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Computer Engineering and Technology: 19th CCF Conference, NCCET 2015, Hefei, China, October 18-20, 2015, Revised Selected Papers (Communications in Computer and Information Science #592)

by Weixia Xu Liquan Xiao Jinwen Li Chengyi Zhang

This book constitutes the refereed proceedings of the 19th CCF Conference on Computer Engineering and Technology, NCCET 2015, held in Hefei, China, in October 2015. The 18 papers presented were carefully reviewed and selected from 158 submissions. They are organized in topical sections on processor architecture; application specific processors; computer application and software optimization; technology on the horizon.

Computer Engineering and Technology: 20th CCF Conference, NCCET 2016, Xi'an, China, August 10-12, 2016, Revised Selected Papers (Communications in Computer and Information Science #666)

by Weixia Xu Liquan Xiao Jinwen Li Chengyi Zhang Zhenzhen Zhu

This book constitutes the refereed proceedings of the 20th CCF Conference on Computer Engineering and Technology, NCCET 2016, held in Xi'an, China, in August 2016. The 21 full papers presented were carefully reviewed and selected from 120 submissions. They are organized in topical sections on processor architecture; application specific processors; computer application and software optimization; technology on the horizon.

Computer Engineering and Technology: 21st CCF Conference, NCCET 2017, Xiamen, China, August 16–18, 2017, Revised Selected Papers (Communications in Computer and Information Science #600)

by Weixia Xu Liquan Xiao Jinwen Li Chengyi Zhang Zhenzhen Zhu

This book constitutes the refereed proceedings of the 20th CCF Conference on Computer Engineering and Technology, NCCET 2016, held in Xi'an, China, in August 2016. The 21 full papers presented were carefully reviewed and selected from 120 submissions. They are organized in topical sections on processor architecture; application specific processors; computer application and software optimization; technology on the horizon.

Computer Engineering and Technology: 22nd CCF Conference, NCCET 2018, Yinchuan, China, August 15–17, 2018, Revised Selected Papers (Communications in Computer and Information Science #994)

by Weixia Xu Liquan Xiao Jinwen Li Zhenzhen Zhu

This book constitutes the refereed proceedings of the 22nd CCF Conference on Computer Engineering and Technology, NCCET 2018, held in Yinchuan, China, in August 2018.The 17 full papers presented were carefully reviewed and selected from 120 submissions. They address topics such as processor architecture; application specific processors; computer application and software optimization; technology on the horizon.

Computer Engineering and Technology: 23rd CCF Conference, NCCET 2019, Enshi, China, August 1–2, 2019, Revised Selected Papers (Communications in Computer and Information Science #1146)

by Weixia Xu Liquan Xiao Jinwen Li Zhenzhen Zhu

This book constitutes the refereed proceedings of the 23rd CCF Conference on Computer Engineering and Technology, NCCET 2019, held in Enshi, China, in August 2019. The 21 full papers presented were carefully reviewed and selected from 87 submissions. They address important and emerging challenges in the field of computer engineering and technology.

Computer-Enhanced and Mobile-Assisted Language Learning: Emerging Issues and Trends

by Felicia Zhang

As the field of Information and Communication Technologies rapidly expands, the applications to language learning continue to grow. Computer-Enhanced and Mobile-Assisted Language Learning: Emerging Issues and Trends compiles the latest research into computer-enhanced language learning, as well as the integration of mobile devices into new language acquisition. Though new information is constantly coming out as technologies continue to evolve, this important new follow-up publication will be distributed worldwide among academic and professional institutions and will be instrumental in providing researchers, scholars, students, and professionals access to the latest knowledge related to research on computer-enhanced and mobile assisted language learning.

Computer Forensics: Investigating Hard Disks, File and Operating Systems:

by EC-Council

The text provides the knowledge and skills to identify, track, and prosecute the cyber-criminal. The series is comprised of five books covering a broad base of topics in Computer Hacking Forensic Investigation, designed to expose the reader to the process of detecting attacks and collecting evidence in a forensically sound manner with the intent to report crime and prevent future attacks.

Computer Forensics: Cybercriminals, Laws, and Evidence

by Marie-Helen Maras

An Updated Edition of the Definitive Computer Forensics Text. Updated to include the most current events and information on cyberterrorism, the second edition of Computer Forensics: Cybercriminals, Laws, and Evidence continues to balance technicality and legal analysis as it enters into the world of cybercrime by exploring what it is, how it is investigated, and the regulatory laws around the collection and use of electronic evidence. Students are introduced to the technology involved in computer forensic investigations and the technical and legal difficulties involved in searching, extracting, maintaining, and storing electronic evidence, while simultaneously looking at the legal implications of such investigations and the rules of legal procedure relevant to electronic evidence. Significant and current computer forensic developments are examined, as well as the implications for a variety of fields including computer science, security, criminology, law, public policy, and administration.

Computer Forensics: Secrets and Solutions (Second Edition)

by Aaron Philipp David Cowen Chris Davis

"Provides the right mix of practical how-to knowledge in a straightforward, informative fashion that ties it all the complex pieces together with real-world case studies. . . . Delivers the most valuable insight on the market. The authors cut to the chase of what people must understand to effectively perform computer forensic investigations. " --Brian H. Karney, COO, AccessData Corporation The latest strategies for investigating cyber-crime Identify and investigate computer criminals of all stripes with help from this fully updated. real-world resource. Hacking Exposed Computer Forensics, Second Edition explains how to construct a high-tech forensic lab, collect prosecutable evidence, discover e-mail and system file clues, track wireless activity, and recover obscured documents. Learn how to re-create an attacker's footsteps, communicate with counsel, prepare court-ready reports, and work through legal and organizational challenges. Case studies straight from today's headlines cover IP theft, mortgage fraud, employee misconduct, securities fraud, embezzlement, organized crime, and consumer fraud cases. Effectively uncover, capture, and prepare evidence for investigation Store and process collected data in a highly secure digital forensic lab Restore deleted documents, partitions, user activities, and file systems Analyze evidence gathered from Windows, Linux, and Macintosh systems Use the latest Web and client-based e-mail tools to extract relevant artifacts Overcome the hacker's anti-forensic, encryption, and obscurity techniques Unlock clues stored in cell phones, PDAs, and Windows Mobile devices Prepare legal documents that will hold up to judicial and defense scrutiny

Computer Forensics and Cyber Crime: an Introduction (Third Edition

by Marjie T. Britz

The leading introduction to computer crime and forensicsis now fully updated to reflect today's newest attacks, laws, and investigatory best practices. Packed with new case studies, examples, and statistics, Computer Forensics and Cyber Crime, Third Edition adds up-to-the-minute coverage of smartphones, cloud computing, GPS, Mac OS X, Linux, Stuxnet, cyberbullying, cyberterrorism, search and seizure, online gambling, and much more. Covers all forms of modern and traditional computer crime, defines all relevant terms, and explains all technical and legal concepts in plain English, so students can succeed even if they have no technical, legal, or investigatory background.

Computer Forensics For Dummies

by Reynaldo Anzaldua Linda Volonino

Uncover a digital trail of e-evidence by using the helpful, easy-to-understand information in Computer Forensics For Dummies! Professional and armchair investigators alike can learn the basics of computer forensics, from digging out electronic evidence to solving the case. You won't need a computer science degree to master e-discovery. Find and filter data in mobile devices, e-mail, and other Web-based technologies.You'll learn all about e-mail and Web-based forensics, mobile forensics, passwords and encryption, and other e-evidence found through VoIP, voicemail, legacy mainframes, and databases. You'll discover how to use the latest forensic software, tools, and equipment to find the answers that you're looking for in record time. When you understand how data is stored, encrypted, and recovered, you'll be able to protect your personal privacy as well. By the time you finish reading this book, you'll know how to:Prepare for and conduct computer forensics investigationsFind and filter dataProtect personal privacyTransfer evidence without contaminating itAnticipate legal loopholes and opponents' methodsHandle passwords and encrypted dataWork with the courts and win the casePlus, Computer Forensics for Dummies includes lists of things that everyone interested in computer forensics should know, do, and build. Discover how to get qualified for a career in computer forensics, what to do to be a great investigator and expert witness, and how to build a forensics lab or toolkit.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Computer Forensics JumpStart

by Michael G. Solomon

Essential reading for launching a career in computer forensics Internet crime is on the rise, catapulting the need for computer forensics specialists. This new edition presents you with a completely updated overview of the basic skills that are required as a computer forensics professional. The author team of technology security veterans introduces the latest software and tools that exist and they review the available certifications in this growing segment of IT that can help take your career to a new level. A variety of real-world practices take you behind the scenes to look at the root causes of security attacks and provides you with a unique perspective as you launch a career in this fast-growing field. Explores the profession of computer forensics, which is more in demand than ever due to the rise of Internet crime Details the ways to conduct a computer forensics investigation Highlights tips and techniques for finding hidden data, capturing images, documenting your case, and presenting evidence in court as an expert witness Walks you through identifying, collecting, and preserving computer evidence Explains how to understand encryption and examine encryption files Computer Forensics JumpStart is the resource you need to launch a career in computer forensics.

Computer Forensics with FTK

by Fernando Carbone

This tutorial contains detailed instructions with useful integrated examples that help you understand the main features of FTK and how you can use it to analyze evidence. This book has clear and concise guidance in an easily accessible format. This tutorial-based guide is great for you if you want to conduct digital investigations with an integrated platform. Whether you are new to Computer Forensics or have some experience, this book will help you get started with FTK so you can analyze evidence effectively and efficiently. If you are a law enforcement official, corporate security, or IT professional who needs to evaluate the evidentiary value of digital evidence, then this book is ideal for you.

Computer-Forensik Hacks

by Lorenz Kuhlee Victor Völzow

Computer-Forensik Hacks ist eine Sammlung von Methoden, Tipps und Tricks - kurz: Hacks - aus allen Bereichen der Computer-Forensik. Die Autoren, die bei der Polizei Forensiker ausbilden, haben praktische Lösungen für echte Problemstellungen aus dem Computer-Forensik-Alltag in kleine, bekömmliche Portionen gepackt, die direkt angewendet werden können. Zu jeder praktischen Lösung gibt es auch das notwendige Hintergrundwissen mit auf den Weg, das benötigt wird, um sowohl das Problem wie auch den Lösungsansatz nachvollziehen zu können. Nicht nur für Forensiker Nicht nur Forensiker müssen heutzutage wissen, wie sie den Zustand eines Computersystems sichern können, damit dies bei späteren Gerichtsverhandlungen juristisch wasserdicht ist. Auch für Systemadministratoren aus der freien Wirtschaft gehört mittlerweile ein computer-forsensisches Grundwissen zum Arbeitsalltag. Und auch Rechtsanwälte benötigen immer wieder Wissen darüber, was bei einer Datensicherung beachtet werden muss. 100 spannende Hacks rund um das Thema Computer-Forensik Computer-Forensik Hacks beginnt mit Hacks zur Vorbereitung und Daten­sicherung, gefolgt von Tipps und Tricks zu Dateisystemen. Der Hauptteil dreht sich um Datenwiederherstellung und das Analysieren der unterschiedlichsten digitalen Spuren, bevor Kapitel zu den Themen Hacking und Virtualisierung folgen. Alle Hacks arbeiten mit Open-Source- oder freier Software Die Hacks in diesem Buch benutzen grundsätzlich kostenlose Software, also Open-Source- oder Freeware Software. Bei wenigen Lösungen verweisen die Autoren aber auch auf Software, die für die Privatnutzung kostenlos, für gewerbliche oder behördliche Nutzung jedoch kostenpflichtig ist. Die beschriebenen Programme laufen durchgängig auf den Betriebssystemen Microsoft Windows oder Linux.

Computer Fraud Casebook: The Bytes that Bite

by Joseph T. Wells

This one-of-a-kind collection consists of actual cases written by fraud examiners out in the field. These cases were hand selected from hundreds of submissions and together form a comprehensive picture of the many types of computer fraud how they are investigated, across industries and throughout the world. Topics included are email fraud, on-line auction fraud, security breaches, counterfeiting, and others.

The Computer from A to Z

by Bobbie Kalman

Computer language and "byte-sized" facts are introduced and explained in this easy-to-read book that children will enjoy. Full-color photos of children working with computers highlight such subjects as e-mail, hardware, the internet, and virtual reality.

Computer Fundamentals And HTML - Calicut University

by Muhammed Anees. V

"Computer Fundamentals and HTML" authored by Muhammed Anees. V, a distinguished faculty member at the Department of Computer Science, Cochin University of Science and Technology, stands as a comprehensive guide published by The Calicut University Central Co-Operative Stores Ltd in 2022. Tailored for students enrolled in diverse BSc courses, this book aligns seamlessly with the curriculum set by the esteemed University of Calicut. Its content spans two significant domains: the foundational aspects of computing, covering hardware, software, computer organization, number systems, Boolean algebra, problem-solving methodologies, and algorithms; and a detailed exploration of HTML, encompassing the rudiments of web design, an overview of HTML5, advanced HTML concepts, and CSS. By prioritizing simplicity, clarity, and conciseness, the book adeptly elucidates intricate concepts, supplemented by practical applications and examples. Notably, it diligently references its information sources and encourages constructive feedback from its readers, fostering an environment conducive to continuous improvement and enhanced learning experiences.

Computer für Senioren für Dummies (Für Dummies)

by Nancy C. Muir

Wie bringe ich den Computer zum Arbeiten? Was sind eigentlich Apps? Ist das Internet sicher? Nancy Muir erklärt Ihnen, wie ein Computer funktioniert und wie Sie Drucker & Co. zum Laufen bringen. Sie erläutert auch die Grundlagen von Windows 11. Bald wissen Sie, wie Sie sicher im Internet surfen, online Kontakte pflegen, in der Cloud arbeiten, Apps kaufen und vieles mehr.

Computer Games: Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, July 26-27, 2015, Revised Selected Papers (Communications in Computer and Information Science #614)

by Tristan Cazenave Mark H.M. Winands Stefan Edelkamp Stephan Schiffel Michael Thielscher Julian Togelius

This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015. The 12 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning; reasoning; search.

Computer Games: 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, Held in Conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised Selected Papers (Communications in Computer and Information Science #705)

by Tristan Cazenave Mark H.M. Winands Stefan Edelkamp Stephan Schiffel Michael Thielscher Julian Togelius

This book contains the papers of the 6th Computers and Games Conference (CG 2008)held in Beijing, China. The conference took place from September 29 th to October 1, 2008 in conjunction with the 13 International Computer Games th Championship and the 16 World Computer Chess Championship. The Computers and Games conference series is a major international forum for researchers and developers interested in all aspects of arti?cial intelligence and computer game playing. The Beijing conference was de?nitively charact- ized by fresh ideas for a large variety of games. Earlier conferences took place in Tsukuba, Japan (1998), Hamamatsu, Japan (2000), Edmonton, Canada, (2002), Ramat-Gan, Israel (2004), and Turin, Italy (2006). The Programme Committee (PC) received 40 submissions. Each paper was initiallysenttoatleasttworeferees. Ifcon?ictingviewsonapaperwerereported, itwassenttoanadditionalreferee. Outofthe40submissions, onewaswithdrawn before the ?nal decisions weremade. With the help of many referees (listed after the preface), the PC accepted 24 papers for presentation at the conference and publication in these proceedings. Theabove-mentionedsetof24paperscoversawiderangeofcomputergames. Twelve of the games are played in practice by human players, viz. , Go, We- ern Chess, Chinese Chess (Xiangqi), Japanese Chess (Shogi), Amazons, Chinese Checkers, Hearts, Hex, Lines of Action, Othello, Siguo, and Spades. Moreover, there was onepuzzle, viz. , SameGame, andtwo theoreticalgames, viz. , Synch- nized Domineering and multi-player Can t Stop. Thepapersdealwithmanydi?erentresearchtopicsincludingcognition, c- binatorial game theory, search, knowledge representation, and optimization. We hope that the readerswill enjoy the researche?orts of the authors. Below we provide a brief outline of the 24 contributions, in the order in which they are printed in the book

Computer Games: Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI 2013, Beijing, China, August 3, 2013, Revised Selected Papers (Communications in Computer and Information Science #408)

by Tristan Cazenave Mark H.M. Winands Hiroyuki Iida

This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2013, held in Beijing, China, in August 2013, in conjunction with the Twenty-third International Conference on Artificial Intelligence, IJCAI 2013. The 9 revised full papers presented were carefully reviewed and selected from 15 submissions. The papers cover a wide range of topics related to computer games. They discuss six games that are played by humans in practice: Chess, Domineering, Chinese Checkers, Go, Goofspiel, and Tzaar. Moreover, there are papers about the Sliding Tile Puzzle, an application, namely, Cooperative Path-Finding Problems, and on general game playing.

Computer Games

by Tristan Cazenave Abdallah Saffidine Mark H.M. Winands

This book constitutes revised selected papers from the 6th Workshop on Computer Games, CGW 2017, held in conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, in Melbourne, Australia, in August 2017. The 12 full papers presented in this volume were carefully reviewed and selected from 18 submissions. They cover a wide range of topics related to computer games; discussing six abstract games: Chinese Checkers, Chinese Dark Chess, Hex, Othello, Poker, and SameGame.

Computer Games: 7th Workshop, CGW 2018, Held in Conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018, Stockholm, Sweden, July 13, 2018, Revised Selected Papers (Communications in Computer and Information Science #1017)

by Tristan Cazenave Abdallah Saffidine Nathan Sturtevant

This book constitutes revised selected papers from the 7th Workshop on Computer Games, CGW 2018, held in conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018 in Stockholm, Sweden, in July 2018.The 8 full papers presented in this volume were carefully reviewed and selected from 15 submissions. They cover a wide range of topics related to video games; general game playing.- machine learning and Monte Carlo tree search.

Computer Games And Language Learning

by Mark Peterson

A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

Computer Games and New Media Cultures: A Handbook of Digital Games Studies

by Alexander Unger Johannes Fromme

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

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