9,257 research outputs found

    Navy Nexus

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    Shortly after the article that follows was drafted, I was notified that I had been nominated for promotion to vice admiral and assignment as Superintendent of the U.S. Naval Academy. This unexpected set of orders will cause me to depart the Naval War College after only one year as its President. Still, and although much remains to be done to keep the college at the top of its game, the organizational and administrative changes its faculty and staff have accomplished over the past twelve months have refined its educational and research programs in significant ways. The article (which collects and elaborates on material that, in some cases, has already appeared in print, including the “President’s Forums” of the Spring and Summer 2014 issues of the Review) serves as evidence of what dedicated professionals can do when motivated by an unrelenting commitment to excellence. If it’s important to the Navy, it is on the agenda at the Naval War College! This is a bold statement, but it is one that can be rather quickly substantiated by even a casual review of what is happening on the busiest educational and research complex in the Navy—the Newport, Rhode Island, campus of the U.S. Naval War College (NWC). Since 1884, the Naval War College has existed as a place to study conflict and to produce leaders who are critical thinkers. As it celebrates its 130th anniversary, the college continues to refine its educational and research programs to meet the demands of the Navy and the national security community. While some of our more traditional offerings, such as our highly regarded Joint Professional Military Education (JPME) programs, are fairly well-known, other programs and initiatives are regaining their intended direct linkage to and support to the fleet. The primary purpose of this article is to highlight the ways in which the Naval War College is helping to prepare and shape the Navy of Tomorrow and how it is significantly supporting the Navy of Today without forgetting the lessons of history

    Determinants of harassment in online multiplayer games

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    Objective. Online multiplayer games allow large numbers of participants to play simultaneously online. Unfortunately, this has also given rise to new forms of harassment and abuse. The current study used the criminological framework of Routine Activity Theory to identify possible circumstantial and individual risk factors that predict both general and sexual harassment victimization in this online context. Method. An online survey of online multiplayer gamers (N = 883) was conducted. Measures included harassment exposure, guardianship, and target suitability. These determinants were used to predict general and sexual harassment victimization in multiple regression analyses. Analyses controlled for social desirability responding. Results. Both sexual harassment victimization (R² = 63%) and general harassment victimization (R² = 57%) were successfully predicted using the determinants. The gender of the gamer is associated with the type of harassment received; women are more likely to encounter sexual harassment, while men are more likely to be harassed in the general sense. Gaming for fewer hours per week, with mostly or exclusively female avatars, and sharing personal information (e.g. gender) predicts sexual harassment victimization, whereas playing in Player-versus-Player game modes predicts general harassment victimization. Harassing other gamers and associating with harassers predicts both general and sexual harassment. Conclusions. Our models explained a sizable percentage of the variation in harassment, indicating for the first time that the Routine Activity Theory can be applied to understand online harassment in gaming. Specifically, it was found that different types of in-game exposure predict different types of victimization, that lacking personal self-guardianship predicts sexual harassment and that gender (or revealing gender) is associated with changes in harassment

    Sony, Cyber Security, and Free Speech: Preserving the First Amendment in the Modern World

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    Reprinted from 16 U.C. Davis Bus. L.J. 309 (2016). This paper explores the Sony hack in 2014 allegedly launched by the North Korean government in retaliation over Sony’s production of The Interview and considers the hack’s chilling impact on speech in technology. One of the most devastating cyber attacks in history, the hack exposed approximately thirty- eight million files of sensitive data, including over 170,000 employee emails, thousands of employee social security numbers and unreleased footage of upcoming movies. The hack caused Sony to censor the film and prompted members of the entertainment industry at large to tailor their communication and conform storylines to societal standards. Such censorship cuts the First Amendment at its core and exemplifies the danger cyber terror poses to freedom of speech by compromising Americans’ privacy in digital mediums. This paper critiques the current methods for combatting cyber terror, which consist of unwieldy federal criminal laws and controversial information sharing policies, while proposing more promising solutions that unleash the competitive power of the free market with limited government regulation. It also recommends legal, affordable and user-friendly tools anyone can use to secure their technology, recapture their privacy and exercise their freedom of speech online without fear of surreptitious surveillance or retaliatory exposure

    NPS in the News Weekly Media Report - Mar. 22-28, 2022

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    Gaming security by obscurity

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    Shannon sought security against the attacker with unlimited computational powers: *if an information source conveys some information, then Shannon's attacker will surely extract that information*. Diffie and Hellman refined Shannon's attacker model by taking into account the fact that the real attackers are computationally limited. This idea became one of the greatest new paradigms in computer science, and led to modern cryptography. Shannon also sought security against the attacker with unlimited logical and observational powers, expressed through the maxim that "the enemy knows the system". This view is still endorsed in cryptography. The popular formulation, going back to Kerckhoffs, is that "there is no security by obscurity", meaning that the algorithms cannot be kept obscured from the attacker, and that security should only rely upon the secret keys. In fact, modern cryptography goes even further than Shannon or Kerckhoffs in tacitly assuming that *if there is an algorithm that can break the system, then the attacker will surely find that algorithm*. The attacker is not viewed as an omnipotent computer any more, but he is still construed as an omnipotent programmer. So the Diffie-Hellman step from unlimited to limited computational powers has not been extended into a step from unlimited to limited logical or programming powers. Is the assumption that all feasible algorithms will eventually be discovered and implemented really different from the assumption that everything that is computable will eventually be computed? The present paper explores some ways to refine the current models of the attacker, and of the defender, by taking into account their limited logical and programming powers. If the adaptive attacker actively queries the system to seek out its vulnerabilities, can the system gain some security by actively learning attacker's methods, and adapting to them?Comment: 15 pages, 9 figures, 2 tables; final version appeared in the Proceedings of New Security Paradigms Workshop 2011 (ACM 2011); typos correcte

    Social Norms in Virtual Worlds of Computer Games

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    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players
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