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Mobile Systems
CS 318 Principles of Operating Systems Fall 2017 Lecture 21: Mobile Systems Ryan Huang 11/30/17 CS 318 – Lecture 21 – Mobile Systems 2 Apply the security update immedidately! CS 318 – Lecture 21 – Mobile Systems Administrivia • Lab 4 deadline one week away • Groups of 2 students receive 2-day extra late hour • Groups of 3 students with 1 318 section student receive 1-day extra late-hour • Please, please don’t cheat • Homework 5 is released 11/30/17 CS 318 – Lecture 21 – Mobile Systems 4 Mobile Devices Become Ubiquitous Worldwide Devices Shipments by Device Type (Millions of Units) 3000 2500 2000 1500 1806.96 1879 1910 1959 1000 500 Google Nexus 6P 209.79 226 196 195 296.13 277 246 232 0 2013 2014 2015 2016 Traditional PCs Ultramobiles (Premium) Ultramobiles (Basic and Utility) Mobile Phones 5 History of Mobile OS (1) • Early “smart” devices are PDAs (touchscreen, Internet) • Symbian, first modern mobile OS - released in 2000 - run in Ericsson R380, the first ‘smartphone’ (mobile phone + PDA) - only support proprietary programs 11/30/17 CS 318 – Lecture 21 – Mobile Systems 6 History of Mobile OS (2) • Many smartphone and mobile OSes followed up - Kyocera 6035 running Palm OS (2001) • 8 MB non-expandable memory - Windows CE (2002) - Blackberry (2002) • was a prominent vendor • known for secure communications - Moto Q (2005) - Nokia N70 (2005) • 2-megapixel camera, bluetooth • 32 MB memory • Symbian OS • Java games 11/30/17 CS 318 – Lecture 21 – Mobile Systems 7 One More Thing… • Introduction of iPhone (2007) - revolutionize the smartphone industry - 4GB flash memory, 128 MB DRAM, multi-touch interface - runs iOS, initially only proprietary apps - App Store opened in 2008, allow third party apps 11/30/17 CS 318 – Lecture 21 – Mobile Systems 8 Android – An Unexpected Rival of iPhone • Android Inc. -
Of Contemporary Popular Music
Vanderbilt Journal of Entertainment & Technology Law Volume 11 Issue 2 Issue 2 - Winter 2009 Article 2 2009 The "Spiritual Temperature" of Contemporary Popular Music Tracy Reilly Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Entertainment, Arts, and Sports Law Commons, and the First Amendment Commons Recommended Citation Tracy Reilly, The "Spiritual Temperature" of Contemporary Popular Music, 11 Vanderbilt Journal of Entertainment and Technology Law 335 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol11/iss2/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. The "Spiritual Temperature" of Contemporary Popular Music: An Alternative to the Legal Regulation of Death-Metal and Gangsta-Rap Lyrics Tracy Reilly* ABSTRACT The purpose of this Article is to contribute to the volume of legal scholarship that focuses on popular music lyrics and their effects on children. This interdisciplinary cross-section of law and culture has been analyzed by legal scholars, philosophers, and psychologists throughout history. This Article specifically focuses on the recent public uproar over the increasingly violent and lewd content of death- metal and gangsta-rap music and its alleged negative influence on children. Many legal scholars have written about how legal and political efforts throughout history to regulate contemporary genres of popular music in the name of the protection of children's morals and well-being have ultimately been foiled by the proper judicial application of solid First Amendment free-speech principles. -
Internet Censorship in Thailand: User Practices and Potential Threats
Internet Censorship in Thailand: User Practices and Potential Threats Genevieve Gebhart∗†1, Anonymous Author 2, Tadayoshi Kohno† ∗Electronic Frontier Foundation †University of Washington [email protected] [email protected] 1 Abstract—The “cat-and-mouse” game of Internet censorship security community has proposed novel circumvention and circumvention cannot be won by capable technology methods in response [10, 25, 38]. alone. Instead, that technology must be available, The goal of circumventing censorship and attaining freer comprehensible, and trustworthy to users. However, the field access to information, however, relies on those largely focuses only on censors and the technical means to circumvent them. Thailand, with its superlatives in Internet circumvention methods being available, comprehensible, use and government information controls, offers a rich case and trustworthy to users. Only by meeting users’ needs can study for exploring users’ assessments of and interactions with circumvention tools realize their full technical capabilities. censorship. We survey 229 and interview 13 Internet users in With this goal in mind, the field lacks sufficient inquiry Thailand, and report on their current practices, experienced into the range of user perceptions of and interactions with and perceived threats, and unresolved problems regarding censorship. How do users assess censored content? What is censorship and digital security. Our findings indicate that the range of their reactions when they encounter existing circumvention tools were adequate for respondents to censorship? How does censorship affect the way they not access blocked information; that respondents relied to some only access but also produce information? extent on risky tool selection and inaccurate assessment of blocked content; and that attempts to take action with In addition to guiding more thorough anti-circumvention sensitive content on social media led to the most concrete strategies, these questions about users and censorship can threats with the least available technical defenses. -
The Cultural, Psychological, and Legal Aspects of Video Game Censorship
University of South Florida Scholar Commons Outstanding Honors Theses Honors College 10-1-2010 The ulturC al, Psychological, and Legal Aspects of Video Game Censorship Bryan Wojciechowski University of South Florida Follow this and additional works at: http://scholarcommons.usf.edu/honors_et Part of the American Studies Commons Scholar Commons Citation Wojciechowski, Bryan, "The ulturC al, Psychological, and Legal Aspects of Video Game Censorship" (2010). Outstanding Honors Theses. Paper 58. http://scholarcommons.usf.edu/honors_et/58 This Thesis is brought to you for free and open access by the Honors College at Scholar Commons. It has been accepted for inclusion in Outstanding Honors Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. 1 Bryan Wojciechowski Honors Thesis Title: The Cultural, Psychological, and Legal Aspects of Video Game Censorship Spring/Fall 2010 Thesis Committee: Professor Kevin Archer Professor Judith Earl 2 Table of Contents Introduction 3 Conflicting Attitudes Around the World 3 The Government Defines the Obscene 7 Beating the Government to the Punch 8 Learning Crime from Video Games 11 School Shootings 13 Fear of Desensitization 15 Fantasy versus Reality 17 Link to Aggression 18 Video Games Continue to be Kid Friendly 19 Parental Responsibility 21 Media Bias 22 Targeted Advertising 23 Political Sex Scandal 24 Response by the Justice System 26 Selling and Stealing Through the Internet 29 Conclusion 30 3 INTRODUCTION Video games are no longer a niche hobby. They have matured past child’s play with the average age of a gamer being 34 years old who has been playing for 12 years (Entertainment Software Association, 2010). -
UNIVERSITY of PIRAEUS DEPARTMENT of DIGITAL SYSTEMS POSTGRADUATE PROGRAMME Economic Management and Digital Systems Security
UNIVERSITY OF PIRAEUS DEPARTMENT OF DIGITAL SYSTEMS POSTGRADUATE PROGRAMME Economic Management and Digital Systems Security Smartphone Forensics & Data Acquisition DISSERTATION Pachigiannis Panagiotis MTE1219 2015 Contents Contents……… ....................................................................................................................................... 2 Acknowledgement ................................................................................................................................... 7 Abstract……. ........................................................................................................................................... 8 1) Introduction........................................................................................................................................... 9 1.1) Context ........................................................................................................................................... 9 1.2) Aim & Objective .......................................................................................................................... 10 1.3) Background .................................................................................................................................. 11 1.4) Structure of Thesis ....................................................................................................................... 11 2) Mobile Devices .................................................................................................................................. -
DVD-Libre 2007-12 DVD-Libre Diciembre De 2007 De Diciembre
(continuación) Java Runtime Environment 6 update 3 - Java Software Development Kit 6 update 3 - JClic 0.1.2.2 - jEdit 4.2 - JkDefrag 3.32 - jMemorize 1.2.3 - Joomla! 1.0.13 - Juice Receiver 2.2 - K-Meleon 1.1.3 - Kana no quiz 1.9 - KDiff3 0.9.92 - KeePass 1.04 Catalán - KeePass 1.09 - KeePass 1.09 Castellano - KeyJnote 0.10.1 - KeyNote 1.6.5 - Kicad 2007.07.09 - Kitsune 2.0 - Kompozer 0.7.10 - Kompozer 0.7.10 Castellano - KVIrc 3.2.0 - Launchy 1.25 - Lazarus 0.9.24 - LenMus 3.6 - Liberation Fonts 2007.08.03 - lightTPD 1.4.18-1 - Lilypond 2.10.33-1 - Linux DVD-Libre Libertine 2.6.9 - LockNote 1.0.4 - Logisim 2.1.6 - LPSolve IDE 5.5.0.5 - Lynx 2.8.6 rel2 - LyX 1.5.2-1 - LyX 1.5.2-1 cdlibre.org Bundle - Macanova 5.05 R3 - MALTED 2.5 - Mambo 4.6.2 - Maxima 5.13.0 - MD5summer 1.2.0.05 - Media Player Classic 6.4.9.0 Windows 9X / Windows XP - MediaCoder 0.6.0.3996 - MediaInfo 0.7.5.6 - MediaPortal 0.2.3.0 - 2007-12 MediaWiki 1.11.0 - Memorize Words Flashcard System 2.1.1.0 - Mercurial 0.9.5 - Minimum Profit 5.0.0 - Miranda IM 0.7.3 Windows 9X / Windows XP - Miro 1.0 - Mixere 1.1.00 - Mixxx 1.5.0.1 - mod_python 3.3.1 (py 2.4 - ap 2.0 / py 2.4 - ap 2.2 / py 2.5 - ap 2.0 / py 2.5 - ap 2.2) - Mono 1.2.4 - MonoCalendar 0.7.2 - monotone 0.38 - Moodle DVD-Libre es una recopilación de programas libres para Windows. -
PDA Phone Choices
OK. You’ve finally broken down and gotten a cell phone with a color screen, camera and a ring that plays 1814 Overture. Your teen age child no longer sneers when you pull it out of your purse or pocket. You delude yourself into thinking that you have finally arrived. Well, get a grip, you technological slug, your phone is nothing. Nada. Zip, etc. A phone that won’t surf the internet, allow you to read books, have all of your Outlook contacts, tasks and calendar handy, and pull up web sites and your emails, with attachments, is pretty weak. And even though you finally managed to get a PDA that will do these things, you now have to worry about carrying and losing both. Enter smart phones. Actually they have been here for some time, but they have gotten smaller, better looking, have greater battery power, and will do lots of stuff. Better yet, the price points have moved considerably. Depending upon the wireless carrier, the prices of some of these phone/pda combinations are less than $300. When I last wrote about the Kyocera 6035 a couple of years ago, the price was $600. I was able to snatch a used one for $200, and have had no problems. But I have had complaints. My phone will pull my office email, but not the attachments. Since our work product usually resides in an attachment, this has occasionally created problems. And finding contacts with one hand, given my large office database, can sometimes be a challenge. But these problems have not been insurmountable, and the benefits have far outweighed the hassle factor. -
The Cultural Aspect of Video Game Regulation Practices
The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 The Cultural Aspect of Video Game Regulation Practices «A comparative study of the differences in video game rating practices between Europe and Japan» Marita Eriksen Haugland Master’s thesis in Nordic Media II Department of Media and Communication THE UNIVERSITY OF OSLO Fall 2018 III © Marita Eriksen Haugland 2018 The Cultural Aspect of Video Game Regulation Practices: A comparative study of the differences in video game rating practices between Europe and Japan Marita Eriksen Haugland http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract Video games have become a large part of media consumption, both for adults and children. This study contributes to the field of children and media by looking into the perceptions and construction of risk by self-regulatory organizations, as well as into self-regulatory effectiveness. The thesis also discusses the struggle and the compromises between child safety, cultural differences and freedom of expression. It takes up the question of how the cultural differences affect the age ratings and content descriptors. All video games rated in Europe and Japan between 2010-2016 are analyzed to show the differences between the regions. Also, content analyses are performed on 24 video games with emblematic differences in age ratings or content descriptors. The findings suggest that cultural differences in how the two systems view crime, non-realistic violence, realistic blood, non-sexual nudity, romantic behavior, and sexualized behavior is responsible for some of the differences in age ratings and content descriptors. -
2 Androidoverview.Pdf
CS371m - Mobile Computing Android Overview and Android Development Environment What is Android? • A software stack for mobile devices that includes – An operating system – Middleware – Key Applications • Uses Linux to provide core system services – Security – Memory management – Process management – Power management – Hardware drivers http://developer.android.com/guide/basics/what-is-android.html Android Versioning • On the order of 25 versions in 8 years. • Slowing down, current pace is one large, major release a year – will this slow down more? • Android releases have a code name, version number, and API level • Most recent: – Nougat, Version 7.1, API level 25 • https://en.wikipedia.org/wiki/Android_version_history A Short History Of Android • 2001 Palm Kyocera 6035, combing PDA and phone – PDA = personal data assistant, PalmPilot • 2003 - Blackberry smartphone released • 2005 – Google acquires startup Android Inc. to start Android platform. – Work on Dalvik VM begins • 2007 – Open Handset Alliance announced – Early look at SDK – June, iPhone released • 2008 – Google sponsors 1st Android Developer Challenge – T-Mobile G1 announced, released fall – SDK 1.0 released – Android released open source (Apache License) – Android Dev Phone 1 released Pro Android by Hashimi & Komatineni (2009) Short History cont. • 2009 – SDK 1.5 (Cupcake) after Alpha and Beta • New soft keyboard with “autocomplete” feature – SDK 1.6 (Donut) • Support Wide VGA – SDK 2.0/2.0.1/2.1 (Eclair) • Revamped UI, browser • 2010 – Nexus One released to the public – SDK 2.2 (Froyo) • Flash support, tethering – SDK 2.3 (Gingerbread) • UI update, system-wide copy-paste https://en.wikipedia.org/wiki/Android_version_history Short History cont. • 2011 – SDK 3.0 (Honeycomb) for tablets only • New UI for tablets, support multi-core processors, fragments – SDK 3.1 and 3.2 • Hardware support and UI improvements – SDK 4.0 (Ice Cream Sandwich) • For Q4, combination of Gingerbread and Honeycomb 7 Short History cont. -
Blood Code: the History and Future of Video Game Censorship
BLOOD CODE: THE HISTORY AND FUTURE OF VIDEO GAME CENSORSHIP BY JEFFREY O’HOLLERAN* INTRODUCTION ................................................................................... 571 I. FIRST AMENDMENT BACKGROUND ....................................... 573 II. THE ANALOGOUS HISTORIES OF FILMS AND VIDEO GAMES ....................................................................................... 576 A. Film Controversy and the Formation of the MPAA ................ 576 B. Early Video Game Controversy and the Formation of the ESRB ................................................................................... 580 C. Doom and Columbine ........................................................... 584 D. Jack Thompson and Grand Theft Auto ................................... 586 III. WHY VIDEO GAMES SHOULD NOT BE TREATED DIFFERENTLY THAN FILMS .................................................... 593 A. Violent and Sexual Content in Video Games is Distinguishable from Pornography and Obscenity. .................. 594 B. Violent Game Content is Similar to Violent Film Content. ..... 596 C. Positive Social Aspects of Violent Gaming............................... 597 D. Desensitization Will Lead to a Decrease in Political Outrage. ............................................................................... 604 IV. EXISTING VIDEO GAME JURISPRUDENCE .............................. 605 V. RATINGS AND LABELS AS UNCONSTITUTIONAL CENSORSHIP.............................................................................. 607 CONCLUSION ...................................................................................... -
Virtualdub Mpeg4 Codec
Virtualdub mpeg4 codec click here to download Input plugin for virtualdub Uses FFMpeg to load many video file formats. I often use iDealshare VideoGo to Convert MP4 to VirtualDub AVI on. Categories. Codec Mirror of FccHandlers virtualdub addons. ffdshow. A DirectShow and Video for Windows codec (VFW). VirtualDub Icon. Can't import MP4 files into VirtualDub for further editing? Don't worry! fccHandler: It can handle MPEG-2, FLV, WMV, MKV, FLC as well as AC-3 ACM codec. I have ask how to save video in VirtualDub in MPEG-2 and MPEG-4? . avi programs such as virtualdub to chose this codec and this would. MP4, MOV, etc can be opened just fine in VirtualDub using its find the FLV1 codec even with FFDShow-Tryouts and VfW support installed). Codecs are third-party drivers that export compression and decompression services to Microsoft has been improving their MPEG-4 codecs for some time; build. If you expect to load MP4 videos, you need to download VirtualDub MP4 plugin or VirtualDub MP4 codec. To fix this problem, just follow my. In order to open MP4 (and other video files) in VirtualDub you need a A video editor that has EMBEDDED (yes, no codec needed) support for. Have problem to input MP4 files to VirtualDub, 3 different ways are offered to all MP4 files with different video and audio codec to VirtualDub handable Divx or . For some unknown reason I can't use ffdshow to encode in VDub. It doesn't appear anymore in compression/codecs list Confused.I'm using latest ffdshow . -
Company Vendor ID (Decimal Format) (AVL) Ditest Fahrzeugdiagnose Gmbh 4621 @Pos.Com 3765 0XF8 Limited 10737 1MORE INC
Vendor ID Company (Decimal Format) (AVL) DiTEST Fahrzeugdiagnose GmbH 4621 @pos.com 3765 0XF8 Limited 10737 1MORE INC. 12048 360fly, Inc. 11161 3C TEK CORP. 9397 3D Imaging & Simulations Corp. (3DISC) 11190 3D Systems Corporation 10632 3DRUDDER 11770 3eYamaichi Electronics Co., Ltd. 8709 3M Cogent, Inc. 7717 3M Scott 8463 3T B.V. 11721 4iiii Innovations Inc. 10009 4Links Limited 10728 4MOD Technology 10244 64seconds, Inc. 12215 77 Elektronika Kft. 11175 89 North, Inc. 12070 Shenzhen 8Bitdo Tech Co., Ltd. 11720 90meter Solutions, Inc. 12086 A‐FOUR TECH CO., LTD. 2522 A‐One Co., Ltd. 10116 A‐Tec Subsystem, Inc. 2164 A‐VEKT K.K. 11459 A. Eberle GmbH & Co. KG 6910 a.tron3d GmbH 9965 A&T Corporation 11849 Aaronia AG 12146 abatec group AG 10371 ABB India Limited 11250 ABILITY ENTERPRISE CO., LTD. 5145 Abionic SA 12412 AbleNet Inc. 8262 Ableton AG 10626 ABOV Semiconductor Co., Ltd. 6697 Absolute USA 10972 AcBel Polytech Inc. 12335 Access Network Technology Limited 10568 ACCUCOMM, INC. 10219 Accumetrics Associates, Inc. 10392 Accusys, Inc. 5055 Ace Karaoke Corp. 8799 ACELLA 8758 Acer, Inc. 1282 Aces Electronics Co., Ltd. 7347 Aclima Inc. 10273 ACON, Advanced‐Connectek, Inc. 1314 Acoustic Arc Technology Holding Limited 12353 ACR Braendli & Voegeli AG 11152 Acromag Inc. 9855 Acroname Inc. 9471 Action Industries (M) SDN BHD 11715 Action Star Technology Co., Ltd. 2101 Actions Microelectronics Co., Ltd. 7649 Actions Semiconductor Co., Ltd. 4310 Active Mind Technology 10505 Qorvo, Inc 11744 Activision 5168 Acute Technology Inc. 10876 Adam Tech 5437 Adapt‐IP Company 10990 Adaptertek Technology Co., Ltd. 11329 ADATA Technology Co., Ltd.