Listing 1 - 3 of 3 |
Sort by
|
Choose an application
The Public Switched Network (PSN) provides National Security and Emergency Preparedness (NS/EP) telecommunications. Service vendors, equipment manufacturers, and the federal government are concerned that vulnerabilities in the PSN could be exploited and result in disruptions or degradation of service. To address these threats, NIST is assisting the Office of the Manager, National Communications System (OMNCS), in the areas of computer and network security research and development. NIST is investigating the vulnerabilities and related security issues that result from the use of open systems platforms, i.e., products based on open standards such as POSIX and OSI, in the telecommunications industry. This report is intended to provide information for the practicing programmer involved in development of telecommunications application software. In short, it provides answers to the question, "How do I build security into software based on open system platforms?" It is not intended to be tutorial in nature and assumes some knowledge of open systems and Unix. Many of the references cited are tutorial and may be used to obtain any background information required.
Application Portability Profile --- Computer security --- Data management --- Human-computer interaction --- Network services --- Open systems --- POSIX
Choose an application
No detailed description available for "The Real Internet Architecture".
Internet. --- Computer. --- IP. --- Internet architecture. --- bridging. --- communication. --- composing networks. --- compositional network architecture. --- computer engineer. --- computer network technology. --- computer network. --- design patterns. --- graduate textbook networking. --- interfaces. --- internet evolution. --- internet protocol. --- internet security. --- layered architecture. --- layering. --- message. --- middlebox. --- naming. --- network architecture. --- network design. --- network mobility. --- network optimization. --- network practitioners. --- network services. --- network verification. --- patterns in networking. --- services. --- session protocols. --- subduction. --- verification. --- virtualization.
Choose an application
We are active with our mobile devices; we play games, watch films, listen to music, check social media, and tap screens and keyboards while we are on the move. In Mood and Mobility, Richard Coyne argues that not only do we communicate, process information, and entertain ourselves through devices and social media; we also receive, modify, intensify, and transmit moods. Designers, practitioners, educators, researchers, and users should pay more attention to the moods created around our smartphones, tablets, and laptops. Drawing on research from a range of disciplines, including experimental psychology, phenomenology, cultural theory, and architecture, Coyne shows that users of social media are not simply passive receivers of moods; they are complicit in making moods. Devoting each chapter to a particular mood -- from curiosity and pleasure to anxiety and melancholy -- Coyne shows that devices and technologies do affect people's moods, although not always directly. He shows that mood effects are transitional; different moods suit different occasions, and derive character from emotional shifts. Furthermore, moods are active; we enlist all the resources of human sociability to create moods. And finally, the discourse about mood is deeply reflexive; in a kind of meta-moodiness, we talk about our moods and have feelings about them. Mood, in Coyne's distinctive telling, provides a new way to look at the ever-changing world of ubiquitous digital technologies.
Human-computer interaction --- Mood (Psychology) --- Online social networks --- Web sites --- Digital media. --- Interaction homme-machine (Informatique) --- Humeur (Psychologie) --- Réseautage personnel (Informatique) --- Sites Web --- Médias numériques --- Psychological aspects. --- Design. --- Aspect psychologique --- Conception --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Web site development --- Microformats --- Electronic social networks --- Social networking Web sites --- Virtual communities --- Social media --- Social networks --- Sociotechnical systems --- Emotions --- Personality --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Authorship --- Advertising --- Art --- Atmosphere --- Bibliographies --- Birds --- Blogs --- Buildings --- Business --- Computer architecture --- Computer crime --- Computers --- Context --- Cultural differences --- Earth --- Economics --- Electronic mail --- Entertainment industry --- Facebook --- Feeds --- Films --- Games --- Glass --- Google --- History --- Image color analysis --- Indexes --- Internet --- Media --- Mobile communication --- Mood --- Motion pictures --- Navigation --- Neurons --- Painting --- Pervasive computing --- Pigments --- Poles and towers --- Presses --- Printing --- Smart phones --- Social network services --- Space exploration --- Spinning --- TV --- Terrestrial atmosphere --- Urban areas --- Writing --- SOCIAL SCIENCES/Communications --- SOCIAL SCIENCES/Media Studies --- DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking --- Communities, Online (Online social networks) --- Communities, Virtual (Online social networks) --- Online communities (Online social networks)
Listing 1 - 3 of 3 |
Sort by
|