scholarly journals Illegal Access to a Computer System from the Standpoint of the Current Criminal Code

2019 ◽  
Vol 23 (37) ◽  
pp. 33-43
Author(s):  
Alin Teodorus Drăgan

Abstract One of the forms that cybercrime can take at present is illegal access to a computer system. From the very beginning, the world of computers and of the Internet was based on imperfections, defects, and sometimes on poorly understood processes. We might even call this fact “the original sin” of the Internet. In the end, it is not only computer scientists who have come to exploit such defects, but also criminals. In the real world, there are people who break into homes and take away everything they find valuable. In the virtual world, there are individuals who penetrate into computer systems and steal all valuable data.

2010 ◽  
Vol 49 (3) ◽  
pp. 489-507 ◽  
Author(s):  
Jean-Gabriel Ganascia

This article is based on the notion of ‘sousveillance’, which was invented by Steve Mann to describe the present state of modern technological societies where anybody may take photos or videos of any person or event, and then diffuse the information freely all over the world. The article shows how sousveillance can be generalized both to the real world and to the virtual world of the Infosphere using modern information technologies. As a consequence, the separation between public and private spheres tends to disappear. We believe that generalized sousveillance may transform the overall society, e.g. modern public transportation like the Paris subway might have to change the way it disseminates information due to the impossibility of managing the flow of information coming from its infrastructures. To attempt to elucidate a society based on generalized sousveillance, the article introduces the notion of the ‘Catopticon’, derived from Bentham’s Panopticon: while the architecture of the Panopticon was designed to facilitate surveillance by prohibiting communication and by installing surveyors in a watchtower, the architecture of the ‘Catopticon’ allows everybody to communicate with everybody and removes surveyors from the watchtower. The article goes on to explore the opportunities the Catopticon might offer if extended to the whole planet. It also shows the limitations of the extended Catopticon; some are extrinsic: they consist of various resistances which restrict access to the Internet; others are intrinsic: for instance, we can exchange simultaneously only with a few people, while we may have millions of contacts. As a consequence, the various new ‘regimes of distinction’ mentioned above play a key role in modern societies.


2017 ◽  
Vol 3 (5) ◽  
pp. 450
Author(s):  
Kyldes Batista Vicente ◽  
Fábio D’Abadia de Sousa

O mundo da Internet não pode mais continuar sendo a Terra de Ninguém. É preciso que nós, professores, deixemos, de uma vez por todas, todo e qualquer temor em relação ao mundo tecnológico que nos rodeia e que ocupemos o lugar que nele está destinado a nós:  o de orientadores desta transição do mundo real para o virtual. Acreditamos que o papel do professor não é falar de tecnologia, mas de humanidade.   PALAVRAS-CHAVE: Tecnologia; educação; professor.     ABSTRACT The world of the Internet cannot continue being treated as The no man’s land. It’s urgent that we, teachers, put aside, once and for all, any fear of facing the technological world that surrounds us and that we occupy the place that is designed for us: the guider  of the transition from the real world to the virtual one. We believe that the role of the teacher is not to talk about technology but about humanity.    KEYWORDS: Technology; education; teacher.     RESUMEN Internet no puede seguir siendo la Tierra de Nadie. Es necesario que los profesores no tengamos miedo al mundo tecnoclógico que nos rodea y que cumplamos la tarea de orientadores de la transición de lo real para lo virtual. Creemos que al profesor no le cabe hablar de tecnología, sino de humanidad.   PALABRAS-CLAVE: Tecnología; educación; profesor. 


2018 ◽  
Vol 159 (22) ◽  
pp. 855-862
Author(s):  
József Ködmön

Abstract: We live in an information society, we search and gather on the internet almost everything we want to know. More and more often we are also looking for information about health issues on the world wide web. The real world is reflected by the internet: more and more false and misleading information can be found. From what home page and how to choose health information that is reliable and professionally correct? If we find relevant, useful information, can we fully understand it? These questions will be answered by this publication. Orv Hetil. 2018; 159(22): 855–862.


2018 ◽  
Vol 1 (1) ◽  
Author(s):  
silvester dian handy permana

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.


2014 ◽  
Vol 23 (7) ◽  
pp. 504-515 ◽  
Author(s):  
Jayasankar Ramanathan ◽  
Keyoor Purani

Purpose – The purpose of this paper is to help marketing scholars view virtual worlds as new product–markets and trigger serious investigations on consumer evaluation of brand extensions when a brand is extended from the real world to a virtual world and vice versa. Design/methodology/approach – The paper makes an extensive review of studies on virtual world. Further, it amalgamates understanding from well-established literature on consumer evaluation of brand extensions into the emerging virtual world understanding to conceptualize moderating influence of contexts – the real world context and a virtual world context – on how consumers evaluate brand extensions. Findings – Through logical arguments supported by existing literature, the paper provides 14 well-conceptualized propositions that argue that the real world and virtual world contexts moderate the well-established relationships in brand extension literature. It broadly proposes that the relationships between the consumer evaluations of brand extension and its known determinants are stronger in case of within-the-world extensions and weaker in case of across-the-world extensions. Research limitations/implications – The paper introduces to the marketing scholars an entirely new area of enquiry as it challenges the known brand extension knowledge when a brand is extended across the worlds. Practical implications – Marketers considering launching new offerings across the contexts of real or virtual world would have implications on whether to extend the brand or not. Originality/value – Virtual worlds have largely been construed in marketing literature as fictional worlds. There is not much explored in terms of virtual worlds as new product–markets. The study offers unique value in conceptualizing differences among within-the-world brand extensions and across-the-world brand extensions.


Author(s):  
Dr Sarswati .

In this study, we are discussing about the Metaverse. It is the latest and hot buzzword to capture the tech industry’s imagination. Metaverse is a broad term. It is generally 'refers' to shared 3D virtural word environment which people can access via internet. Metaverse is where the real world meets the virtual world. It focuses will be to bring the Metaverse to life and help people connect, find communication and grow businesses. According to CEO Mark Zukerberg : The Metaverse, which he sees as the next generation of the internet, as a virtual environment that will allow people to be present with each other in digital spaces. It brings together their apps/technologies under new company brand. Faacebook’s, I mean, Meta’s, recent rebrand and investments triggered a new wage of interest in the metaverse. It’s all over headlines, corporate news, memes, gaming platforms, and social media. The word’s increased ubiquity is creating an impending sense of doom, as if, at any moment, our physical lives will be engulfed in corporate pixels and paywalled interactions.


2019 ◽  
Vol 1 (2) ◽  
Author(s):  
Silvester Dian handy Permana

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.


Author(s):  
Е.Н. Юдина

интернет-пространство стало частью реального мира современных студентов. В наши дни особенно актуальна проблема активизации использования интернета как дополнительного ресурса в образовательном процессе. В статье приводятся результаты небольшого социологического исследования, посвященного использованию интернета в преподавании социологических дисциплин. Internet space has become a part of the real world of modern students. The problem of increasing the use of the Internet as an additional resource in the educational process is now particularly topical. The article contains the results of a small sociological study on the use of the Internet in teaching sociological disciplines.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


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