scholarly journals Virus Combat: Promoting Awareness on Viruses Through Video Game

Technology nowadays are vastly growing and by that the number of virus are also increasing each day. There were 60,000 known viruses, Trojans, worms, and variations and today there are well over 100,000 known computer viruses. In addition, studies and researches show that a computer connected to the Internet may experience an attack every 39 seconds. The purpose of this research is promote the importance of computer viruses using computer game platform. In Malaysia, there are still less effort of using new media on preventing computer virus and Malaysian society are still lacking of knowledge and awareness on how to avoid their computer from getting occurrence or harmed by virus. Furthermore, this research will also assess the efficiency of the 3D game prototype among selected respondents.

Author(s):  
Stelios Zimeras

Computer viruses have been studied for a long time both by the research and by the application communities. As computer networks and the Internet became more popular from the late 1980s on, viruses quickly evolved to be able to spread through the Internet by various means such as file downloading, email, exploiting security holes in software, etc. Epidemiological models have traditionally been used to understand and predict the outcome of virus outbreaks in human or animal populations. However, the same models were recently applied to the analysis of computer virus epidemics. In this work we present various computer virus spread models combined with applications to e-health systems.


2017 ◽  
Vol 27 (2) ◽  
pp. 211-232 ◽  
Author(s):  
Juho Hamari ◽  
Max Sjöblom

Purpose The purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet). Design/methodology/approach The study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model. Findings The results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency. Originality/value During recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.


Author(s):  
Stelios Zimeras

Computer viruses have been studied for a long time both by the research and by the application communities. As computer networks and the internet became more popular from the late 1980s on, viruses quickly evolved to be able to spread through the internet by various means such as file downloading, email, exploiting security holes in software, etc. In general, epidemic models assume that individuals go through a series of states at a certain constant set of rates. Different epidemic models have been proposed based on the characteristics of the systems and the topology of the network. In this chapter, an analysis of various epidemic models will be analyzed under differential mathematical systems.


2014 ◽  
Vol 2014 ◽  
pp. 1-5 ◽  
Author(s):  
Xiaofan Yang ◽  
Bei Liu ◽  
Chenquan Gan

With the rapid popularization of the Internet, computers can enter or leave the Internet increasingly frequently. In fact, no antivirus software can detect and remove all sorts of computer viruses. This implies that viruses would persist on the Internet. To better understand the spread of computer viruses in these situations, a new propagation model is established and analyzed. The unique equilibrium of the model is globally asymptotically stable, in accordance with the reality. A parameter analysis of the equilibrium is also conducted.


2011 ◽  
Vol 32 (1) ◽  
pp. 17-30 ◽  
Author(s):  
Tor Endestad ◽  
Jan Heim ◽  
Birgit Kaare ◽  
Leila Torgersen ◽  
Petter Bae Brandtzæg

Abstract There is a lack of research on the role that new media play in the life of young children under the age of 13 years. Hence, the aim of the present study was to investigate the relationship between distinct media user types and social displacement among children under the age of 13. A sample of 1,117 Norwegian schoolchildren from the age of 7 to 12 years responded to a questionnaire about their computer game-playing habits and their use of computers, the Internet, mobile phones and television. The results indicate four specific user types reflecting children’s various uses of new media: a) Advanced Users, b) Offline Gamers, c) Instrumental Users, and d) Low Users. Some indications of displacement were found between TV, reading and drawing and between new media usage and participation in organized sports activities. At the same time, clear indications support the “more is more” hypothesis, which predicts that active media users will be active children.


Author(s):  
Dan J. Bodoh

Abstract The growth of the Internet over the past four years provides the failure analyst with a new media for communicating his results. The new digital media offers significant advantages over analog publication of results. Digital production, distribution and storage of failure analysis results reduces copying costs and paper storage, and enhances the ability to search through old analyses. When published digitally, results reach the customer within minutes of finishing the report. Furthermore, images on the computer screen can be of significantly higher quality than images reproduced on paper. The advantages of the digital medium come at a price, however. Research has shown that employees can become less productive when replacing their analog methodologies with digital methodologies. Today's feature-filled software encourages "futzing," one cause of the productivity reduction. In addition, the quality of the images and ability to search the text can be compromised if the software or the analyst does not understand this digital medium. This paper describes a system that offers complete digital production, distribution and storage of failure analysis reports on the Internet. By design, this system reduces the futzing factor, enhances the ability to search the reports, and optimizes images for display on computer monitors. Because photographic images are so important to failure analysis, some digital image optimization theory is reviewed.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


2014 ◽  
Vol 9 (3) ◽  
pp. 68 ◽  
Author(s):  
Edward Francis Schneider

Abstract Objective – The objective of this study was to survey American public libraries about their collection and use of graphic novels and compare their use to similar data collected about video games. Methods – Public libraries were identified and contacted electronically for participation through an open US government database of public library systems. The libraries contacted were asked to participate voluntarily. Results – The results indicated that both graphic novels and video games have become a common part of library collections, and both media can have high levels of impact on circulation. Results indicated that while almost all libraries surveyed had some graphic novels in their collections, those serving larger populations were much more likely to use graphic novels in patron outreach. Similarly, video game collection was also more commonly found in libraries serving larger populations. Results also showed that young readers were the primary users of graphic novels. Conclusion – Responses provided a clear indicator that graphic novels are a near-ubiquitous part of public libraries today. The results on readership bolster the concept of graphic novels as a gateway to adult literacy. The results also highlight differences between larger and smaller libraries in terms of resource allocations towards new media. The patron demographics associated with comics show that library cooperation could be a potential marketing tool for comic book companies.


2002 ◽  
Vol 3 (1) ◽  
Author(s):  
Terence Lee

This paper sets out to consider the use of new media technologies in the city-state of Singapore, widely acknowledged as one of the most technologically-advanced and networked societies in the world. Singapore is well-known as a politically censorious and highly-regulated society, which has been subjected to frequent and fierce insults and criticisms by those hailing from liberal democratic traditions. Indeed, much has been said about how the Singapore polity resonates with a climate of fear, which gives rise to the prevalent practice of self-censorship. This paper examines how certain groups in Singapore attempt to employ the Internet to find their voice and seek their desired social, cultural and political ends, and how the regulatory devices adopted by the highly pervasive People Action's Party (PAP) government respond to and set limits to these online ventures whilst concomitantly pursuing national technological cum economic development strategies. It concludes that the Internet in Singapore is a highly contested space where the art of governmentality, in the forms of information controls and 'automatic' modes of regulation, is tried, tested, and subsequently perfected.


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