personal computing
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2021 ◽  
Author(s):  
David Ward ◽  
Paul Wooderson

Industries, regulators, and consumers alike see cybersecurity as an ongoing challenge in our digital world. Protecting and defending computer assets against malicious attacks is a part of our everyday lives. From personal computing devices to online financial transactions to sensitive healthcare data, cyber crimes can affect anyone. As technology becomes more deeply embedded into cars in general, securing the global automotive infrastructure from cybercriminals who want to steal data and take control of automated systems for malicious purposes becomes a top priority for the industry. Systems and components that govern safety must be protected from harmful attacks, unauthorized access, damage, or anything else that might interfere with safety functions. Automotive Cybersecurity: An Introduction to ISO/SAE 21434 provides readers with an overview of the standard developed to help manufacturers keep up with changing technology and cyber-attack methods. ISO/SAE 21434 presents a comprehensive cybersecurity tool that addresses all the needs and challenges at a global level. Industry experts, David Ward and Paul Wooderson, break down the complex topic to just what you need to know to get started including a chapter dedicated to frequently asked questions. Topics include defining cybersecurity, understanding cybersecurity as it applies to automotive cyber-physical systems, establishing a cybersecurity process for your company, and explaining assurances and certification.


2021 ◽  
Vol 33 (4) ◽  
pp. 185-208
Author(s):  
Barbara Hewitt ◽  
Garry White

Organizations expect their employees to connect securely to the organization's computer systems. Often these employees use their personal computers to access the organization's networks. This research explores whether these same employees apply protective security measures to their personal computers. Perhaps these employees behave riskily based on their optimistic bias. Results indicate that while cyber optimistic bias and perceived vulnerability influence individuals to apply more protective security measures, the users still experienced security incidents. Thus, organization are vulnerable to cyber-attacks if they are allowing employees to use personal computers to access these databases.


2021 ◽  
Vol 15 (1) ◽  
pp. 131-152
Author(s):  
Ignasi Meda-Calvet

Abstract The histories of personal computing have been focusing lately on groups of users who saw computing as an exciting new field in activities apparently as different as hardware tinkering, coding or even playing video games. What do we know, however, about the users who did not share these interests and yet ended up using personal computers in their everyday contexts? Based on the study of the Center for the Popularization of Informatics—a Catalan institution that promoted computer technologies among diverse audiences, often unemployed and youth—this article shows how a new and heterogeneous user profile needed to be created: the “non-professional computer users.” With the increasing use of computers in the 1990s, most people employed computer technologies as a means to carry out regular duties and labor tasks performed, in most cases, even before computerization. In addition, the article suggests that computer technologies strengthened more than improved or reshaped the traditional labor processes and working conditions.


2021 ◽  
pp. 68-86
Author(s):  
Simone Natale

This chapter examines how AI was embedded in a range of software applications from the late 1970s to the 1990s—a period marked by the emergence of personal computing. Focusing on diverse software artifacts such as computer daemons, digital games, and social interfaces, the chapter interrogates the ways developers introduced deceptive mechanisms within a wider framework promising universal access and ease of use for computing technologies, and how their doing so informed work that was aimed at improving the usability of computing systems. Their explorations of this territory involved a crucial shift away from considering deception something that could be dispelled by making computers more “transparent” and toward the full integration of forms of deception in the experiences of users interacting with AI.


2021 ◽  
Author(s):  
Paul Reilly ◽  
◽  
Ian Dawson

The term Virtual Archaeology was coined 30 years ago when personal computing and the first wave of digital devices and associated technologies became generally available to field archaeologists (Reilly 1991; 1992). The circumstances that led to the origin of Virtual Archaeology have been recounted elsewhere. Put briefly, Virtual Archaeology was intended for reflexive archaeological practitioners “to be a generative concept and a provocation allowing for creative and playful improvisation around the potential adoption or adaptation of any new digital technology in fieldwork; in other words to explore how new digital tools could enable, and shape, new methodological insights and interpretation, that is new practices” (Beale, Reilly 2017). Digital creativity in archaeology and cultural heritage continues to flourish, and we can still stand by these aspirations. However, in 2021, the definition and extent of this implied “archaeological” community of practice and its assumed authority seems too parochial. Moreover, the archaeological landscape is not under the sole purview of archaeologists or cultural heritage managers. Consequently, experimentation with novel modes and methods of engagement, the creation of new forms of analysis, and different ways of knowing this landscape, are also not their sole prerogative. This applies equally to Virtual Archaeology and digital creativity in the realm of cultural heritage more generally. We assert that other affirmative digitally creative conceptions of, and engagements with, artefacts, virtual archaeological landscapes and cultural heritage assemblages – in their broadest sense – are possible if we are willing to adopt other perspectives and diffract them through contrasting disciplinary points of view and approaches. In this paper we are specifically concerned with interlacing artistic and virtual archaeology practices within the realm of imaging, part of something we call Virtual Art/Archaeology.


Author(s):  
Kayode Wale Adewuyi

The internet explosions, proliferation of online resources, and the advent of free and open access resources in the last two decades provided the much-needed impetus for libraries to inject new energy into providing quality delivery of its services. More and more applications and databases are being provided to the libraries as mobile products. This chapter summarizes, to some extent and expatiate to a large extent, the various new tools, devices, and gadgets operational and adaptable to various aspects of librarianship. After an exploration of how these devices and tools work, and the different types, the author provided a comparison of current popular products, followed by a look at some of the new tools, gadgets and devices that we have available (to and around us). With the awareness that we are in the midst of an ongoing information revolution, the internet and personal computing have tremendous potential to transform library services. All tools, devices, and gadgets will be analyzed with an eye towards the future, cost-effectiveness, performance, and functionality.


Author(s):  
Vânia Paula de Almeida Neris ◽  
Frederico Fortuna ◽  
Rodrigo Bonacin ◽  
Tatiana Silva de Alencar ◽  
Luciano de Oliveira Neris ◽  
...  

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