28,002 research outputs found

    User interface design: porting game technology concepts to applications

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    Wireless Play and Unexpected Innovation

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    Part of the Volume on Digital Young, Innovation, and the Unexpected. This chapter considers play as leading to unexpected innovation in advanced wireless technologies. It concludes that much of the potential for new media to enhance innovation actually echoes much older patterns, as evidenced by comparisons to wireless history. These are patterns of privilege, particularly class and gender privilege, reinforced by strict intellectual property protections. Detailed case studies are presented of the "wardrivers," young male computer enthusiasts who helped map wi-fi signals over the past decade, and of earlier analog wireless enthusiasts. The chapter offers a solid critique of many present-day celebrations of technology-driven innovation and of the rhetoric of participatory culture

    The Programmer as Player: Uncovering Latent Forms of Digital Play Using Structuration and Actor-Network Theory

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    Is programming a game considered play? Normally we would say that it is not; play happens when a game is consumed, not when it is produced. But by adopting this perspective we are falling into the trap that popular culture and mass media set when they categorize games as just another entertainment product. What, then, is the true purpose of this division between programming and play? Why do we seem them as different? In this article, I will explore the early history of computer gaming to show how this dichotomy came about. As it turns out, the computer engineers who worked with the earliest computer systems must shoulder much of the blame. Those programmers who created games such as Spacewar identified themselves as proto-hackers, standing a distance apart from those engaged in more "serious" computer work. Engineers such as Douglas Engebart, meanwhile, were thinking about the computer as a tool to solve problems, not a platform for artistic endeavour. These two forces enabled outsiders to consider gaming and programming to be wholly separate activities. For the purposes of this work, both structuration theory and actor-network theory are employed. I found that each methdology offered fresh insights into these issues, which could then be merged to provide a complete picture of this early era in digital computing

    Refining the PoinTER “human firewall” pentesting framework

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    PurposePenetration tests have become a valuable tool in the cyber security defence strategy, in terms of detecting vulnerabilities. Although penetration testing has traditionally focused on technical aspects, the field has started to realise the importance of the human in the organisation, and the need to ensure that humans are resistant to cyber-attacks. To achieve this, some organisations “pentest” their employees, testing their resilience and ability to detect and repel human-targeted attacks. In a previous paper we reported on PoinTER (Prepare TEst Remediate), a human pentesting framework, tailored to the needs of SMEs. In this paper, we propose improvements to refine our framework. The improvements are based on a derived set of ethical principles that have been subjected to ethical scrutiny.MethodologyWe conducted a systematic literature review of academic research, a review of actual hacker techniques, industry recommendations and official body advice related to social engineering techniques. To meet our requirements to have an ethical human pentesting framework, we compiled a list of ethical principles from the research literature which we used to filter out techniques deemed unethical.FindingsDrawing on social engineering techniques from academic research, reported by the hacker community, industry recommendations and official body advice and subjecting each technique to ethical inspection, using a comprehensive list of ethical principles, we propose the refined GDPR compliant and privacy respecting PoinTER Framework. The list of ethical principles, we suggest, could also inform ethical technical pentests.OriginalityPrevious work has considered penetration testing humans, but few have produced a comprehensive framework such as PoinTER. PoinTER has been rigorously derived from multiple sources and ethically scrutinised through inspection, using a comprehensive list of ethical principles derived from the research literature

    Expanding the Impact of the EEROS Open Source Robotics Framework

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    This report, prepared for the developers of the EEROS Real Time Robotics Software Framework, explored options to expand the impact that EEROS would have on the open source robotics community. This open source framework was examined to discover how a healthy development community might grow in a new project. Through increasing EEROS’s presence, analyzing its community, exploring sustainable funding options, organizing and streamlining development and identifying new partners, we gained an understanding of the birth of an open source project

    Future of the Internet--and how to stop it

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    vi, 342 p. : ill. ; 25 cmLibro ElectrónicoOn January 9, 2007, Steve Jobs introduced the iPhone to an eager audience crammed into San Francisco’s Moscone Center.1 A beautiful and brilliantly engineered device, the iPhone blended three products into one: an iPod, with the highest-quality screen Apple had ever produced; a phone, with cleverly integrated functionality, such as voicemail that came wrapped as separately accessible messages; and a device to access the Internet, with a smart and elegant browser, and with built-in map, weather, stock, and e-mail capabilities. It was a technical and design triumph for Jobs, bringing the company into a market with an extraordinary potential for growth, and pushing the industry to a new level of competition in ways to connect us to each other and to the Web.Includes bibliographical references (p. 249-328) and index Acceso restringido a miembros del Consorcio de Bibliotecas Universitarias de Andalucía Electronic reproduction. Palo Alto, Calif. : ebrary, 2009 Modo de acceso : World Wide Webpt. 1. The rise and stall of the generative Net -- Battle of the boxes -- Battle of the networks -- Cybersecurity and the generative dilemma -- pt. 2. After the stall -- The generative pattern -- Tethered appliances, software as service, and perfect enforcement -- The lessons of Wikipedia -- pt. 3. Solutions -- Stopping the future of the Internet : stability on a generative Net -- Strategies for a generative future -- Meeting the risks of generativity : Privacy 2.0. Index32
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