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Books > Computing & IT > Social & legal aspects of computing
In recent decades there has been incredible growth in the use of various internet applications by individuals and organizations who store sensitive information online on different servers. This greater reliance of organizations and individuals on internet technologies and applications increases the threat space and poses several challenges for implementing and maintaining cybersecurity practices. Constructing an Ethical Hacking Knowledge Base for Threat Awareness and Prevention provides innovative insights into how an ethical hacking knowledge base can be used for testing and improving the network and system security posture of an organization. It is critical for each individual and institute to learn hacking tools and techniques that are used by dangerous hackers in tandem with forming a team of ethical hacking professionals to test their systems effectively. Highlighting topics including cyber operations, server security, and network statistics, this publication is designed for technical experts, students, academicians, government officials, and industry professionals.
This book illustrates how goal-oriented, automated measurement can be used to create Lean organizations and to facilitate the development of Lean software, while also demonstrating the practical implementation of Lean software development by combining tried and trusted tools. In order to be successful, a Lean orientation of software development has to go hand in hand with a company's overall business strategy. To achieve this, two interrelated aspects require special attention: measurement and experience management. In this book, Janes and Succi provide the necessary knowledge to establish "Lean software company thinking," while also exploiting the latest approaches to software measurement. A comprehensive, company-wide measurement approach is exactly what companies need in order to align their activities to the demands of their stakeholders, to their business strategy, etc. With the automatic, non-invasive measurement approach proposed in this book, even small and medium-sized enterprises that do not have the resources to introduce heavyweight processes will be able to make their software development processes considerably more Lean. The book is divided into three parts. Part I, "Motivation for Lean Software Development," explains just what "Lean Production" means, why it can be advantageous to apply Lean concepts to software engineering, and which existing approaches are best suited to achieving this. Part II, "The Pillars of Lean Software Development," presents the tools needed to achieve Lean software development: Non-invasive Measurement, the Goal Question Metric approach, and the Experience Factory. Finally, Part III, "Lean Software Development in Action," shows how different tools can be combined to enable Lean Thinking in software development. The book primarily addresses the needs of all those working in the field of software engineering who want to understand how to establish an efficient and effective software development process. This group includes developers, managers, and students pursuing an M.Sc. degree in software engineering.
The book describes recent research results in the areas of modelling, creation, management and presentation of interactive 3D multimedia content. The book describes the current state of the art in the field and identifies the most important research and design issues. Consecutive chapters address these issues. These are: database modelling of 3D content, security in 3D environments, describing interactivity of content, searching content, visualization of search results, modelling mixed reality content, and efficient creation of interactive 3D content. Each chapter is illustrated with example applications based on the proposed approach. The final chapter discusses some important ethical issues related to the widespread use of virtual environments in everyday life. The book provides ready to use solutions for many important problems related to the creation of interactive 3D multimedia applications and will be a primary reading for researchers and developers working in this domain.
Ananda Kiamsha Madelyn Leeke became a pioneer in the digital universe twenty-seven years ago, when she logged in to the LexisNexis research service as a first-year law student at Howard University School of Law. She was immediately smitten with what the World Wide Web could do. Later, while attending the UN Fourth World Conference on Women in Beijing, China, in 1995, Leeke found herself in an Internet cafe, where she experienced an interaction that changed her life. Over time, through interactions and conversations both online and in-person, Leeke developed the concept of "digital sisterhood." Embracing this revolutionary concept led to a complete career reinvention that finally allowed her to embrace her enormous creative spirit. She found in her digital sisters true "sheroes" and virtual mentors. Her blogging and social media adventures highlight the lessons she learned in the process, the reasons she launched the Digital Sisterhood Network, and the experiences that caused her to adopt what she terms the "fierce living" commitments. In her memoir, Leeke details her journey, sharing experiences and insights helped her and her digital sisters use the Internet as a self-discovery tool and identifying leadership archetypes that shaped her role as a social media leader.
This book presents unique insights and advice on defining and managing the innovation transformation journey. Using novel ideas, examples and best practices, it empowers management executives at all levels to drive cultural, technological and organizational changes toward innovation. Covering modern innovation techniques, tools, programs and strategies, it focuses on the role of the latest technologies (e.g., artificial intelligence to discover, handle and manage ideas), methodologies (including Agile Engineering and Rapid Prototyping) and combinations of these (like hackathons or gamification). At the same time, it highlights the importance of culture and provides suggestions on how to build it. In the era of AI and the unprecedented pace of technology evolution, companies need to become truly innovative in order to survive. The transformation toward an innovation-led company is difficult - it requires a strong leadership and culture, advanced technologies and well-designed programs. The book is based on the author's long-term experience and novel ideas, and reflects two decades of startup, consulting and corporate leadership experience. It is intended for business, technology, and innovation leaders.
The original edition of this accessible and interdisciplinary textbook was the first to consider the ethical issues of digital media from a global perspective, introducing ethical theories from multiple cultures. This second edition has been thoroughly updated to cover current research and scholarship, and recent developments and technological changes. It also benefits from extensively updated case-studies and pedagogical material, including examples of watershed events such as privacy policy developments on Facebook and Google+ in relation to ongoing changes in privacy law in the US, the EU, and Asia. New for the second edition is a section on citizen journalism and its implications for traditional journalistic ethics. With a significantly updated section on the ethical toolkit, this book also introduces students to prevailing ethical theories and illustrates how they are applied to central issues such as privacy, copyright, pornography and violence, and the ethics of cross- cultural communication online. Digital Media Ethics is student- and classroom-friendly: each topic and theory is interwoven throughout the volume with detailed sets of questions, additional resources, and suggestions for further research and writing. Together, these enable readers to foster careful reflection upon, writing about, and discussion of these issues and their possible resolutions.
This important text synthesizes the state of knowledge related to thinking and technology and provides strategies for helping young people cultivate thinking skills required to navigate the new digital landscape. The rise of technology has resulted in new ways of searching and communicating information among youth, often creating information "overload". We do not know how the new technologies will affect the ways young people learn and think. There are plenty of warnings about the dangers of information technology, but there is also enormous potential for technology to aid human thinking, which this book explores from an open-minded perspective. Coverage Includes: - An up to date review of the literature on thinking skills in general, and in relation to technology.- Practical guidelines for thinking with technology.- A scholarly review of the characteristics of the digital generation.- A discussion of the various steps involved in the thinking process.- A historical context of the Information Age and the transition from oral history, to printing press, to the Internet. Thinking Skills for the Digital Generation: The Development of Thinking and Learning in the Age of Information is an invaluable reference for educators and research professionals particularly interested in educational technology, and improving thinking and problem-solving skills.
Current speech recognition systems are based on speaker independent speech models and suffer from inter-speaker variations in speech signal characteristics. This work develops an integrated approach for speech and speaker recognition in order to gain space for self-learning opportunities of the system. This work introduces a reliable speaker identification which enables the speech recognizer to create robust speaker dependent models In addition, this book gives a new approach to solve the reverse problem, how to improve speech recognition if speakers can be recognized. The speaker identification enables the speaker adaptation to adapt to different speakers which results in an optimal long-term adaptation.
Is meaningful communication possible between two intelligent parties who share no common language or background? In this work, a theoretical framework is proposed in which it is possible to address when and to what extent such semantic communication is possible: such problems can be rigorously addressed by explicitly focusing on the goals of the communication. Under this framework, it is possible to show that for many goals, communication without any common language or background is possible using universal protocols. This work should be accessible to anyone with an undergraduate-level knowledge of the theory of computation. The theoretical framework presented here is of interest to anyone wishing to design systems with flexible interfaces, either among computers or between computers and their users.
This book focuses on the methodological treatment of UML/P and addresses three core topics of model-based software development: code generation, the systematic testing of programs using a model-based definition of test cases, and the evolutionary refactoring and transformation of models. For each of these topics, it first details the foundational concepts and techniques, and then presents their application with UML/P. This separation between basic principles and applications makes the content more accessible and allows the reader to transfer this knowledge directly to other model-based approaches and languages. After an introduction to the book and its primary goals in Chapter 1, Chapter 2 outlines an agile UML-based approach using UML/P as the primary development language for creating executable models, generating code from the models, designing test cases, and planning iterative evolution through refactoring. In the interest of completeness, Chapter 3 provides a brief summary of UML/P, which is used throughout the book. Next, Chapters 4 and 5 discuss core techniques for code generation, addressing the architecture of a code generator and methods for controlling it, as well as the suitability of UML/P notations for test or product code. Chapters 6 and 7 then discuss general concepts for testing software as well as the special features which arise due to the use of UML/P. Chapter 8 details test patterns to show how to use UML/P diagrams to define test cases and emphasizes in particular the use of functional tests for distributed and concurrent software systems. In closing, Chapters 9 and 10 examine techniques for transforming models and code and thus provide a solid foundation for refactoring as a type of transformation that preserves semantics. Overall, this book will be of great benefit for practical software development, for academic training in the field of Software Engineering, and for research in the area of model-based software development. Practitioners will learn how to use modern model-based techniques to improve the production of code and thus significantly increase quality. Students will find both important scientific basics as well as direct applications of the techniques presented. And last but not least, the book will offer scientists a comprehensive overview of the current state of development in the three core topics it covers.
COOP 2012 is the tenth COOP conference, marking twenty years from the first conference in 1992. In this special anniversary edition we asked researchers and practitioners to reflect on what have been the successes and the failures in designing cooperative systems, and what challenges still need to be addressed. We have come a long way in understanding the intricacies of cooperation and in designing systems that support work practices and collective activities. These advances would not have been possible without the concerted effort of contributions from a plethora of domains including CSCW, HCI, Information Systems, Knowledge Engineering, Multi-agent systems, organizational and management sciences, sociology, psychology, anthropology, ergonomics, linguistics, etc. The COOP community is going from strength to strength in developing new technologies, advancing and proposing new methodological approaches, and forging theories.
The success of a BCI system depends as much on the system itself as on the user's ability to produce distinctive EEG activity. BCI systems can be divided into two groups according to the placement of the electrodes used to detect and measure neurons firing in the brain. These groups are: invasive systems, electrodes are inserted directly into the cortex are used for single cell or multi unit recording, and electrocorticography (EcoG), electrodes are placed on the surface of the cortex (or dura); noninvasive systems, they are placed on the scalp and use electroencephalography (EEG) or magnetoencephalography (MEG) to detect neuron activity. The book is basically divided into three parts. The first part of the book covers the basic concepts and overviews of Brain Computer Interface. The second part describes new theoretical developments of BCI systems. The third part covers views on real applications of BCI systems.
Based on a selection of the most relevant and high quality research papers from the 2010 Networked Learning Conference, this book is an indispensible resource for all researchers, instructional designers, program managers, and learning technologists interested in the area of Technology Enhanced Learning. The book was an important catalyst for the Springer "Research in Networked Learning" Book Series edited by Vivien Hodgson and David McConnell. Details of the "Research in Networked Learning" Book Series and current titles can be found at http: //www.springer.com/series/11810 This volume provides information on current trends and advances in research on networked learning, technology enhanced learning, and e-learning. Specifically, it provides cutting edge information in the areas of: Designing and Facilitating Learning in a Networked World Methodologies for Research in Networked Learning Learning in Social Networks Embedding Networked Learning in Public and Private Organizations Problem based Networked Learning Globalization and Multiculturalism in Networked Learning Networked Learning and International Development Participation and Alienation in Networked Learning "
Social networks have emerged as a major trend in computing and social paradigms in the past few years. The social network model helps to inform the study of community behavior, allowing qualitative and quantitative assessments of how people communicate and the rules that govern communication. Social Networking and Community Behavior Modeling: Qualitative and Quantitative Measures provides a clear and consolidated view of current social network models. This work explores new methods for modeling, characterizing, and constructing social networks. Chapters contained in this book study critical security issues confronting social networking, the emergence of new mobile social networking devices and applications, network robustness, and how social networks impact the business aspects of organizations.
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.
While a sharp debate is emerging about whether conventional biometric technology offers society any significant advantages over other forms of identification, and whether it constitutes a threat to privacy, technology is rapidly progressing. Politicians and the public are still discussing fingerprinting and iris scan, while scientists and engineers are already testing futuristic solutions. Second generation biometrics - which include multimodal biometrics, behavioural biometrics, dynamic face recognition, EEG and ECG biometrics, remote iris recognition, and other, still more astonishing, applications - is a reality which promises to overturn any current ethical standard about human identification. Robots which recognise their masters, CCTV which detects intentions, voice responders which analyse emotions: these are only a few applications in progress to be developed. This book is the first ever published on ethical, social and privacy implications of second generation biometrics. Authors include both distinguished scientists in the biometric field and prominent ethical, privacy and social scholars. This makes this book an invaluable tool for policy makers, technologists, social scientists, privacy authorities involved in biometric policy setting. Moreover it is a precious instrument to update scholars from different disciplines who are interested in biometrics and itswider social, ethical and political implications.
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline Quality of Experience and combine the state-of-the-art knowledge in one single volume."
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
This book discusses the latest developments in the field of open data. The opening of data by public organizations has the potential to improve the public sector, inspire business innovation, and establish transparency. With this potential comes unique challenges; these developments impact the operation of governments as well as their relationship with private sector enterprises and society. Changes at the technical, organizational, managerial, and political level are taking place, which, in turn, impact policy-making and traditional institutional structures. This book contributes to the systematic analysis and publication of cutting-edge methods, tools, and approaches for more efficient data sharing policies, practices, and further research. Topics discussed include an introduction to open data, the open data landscape, the open data life cycle, open data policies, organizational issues, interoperability, infrastructure, business models, open data portal evaluation, and research directions, best practices, and guidelines. Written to address different perspectives, this book will be of equal interest to students and researchers, ICT industry staff, practitioners, policy makers and public servants.
The advent of the Information Society is marked by the explosive penetration of information technologies in all aspects of life and by a related fundamental transofmation in every form of the organization. Researchers, business people and policy makers have recognized the importance of addressing technological, economic and social impacts in conjunction. For example, the rise and fall of the dot-com hype depended a lot on the strenght of the business model, on the technological capabilities avalable to firms and on the readiness of the socity and economy at large sustain a new breed of business activity. However, it is notoriously difficult to examine the cross-impacts of social, economic and technological aspects of the Information Socity. This kind of work requires multidisciplinary work and collaboration on a wide range of skills. Social and Economic Transformation in the Digital Era addresses this challenge by assembling the latest thinking of leading researchers and policy makers. The book covers all key subject areas of the Information Society an presents innovative business models, case studies, normative theories and social explanations. |
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