algorithms, with concepts such as mutual exclusion, deadlock
detection, and synchronization. A prolific writer and forceful
proponent of the concept of structured programming, he convincingly
argued against the use of the Go To statement. In 1972 he was
awarded the ACM Turing Award for "fundamental contributions to
programming as a high, intellectual challenge; for eloquent
insistence and practical demonstration that programs should be
composed correctly, not just debugged into correctness; for
illuminating perception of problems at the foundations of program
design." Subsequently he invented the concept of self-stabilization
relevant to fault-tolerant computing. He also devised an elegant
language for nondeterministic programming and its weakest
precondition semantics, featured in his influential 1976 book A
Discipline of Programming in which he advocated the development of
programs in concert with their correctness proofs. In the later
stages of his life, he devoted much attention to the development
and presentation of mathematical proofs, providing further support
to his long-held view that the programming process should be viewed
as a mathematical activity. In this unique new book, 31 computer
scientists, including five recipients of the Turing Award, present
and discuss Dijkstra's numerous contributions to computing science
and assess their impact. Several authors knew Dijkstra as a friend,
teacher, lecturer, or colleague. Their biographical essays and
tributes provide a fascinating multi-author picture of Dijkstra,
from the early days of his career up to the end of his life.
The digital world is characterized by its immediacy, its density of
information and its omnipresence, in contrast to the concrete
world. Significant changes will occur in our society as AI becomes
integrated into many aspects of our lives. This book focuses on
this vision of universalization by dealing with the development and
framework of AI applicable to all. It develops a moral framework
based on a neo-Darwinian approach - the concept of Ethics by
Evolution - to accompany AI by observing a certain number of
requirements, recommendations and rules at each stage of design,
implementation and use. The societal responsibility of artificial
intelligence is an essential step towards ethical, eco-responsible
and trustworthy AI, aiming to protect and serve people and the
common good in a beneficial way.
In order to study living organisms, scientists not only study them
at an overall macroscopic scale but also on a more detailed
microscopic scale. This observation, pushed to its limits, consists
of investigating the very center of each cell, where we find the
molecules that determine the way it functions: DNA
(deoxyribonucleic acid) and RNA (ribonucleic acid). In an organism,
DNA carries the genetic information, which is called the genome. It
is represented as four-letter sequences using the letters A, C, G
and T; based on these sequences, computer methods described in this
book can answer fundamental questions in bioinformatics. This book
explores how to quickly find sequences of a few hundred nucleotides
within a genome that may be made up of several billion, how to
compare those sequences and how to reconstruct the complete
sequence of a genome. It also discusses the problems of identifying
bacteria in a given environment and predicting the structure of RNA
based on its sequence.
The Internet of Edges is a new paradigm whose objective is to keep
data and processing close to the user. This book presents three
different levels of Edge networking: MEC (Multi-access Edge
Computing), Fog and Far Edge (sometimes called Mist or Skin). It
also reviews participatory networks, in which user equipment
provides the resources for the Edge network. Edge networks can be
disconnected from the core Internet, and the interconnection of
autonomous edge networks can then form the Internet of Edges. This
book analyzes the characteristics of Edge networks in detail,
showing their capacity to replace the imposing Clouds of core
networks due to their superior server response time, data security
and energy saving.
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