Mashable: Mobile Applications of Secret Handshakes Over Bluetooth LE
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SPRING 2014 SPELMAN Messenger
Stacey Dougan, C’98, Raw Vegan Chef ALSO INSIDE: 2013 Reunion THE ALUMNAE MAGAZINE OF SPELMAN COLLEGE VOLUME 124 NUMBER 1 SPRING 2014 SPELMAN Messenger EDITOR All submissions should be sent to: Jo Moore Stewart Spelman Messenger Office of Alumnae Affairs ASSOCIATE EDITOR 350 Spelman Lane, S.W., Box 304 Joyce Davis Atlanta, GA 30314 COPY EDITOR OR Janet M. Barstow [email protected] Submission Deadlines: GRAPHIC DESIGNER Garon Hart Spring Semester: January 1 – May 31 Fall Semester: June 1 – December 31 ALUMNAE DATA MANAGER ALUMNAE NOTES Alyson Dorsey, C’2002 Alumnae Notes is dedicated to the following: EDITORIAL ADVISORY COMMITTEE • Education Eloise A. Alexis, C’86 • Personal (birth of a child or marriage) Tomika DePriest, C’89 • Professional Kassandra Kimbriel Jolley Please include the date of the event in your Sharon E. Owens, C’76 submission. TAKE NOTE! WRITERS S.A. Reid Take Note! is dedicated to the following Lorraine Robertson alumnae achievements: TaRessa Stovall • Published Angela Brown Terrell • Appearing in films, television or on stage • Special awards, recognition and appointments PHOTOGRAPHERS Please include the date of the event in your J.D. Scott submission. Spelman Archives Julie Yarbrough, C’91 BOOK NOTES Book Notes is dedicated to alumnae authors. Please submit review copies. The Spelman Messenger is published twice a year IN MEMORIAM by Spelman College, 350 Spelman Lane, S.W., We honor our Spelman sisters. If you receive Atlanta, Georgia 30314-4399, free of charge notice of the death of a Spelman sister, please for alumnae, donors, trustees and friends of contact the Office of Alumnae Affairs at the College. -
Blog Title Blog URL Blog Owner Blog Category Technorati Rank
Technorati Bloglines BlogPulse Wikio SEOmoz’s Blog Title Blog URL Blog Owner Blog Category Rank Rank Rank Rank Trifecta Blog Score Engadget http://www.engadget.com Time Warner Inc. Technology/Gadgets 4 3 6 2 78 19.23 Boing Boing http://www.boingboing.net Happy Mutants LLC Technology/Marketing 5 6 15 4 89 33.71 TechCrunch http://www.techcrunch.com TechCrunch Inc. Technology/News 2 27 2 1 76 42.11 Lifehacker http://lifehacker.com Gawker Media Technology/Gadgets 6 21 9 7 78 55.13 Official Google Blog http://googleblog.blogspot.com Google Inc. Technology/Corporate 14 10 3 38 94 69.15 Gizmodo http://www.gizmodo.com/ Gawker Media Technology/News 3 79 4 3 65 136.92 ReadWriteWeb http://www.readwriteweb.com RWW Network Technology/Marketing 9 56 21 5 64 142.19 Mashable http://mashable.com Mashable Inc. Technology/Marketing 10 65 36 6 73 160.27 Daily Kos http://dailykos.com/ Kos Media, LLC Politics 12 59 8 24 63 163.49 NYTimes: The Caucus http://thecaucus.blogs.nytimes.com The New York Times Company Politics 27 >100 31 8 93 179.57 Kotaku http://kotaku.com Gawker Media Technology/Video Games 19 >100 19 28 77 216.88 Smashing Magazine http://www.smashingmagazine.com Smashing Magazine Technology/Web Production 11 >100 40 18 60 283.33 Seth Godin's Blog http://sethgodin.typepad.com Seth Godin Technology/Marketing 15 68 >100 29 75 284 Gawker http://www.gawker.com/ Gawker Media Entertainment News 16 >100 >100 15 81 287.65 Crooks and Liars http://www.crooksandliars.com John Amato Politics 49 >100 33 22 67 305.97 TMZ http://www.tmz.com Time Warner Inc. -
How Bad Can It Git? Characterizing Secret Leakage in Public Github Repositories
How Bad Can It Git? Characterizing Secret Leakage in Public GitHub Repositories Michael Meli Matthew R. McNiece Bradley Reaves North Carolina State University North Carolina State University North Carolina State University [email protected] Cisco Systems, Inc. [email protected] [email protected] Abstract—GitHub and similar platforms have made public leaked in this way have been exploited before [4], [8], [21], [25], collaborative development of software commonplace. However, a [41], [46]. While this problem is known, it remains unknown to problem arises when this public code must manage authentication what extent secrets are leaked and how attackers can efficiently secrets, such as API keys or cryptographic secrets. These secrets and effectively extract these secrets. must be kept private for security, yet common development practices like adding these secrets to code make accidental leakage In this paper, we present the first comprehensive, longi- frequent. In this paper, we present the first large-scale and tudinal analysis of secret leakage on GitHub. We build and longitudinal analysis of secret leakage on GitHub. We examine evaluate two different approaches for mining secrets: one is able billions of files collected using two complementary approaches: a to discover 99% of newly committed files containing secrets in nearly six-month scan of real-time public GitHub commits and a public snapshot covering 13% of open-source repositories. We real time, while the other leverages a large snapshot covering focus on private key files and 11 high-impact platforms with 13% of all public repositories, some dating to GitHub’s creation. distinctive API key formats. This focus allows us to develop We examine millions of repositories and billions of files to conservative detection techniques that we manually and automat- recover hundreds of thousands of secrets targeting 11 different ically evaluate to ensure accurate results. -
Downloadable Gamers
Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming Adam Alsén Julian Runge Anders Drachen Daniel Klapper Wooga, Analytics and Wooga and Humboldt Aalborg University and Humboldt University Data Science University, Berlin The Pagonis Network Berlin [email protected] [email protected] [email protected] [email protected] Abstract non: By August 2012, Facebook had 235 million monthly Social gaming is today a pervasive phenomenon. Driven by active players which amounts to roughly a fourth of its the advent of social networks and the digitization of game monthly active user base at that time [4]. distribution. In this paper the impact of digitization and so- To enable viral spread of the games on the social net- cial networks such as Facebook on digital games is de- work, developers made these games very accessible scribed and evaluated. This impact follows several vectors, including the introduction of new game formats and extend- through simple gameplay and well-designed tutorials aim- ing the traditional audiences for games, which in turn has ing at onboarding players smoothly [5-6] as well as by increased industrial revenue. The industry is in turn shaped using the and by using the Free-to-Play (F2P) business by new business model such as Free-to-Play, digital distri- model [7]. This high accessibility and social mechanics bution and the use of viral social features. These changes do made the games appeal to audiences that were not previ- not only appear irreversible, but more importantly, play a part in shaping the future of digital game design, notably for ously involved with gaming. -
Of Facebook in Myanmar: a Case for Corporate Criminal Liability
The “Weaponization” of Facebook in Myanmar: A Case for Corporate Criminal Liability † NERIAH YUE The advent of social media platforms in the mid-2000s increased global communication and encouraged innovative activism by ushering new, effective ways to organize and protest. News agencies have recently reported the misuse of these platforms by individual actors and authoritarian regimes. Autocrats, in particular, twist social media platforms into weapons to silence dissent and spread hate speech. The latter category, hate speech, has contributed to some of the gravest human rights abuses globally. The increased spotlight on the weaponization of social media has motivated scholars, states, and companies to revisit the theory of corporate responsibility. This Note unpacks the potential criminal liability of social media companies for misuse on their platforms that result in grave human rights violations. Specifically, it explores Facebook’s corporate criminal liability in light of authoritarian regimes’ misuse of its platform to incite crimes against humanity. This Note will not cover jurisdictional issues regarding corporate criminal liability. Rather, it identifies on a theoretical level, which crimes, if any, social media corporations could be held accountable for under international criminal law. While there remain significant obstacles to prosecuting such cases, this Note identifies an accountability gap between Facebook’s actions and victims of human rights abuses that occur from its platform. Ultimately, this Note concludes that corporate criminal liability is an effective form of ensuring that social media companies remain responsible in doing their part to uphold human rights. † J.D. Candidate 2020, University of California, Hastings College of the Law; Executive Managing Editor, Hastings Law Journal. -
Mapping the Monetization Challenge of Gaming in Various Domains
Mapping the Monetization Challenge of Gaming in Various Domains Evangelos Markopoulos1, Panagiotis Markopoulos2, Mika Liumila3, Younus Almufti1, Vasu Aggarwal 1 1 HULT International Business School, 35 Commercial Road, Whitechapel, E1 1LD London United Kingdom. 2 University of the Arts London, Elephant and Castle, SE1 6SB, London, United Kingdom. 3 Turku University of Applied Science, Joukahaisenkatu 3, 20520, Turku, Finnland. [email protected], [email protected], [email protected] [email protected], [email protected] Abstract. The cost of developing successful games for either entertainment or business purposes is a high-risk investment but mandatory due to the nature of the sector. However, there are discrete and innovative ways that minimize the investments risk and assure profitability without losing the player’s engage- ment. Gaming monetization can be approached from direct or indirect financial charges based on the scope of the game and its target group. As of today, no monetization practice can be considered as a silver bullet as they are all affected by geographical, cultural, social, economic and other factors. This paper attempts to define the major monetization elements in the gaming industry. It also at- tempts to define the major gaming categories and subcategories and associate on them the monetization elements and techniques. Furthermore, it creates a map for the development of gamification monetization approaches per case which can contribute towards effective gaming investments management. Keywords: Gaming · Gamification · Serious Games · Investment Management · Entertainment Games · Monetization · Ethics · Management 1 Introduction The growth of the computer and digital games industry has turned out to be non- predictable in market size and number of applications. -
Sarahah Is a Messaging Application Launched in November 2016 by Saudi Developer Zain Al- Abidin Tawfiq
NATIONAL WHITE COLLAR CRIME CENTER Background Sarahah is a messaging application launched in November 2016 by Saudi developer Zain al- Abidin Tawfiq. The word “Sarahah” is the pronunciation of the Arabic word for “honesty.” It was originally launched as a service for businesses in Arabic-speaking regions to solicit anonymous, candid feedback from their employees and co-workers. However, it quickly went viral in Saudi Arabia and Egypt as an anonymous messaging application.2 Building on its regional success, Sarahah rapidly gained traction in North America, Europe, and Australia. A recent update integrated its functionality and network into Snapchat, one of the most popular social media apps in the world. This prompted an explosive growth in popularity, with over 14 million registered users and 20 million unique daily visitors (it is possible to leave messages in Sarahah without creating an account). 3 What is Sarahah? Sarahah provides a free network to leave anonymous messages through a public profile that a user shares with other people. Anyone with a user’s profile name can anonymously message that user, without necessarily creating an account. Sarahah can be used via web browser or by installing an app on an iOS or Android device. New accounts can be created only via the mobile app. Registration is required in order to receive messages. New users register with an email address, username, password, first and last name, and “handle” or profile name. The username is used to log in to the service, but only the profile name is displayed to other users. The personal link to receive anonymous messages automatically becomes www.PROFILE_NAME.Sarahah.com, and cannot be changed. -
PR and Media Professional
Charles C. Mackey Vice President, Account Director Public Relations • Communications • Publicist • Media Spokesperson 123 Main Street, New York, NY 00000 | (123) 123-1234 | [email protected] Professional Profile ____________________________________________________________________ • High energy, creative professional with enthusiasm for securing media coverage combined with strong experience in public relations, advertising, media, and marketing. Known as a "go-getter" with contagious optimism and strategic vision, a strong writer and public spokesperson, and a collaborative "multi-tasker" of high-tempo creative projects. • Pioneered Social Media program that rocketed engagement at a well-established traditional multi-national manufacturing company, sustaining multiple communication channels and proactively shepherding creative solutions for "new" media exposure in competitive market place. Guided Twitter conversations, blogging, and Facebook presence. • Success pitching and executing brand-building solutions, cultivating a robust media network, and securing high-profile media coverage to include exclusive interviews with Robert Scoble, Mashable, and ZDnet. Proficient in French and Spanish. Areas of Expertise / Core Competencies Include ____________________________________________ - Integrated Public Relations & Marketing - Highly Developed Online Media Contacts - Corporate Promotions & Brand Campaigns - Influencer & Celebrity Interviews - Publicity, Press Events, & Promotions - External & Internal Communications - Online & Social Media -
Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives
AIR UNIVERSITY LIBRARY AIR UNIVERSITY PRESS Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives Shazeda Ahmed (UC Berkeley), Natasha E. Bajema (NDU), Samuel Bendett (CNA), Benjamin Angel Chang (MIT), Rogier Creemers (Leiden University), Chris C. Demchak (Naval War College), Sarah W. Denton (George Mason University), Jeffrey Ding (Oxford), Samantha Hoffman (MERICS), Regina Joseph (Pytho LLC), Elsa Kania (Harvard), Jaclyn Kerr (LLNL), Lydia Kostopoulos (LKCYBER), James A. Lewis (CSIS), Martin Libicki (USNA), Herbert Lin (Stanford), Kacie Miura (MIT), Roger Morgus (New America), Rachel Esplin Odell (MIT), Eleonore Pauwels (United Nations University), Lora Saalman (EastWest Institute), Jennifer Snow (USSOCOM), Laura Steckman (MITRE), Valentin Weber (Oxford) Air University Press Muir S. Fairchild Research Information Center Maxwell Air Force Base, Alabama Opening remarks provided by: Library of Congress Cataloging-in- Publication Data Brig Gen Alexus Grynkewich (JS J39) Names: TBD. and Lawrence Freedman (King’s College, Title: Artificial Intelligence, China, Russia, and the Global Order : Techno- London) logical, Political, Global, and Creative Perspectives / Nicholas D. Wright. Editor: Other titles: TBD Nicholas D. Wright (Intelligent Biology) Description: TBD Identifiers: TBD Integration Editor: Subjects: TBD Mariah C. Yager (JS/J39/SMA/NSI) Classification: TBD LC record available at TBD AIR UNIVERSITY PRESS COLLABORATION TEAM Published by Air University Press in October -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Technology, Media, and Telecommunications Predictions
Technology, Media, and Telecommunications Predictions 2021 Deloitte’s Technology, Media, and Telecommunications (TMT) group brings together one of the world’s largest pools of industry experts—respected for helping companies of all shapes and sizes thrive in a digital world. Deloitte’s TMT specialists can help companies take advantage of the ever-changing industry through a broad array of services designed to meet companies wherever they are, across the value chain and around the globe. Contact the authors for more information or read more on www.deloitte.com. Contents Foreword 2 Gaining an intelligent edge 4 The cloud migration forecast 14 5G is not hazardous to your health 24 The next-generation radio access network 36 Women’s sports gets down to business 50 The hyperquantified athlete 66 TV’s New Year’s resolution 78 From virtual to reality 96 Video visits go viral 104 Technology, Media, and Telecommunications Predictions 2021 Foreword TMT Predictions 2021: The COVID-19 catalyst E CAN’T TALK about 2021 without Some of these changes happened extremely quickly. mentioning COVID-19. All nine of our Movements to the cloud, to video visits for WTMT Predictions topics for this year medicine, and to the intelligent edge were already were shaped to some extent by the pandemic. We underway in 2019, but they have been accelerated hope that during 2021, we will be closer to the end by years or even decades because of the pandemic. of the pandemic than to the beginning, focusing on We expect rapid evolution in these three areas to thriving in the future rather than responding to continue through 2021. -
US Mainstream Media Index May 2021.Pdf
Mainstream Media Top Investors/Donors/Owners Ownership Type Medium Reach # estimated monthly (ranked by audience size) for ranking purposes 1 Wikipedia Google was the biggest funder in 2020 Non Profit Digital Only In July 2020, there were 1,700,000,000 along with Wojcicki Foundation 5B visitors to Wikipedia. (YouTube) Foundation while the largest BBC reports, via donor to its endowment is Arcadia, a Wikipedia, that the site charitable fund of Lisbet Rausing and had on average in 2020, Peter Baldwin. Other major donors 1.7 billion unique visitors include Google.org, Amazon, Musk every month. SimilarWeb Foundation, George Soros, Craig reports over 5B monthly Newmark, Facebook and the late Jim visits for April 2021. Pacha. Wikipedia spends $55M/year on salaries and programs with a total of $112M in expenses in 2020 while all content is user-generated (free). 2 FOX Rupert Murdoch has a controlling Publicly Traded TV/digital site 2.6M in Jan. 2021. 3.6 833,000,000 interest in News Corp. million households – Average weekday prime Rupert Murdoch Executive Chairman, time news audience in News Corp, son Lachlan K. Murdoch, Co- 2020. Website visits in Chairman, News Corp, Executive Dec. 2020: FOX 332M. Chairman & Chief Executive Officer, Fox Source: Adweek and Corporation, Executive Chairman, NOVA Press Gazette. However, Entertainment Group. Fox News is owned unique monthly views by the Fox Corporation, which is owned in are 113M in Dec. 2020. part by the Murdoch Family (39% share). It’s also important to point out that the same person with Fox News ownership, Rupert Murdoch, owns News Corp with the same 39% share, and News Corp owns the New York Post, HarperCollins, and the Wall Street Journal.