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Books > Computing & IT > Social & legal aspects of computing
This book focuses on the analytic principles of business practice and big data. Specifically, it provides an interface between the main disciplines of engineering/technology and the organizational and administrative aspects of management, serving as a complement to books in other disciplines such as economics, finance, marketing and risk analysis. The contributors present their areas of expertise, together with essential case studies that illustrate the successful application of engineering management theories in real-life examples.
Explore the latest developments in cybersecurity with this essential guide Every day it seems we read another story about one company or another being targeted by cybercriminals. It makes some of us wonder: am I safe online? The good news is that we can all be cybersecure--and it doesn't take a degree in computer science to make it happen! Cybersecurity For Dummies is the down-to-earth guide you need to secure your own data (and your company's, too). You'll get step-by-step guidance on how to implement reasonable security measures, prevent cyber attacks, deal securely with remote work, and what to do in the event that your information is compromised. The book also offers: Updated directions on how to prevent ransomware attacks and how to handle the situation if you become a target Step-by-step instructions on how to create data backups and implement strong encryption Basic info that every aspiring cybersecurity professional needs to know Cybersecurity For Dummies is the ideal handbook for anyone considering a career transition into cybersecurity, as well as anyone seeking to secure sensitive information.
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.
This book describes new methods and measures which enable ICT service providers and large IT departments to provide secure ICT services in an industrialized IT production environment characterized by rigorous specialization, standardization and division of labor along the complete supply chain. This book is also for suppliers playing their role in this industry. Even more important, user organizations are given deep insight in secure IT production which allows them to make the best out of cloud, mobile and beyond. This book presents a new organization and classification scheme being thoroughly modular and hierarchical. It contains a security taxonomy that organizes all aspects of modern industrialized IT production. The approach takes operational requirements into account and focuses on user requirements, thus facing the reality in the market economy. Despite cost pressure, providers must ensure security by exploiting economies of scale to raise the efficiency also with respect to security. Furthermore, this book describes a wealth of security measures derived from real-world challenges in IT production and IT service management.
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.
This book challenges neurocentrism by advocating a systemic view of cognition based on investigating how action shapes the experience of thinking, placing interactivity at its heart. This systemic viewpoint makes three main claims. First, that many elaborate cognitive skills like language, problem solving and human-computer interaction (HCI) are based in sense-saturated coordination or interactivity. Second, interactivity produces a tightly woven scaffold of resources, some internal to the agent and others external, that elevates and transforms thinking. Third, human agents entwine brains, bodies and their surroundings as they manage multi-scalar dynamics. This new edition continues to demonstrate how a systemic perspective casts a productive light on thinking in applied domains such as crime scene analysis, the use of information technology in construction, and computer-meditated trusts and presents new studies on the cognitive ecology of the web, multi-scalar temporal and organisational cognition and the importance of interactive material engagement in digital architecture. Authors use various scales of the systemic viewpoint to illustrate how bodies and artefacts shape thinking, but in all cases the experience of materiality is meshed with activity that involves the world beyond the body. Cognition Beyond the Brain is a valuable reference for researchers, practitioners and graduate students within the fields of Computer Science, Psychology, Linguistics and Cognitive Sciences.
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Countries are increasingly introducing data localization laws and data export restrictions, threatening digital globalization and inhibiting cloud computing's adoption despite its acknowledged benefits. Through a cloud computing lens, this multi-disciplinary book examines the personal data transfers restriction under the EU Data Protection Directive (including the EUUS Privacy Shield and General Data Protection Regulation). It covers historical objectives and practical problems, showing why the focus should move from physical data location to effective jurisdiction over those controlling access to intelligible data and control of access to data through security measures. The book further discusses data localization laws' failure to solve concerns regarding the topical and contentious issue of mass state surveillance. Its arguments are also relevant to other data localization laws, cross-border transfers of non personal data and transfers not involving cloud computing. Comprehensive yet accessible, this book is of great value to academics in law, policy, computer science and technology. It is also highly relevant to cloud computing/technology organisations and other businesses in the EU and beyond, data privacy professionals, policymakers and regulators.
This book explores the technological advances and social interactions between interactive spaces, surfaces and devices, aiming to provide new insights into emerging social protocols that arise from the experimentation and long-term usage of interactive surfaces. This edited volume brings together researchers from around the world who investigate interactive surfaces and interaction techniques within large displays, wearable devices, software development, security and emergency management. Providing both theory and practical case studies, the authors look at current developments and challenges into 3D visualization, large surfaces, the interplay of mobile phone devices and large displays, wearable systems and head mounted displays (HMD'S), remote proxemics and interactive wall displays and how these can be employed throughout the home and work spaces. Collaboration Meets Interactive Spaces is both for researchers and industry practitioners, providing readers with a coherent narrative into the current state-of-the-art within interactive surfaces and pervasive display technology, providing necessary tools and techniques as interactive media increasingly permeates everyday contexts.
It's not too late to get on the TikTok train! You may know TikTok as the home of the latest dance crazes and cute puppy videos. But do you know how to go about harnessing the power of its massive audience for more than showing off your own dance moves? And are you too late to the TikTok game to make an impact? In TikTok For Dummies, expert digital strategist and author Jesse Stay delivers an easy-to-read and robust discussion of how you can engage with TikTok's millions of users in a fun and productive way. He'll walk you through the steps of creating and securing an account, finding the best content to engage with, and creating your own videos that reflect you or your business in the best possible light. You'll discover how to: Install the app and create a profile that attracts followers and views Learn about the latest security issues and keep yourself safe on the platform Find the best content that's most relevant to you so you can engage with the community Create your own videos that resonate with the TikTok audience and have viral potential Perfect for anyone ready to dive into the world of TikTok, either for fun or for professional reasons, TikTok For Dummies is the easiest and most reliable way to go beyond the dances and learn the ins and outs of the popular app.
- Totally unique, and incredibly damning, concerning information and overview of the world's first Cyberwar. - The first ever Cyberwar and the precursor to the first war in Europe since 1945, it will be discussed for decades to come and go down in history as a defining point. - Will be of interest to all citizens of the world, literally.
On publication of the previous edition of Computers and the Law, developments such as the Internet and electronic commerce were as yet unthought of. The second edition strives to bring the reader up to date with such developments. It also attempts to gauge the law's reaction, or lack of it, to these developments.
Jackie Phamotse digs deep into the climate of law and policy in the social media landscape. After a David and Goliath social media legal battle that saw many take note tweeting about her, the result is a brace, thought-provoking and remarkably detailed social media guide and personal narrative. A first-hand approach on beating public humiliation and cyber victimization, Phamotse combines personal anecdotes, hard data and compelling research to cut through an unjust system governed by the rich and famous. The author directly addresses the question of power and obsession related to social media influencers. Written with equal doses of humor, compassion and wisdom, I Tweet What I Like is an inspiring call to action, celebrating diversity and human potential. I Tweet What I Like will inspire you!
This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government's refusal (until recently) to allow an R18 rating for digital games, Blizzard's policy in regards to intellectual property, Electronic Arts' corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.
AI for Scientific Discovery provides an accessible introduction to the wide-ranging applications of artificial intelligence technologies in scientific research and discovery across the full breadth of scientific disciplines. Artificial intelligence technologies support discovery science in multiple different ways. They support literature management and synthesis, allowing the wealth of what has already been discovered and reported on to be integrated and easily accessed. They play a central role in data analysis and interpretation - in the context of what is called 'data science'. AI is also helping to combat the reproducibility crisis in scientific research, by underpinning the discovery process with AI-enabled standards and pipelines, support the management of large-scale data and knowledge resources so that they can be shared, integrated and serve as a background 'knowledge ecosystem' into which new discoveries can be embedded. However, there are limitations to what AI can achieve and its outputs can be biased and confounded thus should not be blindly trusted. The latest generation of hybrid and 'human-in-the-loop' AI technologies have as their objective a balance between human inputs and insights and the power of the number-crunching and statistical inference at massive scale that AI technologies are best at.
AI Metaheuristics for Information Security in Digital Media examines the latest developments in AI-based metaheuristics algorithms with applications in information security for digital media. It highlights the importance of several security parameters, their analysis, and validations for different practical applications. Drawing on multidisciplinary research including computer vision, machine learning, artificial intelligence, modified/newly developed metaheuristics algorithms, it will enhance information security for society. It includes state-of-the-art research with illustrations and exercises throughout.
Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions.
This book constitutes the refereed proceedings of the 11th International Conference on Software Process Improvement and Capability Determination, SPICE 2011, held in Dublin, Ireland, in May/June 2011. The 15 revised full papers presented and 15 short papers were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on process modelling and assessment, safety and security, medi SPICE, high maturity, implementation and improvement.
What happens when a researcher and a practitioner spend hours crammed in a Fiat discussing data visualization? Beyond creating beautiful charts, they found greater richness in the craft as an integrated whole. Drawing from their unconventional backgrounds, these two women take readers through a journey around perception, semantics, and intent as the triad that influences visualization. This visually engaging book blends ideas from theory, academia, and practice to craft beautiful, yet meaningful visualizations and dashboards. How do you take your visualization skills to the next level? The book is perfect for analysts, research and data scientists, journalists, and business professionals. Functional Aesthetics for Data Visualization is also an indispensable resource for just about anyone curious about seeing and understanding data. Think of it as a coffee book for the data geek in you. https: //www.functionalaestheticsbook.com
As we interact online we are creating new kinds of knowledge and community. How are these communities formed? How do we know whether to trust them as sources of information? In other words, Should we believe Wikipedia? This book explores what community is, what knowledge is, how the internet facilitates new kinds of community, and how knowledge is shaped through online collaboration and conversation. Along the way the author tackles issues such as how we represent ourselves online and how this shapes how we interact, why there is so much bad behavior online and what we can do about it. And the most important question of all: What can we as internet users and designers do to help the internet to bring out the best in us all?
The field of artificial intelligence has made tremendous advances in the last few decades, but as smart as AI is now, it is getting exponentially smarter and becoming more autonomous in its actions. This raises a host of challenges to current legal doctrine, including whether the output of AI entities should count as 'speech', the extent to which AI should be regulated under antitrust and criminal law statutes, and whether AI should be considered an independent agent and responsible for its actions under the law of tort or agency. Containing chapters written by leading U.S., EU, and International law scholars, the Research Handbook presents current law, statutes, and regulations on the role of law in an age of increasingly smart AI, addressing issues of law that are critical to the evolution of AI and its role in society. To provide a broad coverage of the topic, the Research Handbook draws upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly smart AI systems, and a discussion of jurisdiction for AI entities that will not be 'content' to stay within the geographical boundaries of any nation state or be tied to a particular physical location. Using numerous examples and case studies, the chapter authors discuss the political and jurisdictional decisions that will have to be made as AI proliferates into society and transforms our government and social institutions. The Research Handbook will also introduce designers of artificially intelligent systems to the legal issues that apply to the make-up and use of AI from the technologies, algorithms, and analytical techniques. This essential guide to the U.S., EU, and other International law, regulations, and statutes which apply to the emerging field of 'law and AI' will be a valuable reference for scholars and students interested in information and intellectual property law, privacy, and data protection as well as to legal theorists and social scientists who write about the future direction and implications of AI. The Research Handbook will also serve as an important reference for legal practitioners in different jurisdictions who may litigate disputes involving AI, and to computer scientists and engineers actively involved in the design and use of the next generation of AI systems. Contributors include: W. Barfield, S. Bayern, S.J. Blodgett-Ford, R.G.A. Bone, T. Burri, A. Chin, J.A. Cubert, M. de Cock Buning, S. De Conca, S-.A. Elvy, A. Ezrachi, R. Leenes, Y. Lev-Aretz, A.R. Lodder, R.P. Loui, T.M. Massaro, L.T. McCarty, J.O. McGinnis, F. Moslein, H. Norton, N. Packin, U. Pagallo, S. Quattrocolo, W. Samore, F. Shimpo, M.E. Stucke, R. van den Hoven van Genderen, L. Vertinsky, A. von Ungern-Sternberg, J.F. Weaver, Y-.H. Weng, I. Wildhaber
This book constitutes the refereed proceedings of the Third International Conference on Wireless, Mobile Networks and Applications, WiMoA 2011, and the First International Conference on Computer Science, Engineering and Applications, ICCSEA 2011, held in Dubai, United Arab Emirates, in May 2011. The book is organized as a collection of papers from WiMoA 2011 and ICCSEA 2011. The 8 revised full papers presented in the WiMoA 2011 part were carefully reviewed and selected from 63 submissions. The 20 revised full papers presented in the ICCSEA 2011 part were carefully reviewed and selected from 110 submissions.
A little birdy told us you needed to know more about Mastodon Ready to escape the drama of existing social media platforms and try something new and awesome in the world of social media? In Mastodon For Dummies, experienced tech trainers Chris Minnick and Mike McCallister show you exactly how to use Mastodon, the hot decentralized social media offering on the web and destination for thousands of social media migrants. Learn how to sign up for the service on your choice of server and get familiar with the rules of what's sure to become your new favorite app. You'll discover how to connect with other people, attract your own followers, and make yourself right at home in the Mastodon community. In the book, you'll find: Easy-to-follow instructions on how to choose the Mastodon server that suits you best Instructions for establishing new connections on a new social platform and learning the rules of the road Tips for conducting business on Mastodon and making a home for your home-based business or brand on the social media service Step-by-step guides on launching your very own server If you're ready to leave old social platforms in the rear-view and try something new, grab a copy of Mastodon For Dummies.
Must-have guide for professionals responsible for securing credit and debit card transactions As recent breaches like Target and Neiman Marcus show, payment card information is involved in more security breaches than any other data type. In too many places, sensitive card data is simply not protected adequately. "Hacking Point of Sale" is a compelling book that tackles this enormous problem head-on. Exploring all aspects of the problem in detail - from how attacks are structured to the structure of magnetic strips to point-to-point encryption, and more - it's packed with practical recommendations. This terrific resource goes beyond standard PCI compliance guides to offer real solutions on how to achieve better security at the point of sale.A unique book on credit and debit card security, with an emphasis on point-to-point encryption of payment transactions (P2PE) from standards to design to applicationExplores all groups of security standards applicable to payment applications, including PCI, FIPS, ANSI, EMV, and ISOExplains how protected areas are hacked and how hackers spot vulnerabilitiesProposes defensive maneuvers, such as introducing cryptography to payment applications and better securing application code "Hacking Point of Sale: Payment Application Secrets, Threats, and Solutions" is essential reading for security providers, software architects, consultants, and other professionals charged with addressing this serious problem.
How could Finance benefit from AI? How can AI techniques provide an edge? Moving well beyond simply speeding up computation, this book tackles AI for Finance from a range of perspectives including business, technology, research, and students. Covering aspects like algorithms, big data, and machine learning, this book answers these and many other questions. |
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