Scott Austin Group Manager MSN Games Agenda
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Zuma 2 Free Full
Zuma 2 free full click here to download Play Zuma games online for free: Zuma Deluxe, Zuma's Revenge, Zuma Zuma Deluxe 2 You can open a full screen Zuma Deluxe by clicking on the page. An irresistible force has taken our fearless frog to an island where the puzzle-action of Zuma has evolved in amazing ways. Leap into ball-blasting action in Zuma's Revenge!(tm) – Adventure and take on the Tikis in this ribbeting sequel to the smash hit! Zooma Buddy is Zuma or. Compatible with your OS; Full paid version; In English Free & fast download; Always available; Tested virus-free . Rhythm Racer 2 adds Prodigy song pack. MSN Logo. Zuma's Revenge Game Logo. Welcome Please note: Account sign-in is disabled; badges and scoring may be affected. Learn more. if you see this. Zumas Revenge Free Download Full Version PC Game setup in single direct link for Windows. It is an Zuma's Revenge PC Game is the sequel to Zuma Deluxe. As in the Processor: INTEL Core 2 Duo GHz. RAM: 1 GB. Looking to play Zuma Revenge? Enter and play Zuma 2 Revenge without download or registration. Just like that. in Zuma's Revenge. Download the free version, read user reviews, view screen shots, read about the game and more. Read Full Zuma's Revenge Review. Zuma revenge is the sequel of the famous online game of the same name, published by Popcap, which Note that you can play Zuma's Revenge full screen and you can also get the full version for download. -
Wireless GPON ONT
GPON 4 Ethernet Ports | 1 PON | VoIP | 802.11n | 802.11ac GRG-4260us Wireless GPON ONT The GRG-4260us is an advanced GPON ONT gateway with 1 GPON WAN port, 4 Gigabit Ethernet LAN ports, 2 FXS ports, 1 USB2.0 Host and IEEE802.11 series Wi-Fi. The Wi-Fi not only provides an 802.11n 2T2R 2.4GHz Band which is backward compatible with 802.11g/b but also supports high performance 802.11ac with 3T3R design at 5GHz band. GRG-4260us provides powerful functions which telephone companies have applied on the xDSL CPE IAD device, and remote management utilities (such as TR-069) for network management and maintenance. FEATURES .UPnP, IPv6 compliant .WPA and 802.1x/ WPS 2.0/ Radius Client .PhyR and G.INP .NAT/PAT .Supports TR-069/TR-098/TR-181i2 .IGMP Proxy/ Fast Leave/ Snooping/ Proxy .Configuration backup and restoration .DHCP Server/Client .Web-based management (HTTPS/HTTP) .Embedded SNMP agent .Supports remote administration, automatic .IP/MAC address filtering firmware upgrade and configuration .Static route/ RIP/ RIP v2 routing functions .Integrated 802.11ac AP (backward compatible .DNS Proxy/Relay with 802.11a/n) www.comtrend.com GRG-4260us 4 Ethernet Ports | 1 PON | VoIP | 802.11n | 802.11ac SPECIFICATIONS Hardware Networking Protocols .PPPoE pass-through, Multiple PPPoE sessions on single WAN .GPON X 1 Bi-directional Optical (1310nm/1490nm) .RJ-45 X 4 for LAN, (10/100/1000 Base T) interface .RJ-11 X 2 for FXS (optional) .PPPoE filtering of non-PPPoE packets between WAN and LAN .USB2.0 host X 1 .Transparent bridging between all LAN and WAN interfaces -
Exploring Privacy Leakage from the Resource Usage Patterns of Mobile Apps Amin Rois Sinung Nugroho University of Arkansas, Fayetteville
University of Arkansas, Fayetteville ScholarWorks@UARK Theses and Dissertations 5-2016 Exploring Privacy Leakage from the Resource Usage Patterns of Mobile Apps Amin Rois Sinung Nugroho University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/etd Part of the Information Security Commons Recommended Citation Nugroho, Amin Rois Sinung, "Exploring Privacy Leakage from the Resource Usage Patterns of Mobile Apps" (2016). Theses and Dissertations. 1599. http://scholarworks.uark.edu/etd/1599 This Thesis is brought to you for free and open access by ScholarWorks@UARK. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. Exploring Privacy Leakage from the Resource Usage Patterns of Mobile Apps A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science by Amin Rois Sinung Nugroho Institute of Statistics Bachelor of Applied Science in Computation Statistics, 2008 May 2016 University of Arkansas This thesis is approved for recommendation to the Graduate Council. Dr. Qinghua Li Thesis Director Dr. Xintao Wu Dr. Tingxin Yan Committee Member Committee Member Abstract Due to the popularity of smart phones and mobile apps, a potential privacy risk with the usage of mobile apps is that, from the usage information of mobile apps (e.g., how many hours a user plays mobile games in each day), private information about a user’s living habits and personal activities can be inferred. To assess this risk, this thesis answers the following research question: can the type of a mobile app (e.g., email, web browsing, mobile game, music streaming, etc.) used by a user be inferred from the resource (e.g., CPU, memory, network, etc.) usage patterns of the mobile app? This thesis answers this question for two kinds of systems, a single mobile device and a mobile cloud computing system. -
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months; Presence of Children in the Household Significantly Increases Automotive Purchase Intent comScore Media Metrix AiM Data Reveal that Larger Cars are Still Preferred by many Consumers RESTON, VA, June 26, 2006 - comScore Media Metrix today revealed the automotive purchase intent, online visitation habits and automotive ownership tendencies of American consumers who are most likely to purchase an automobile in the next six months. This study, the first of a series of industry-specific analyses from the comScore Media Metrix "Audience insite Measures" (AiM) media planning tool, shows that Internet users age 35-44 are 18 percent more likely than the average online adult to make an automotive purchase this year. This segment of likely auto purchasers represents more than 6 million U.S. consumers. Additionally, 25-34 year-olds are 17 percent more likely than the norm to purchase an automobile, representing nearly 5 million consumers. Notably, the analysis shows that the presence of children in the household significantly increases automotive purchase intent for these two groups. Respondents age 25-34 with one child (referred to as "New Families" in this analysis) are 41 percent more likely than the average Internet user to purchase an auto in the next 6 months, while 35-44-year-olds with two children (referred to as "Established Families") are 27 percent more likely than the norm to do so. The study also found that despite the similarities in the car-purchasing intent of these two groups, their online visitation habits are quite different. -
Windows Live
Microsoft Your potential. Our passion,"' Windows Live MICROSOFT ONLINE SERVICES •Lsw-EMerccmcnt Use Onty- Law Enforcement Hotline: (425) 722-1299 MSN & windows Live Services: Hotmail & Passport Requests: FAX: (425) 727-3490 FAX: (650) 693-7061 Microsoft Corporation Microsoft Corporation Attention: Attention: Online Services Custodian of Records online Services custodian of Records One Microsoft Way 1065 la Avenida, Building 4 Redmond, WA 98052-6399 Mountain View, CA 94043 Summary of Record Retention Policies Hotmail & MSN E-mail IP Logs 60 days + initial sign in MSN internet Access Connection Logs 60 da\s MSN Groups—US (IP) Logs 60 days MSN Groups — inactive Status 30 days of non-activity MSN Groups — Content Deletion 30 days (!>i)5!~iu:«:iiv[- or ilbaDk'U) MSN Spaces — IIS (IP) Logs 60 days MSN Spaces — Content Deletion 90 days (after ifis;il>leil) Windows Live Messenger Conversations None Passport Varies depending on connection and date range EMERGENCY REQUESTS Microsoft online Services will respond to emergency requests outside of normal business hours if the emergency involves "the immediate danger of death or physical injury to any person..." as defined in 18 u.S.C. § 2702(c)(4) and (b)(8). Emergencies are limited to situations like kidnapping, murder threats, bomb threats, terrorist threats, etc. Legal Documentation Required for Customer Account information and content The Electronic communications Privacy Act (ECPAi (18 u.S.c. § 2701 through 2712) governs what legal documentation is required in order for Microsoft's online services records custodians to disclose customer account information and e-mail content. For most Microsoft Online services: Basic Subscriber information may be Disclosed with a Subpoena. -
Microsoft Corporation
Before the Federal Trade Commission Washington, DC In the Matter of ) ) Microsoft Corporation. ) _____________________________ ) Complaint and Request for Injunction, Request For Investigation and for Other Relief INTRODUCTION 1. This complaint concerns the privacy implications of the Microsoft XP operating system that is expected to become the primary means of access for consumers in the United States to the Internet. As is set forth in detail below, Microsoft has engaged, and is engaging, in unfair and deceptive trade practices intended to profile, track, and monitor millions of Internet users. Central to the scheme is a system of services, known collectively as “.NET,” which incorporate “Passport,” “Wallet,” and “HailStorm” that are designed to obtain personal information from consumers in the United States unfairly and deceptively. The public interest requires the Commission to investigate these practices and to enjoin Microsoft from violating Section 5 of the Federal Trade Commission Act, as alleged herein. PARTIES 2. The Electronic Privacy Information Center (“EPIC”) is a non-profit, public interest research organization incorporated in the District of Columbia. EPIC’s activities include the review of government and private sector polices and practices to determine their possible impact on the privacy interests of the American public. Among its other activities, EPIC has prepared reports and presented testimony before Congress and administrative agencies on the Internet and privacy issues. 3. The Center for Digital Democracy (“CDD”) is a non-profit organization that represents the interests of citizens and consumers with respect to new media technologies. 4. The Center for Media Education (“CME”) is a national nonprofit, nonpartisan organization dedicated to creating a quality electronic media culture for children, their families, and the community. -
Buy Painkiller Black Edition (PC) Reviews,Painkiller Black Edition (PC) Best Buy Amazon
Buy Painkiller Black Edition (PC) Reviews,Painkiller Black Edition (PC) Best Buy Amazon #1 Find the Cheapest on Painkiller Black Edition (PC) at Cheap Painkiller Black Edition (PC) US Store . Best Seller discount Model Painkiller Black Edition (PC) are rated by Consumers. This US Store show discount price already from a huge selection including Reviews. Purchase any Cheap Painkiller Black Edition (PC) items transferred directly secure and trusted checkout on Amazon Painkiller Black Edition (PC) Price List Price:See price in Amazon Today's Price: See price in Amazon In Stock. Best sale price expires Today's Weird and wonderful FPS. I've just finished the massive demo of this game and i'm very impressed with everything about it,so much so that i've ordered it through Amazon.The gameplay is smooth and every detail is taken care of.No need for annoying torches that run on batteries,tanks,aeroplanes, monsters and the environment are all lit and look perfect.Weird weapons fire stakes.Revolving blades makes minceme...Read full review --By Gary Brown Painkiller Black Edition (PC) Description 1 x DVD-ROM12 Page Manual ... See all Product Description Painkiller Black Ed reviewed If you like fps games you will love this one, great story driven action, superb graphics and a pounding soundtrack. The guns are wierd and wacky but very effective. The black edition has the main game plus the first expansion gamePainkiller Black Edition (PC). Very highly recommended. --By Greysword Painkiller Black Edition (PC) Details Amazon Bestsellers Rank: 17,932 in PC & Video Games (See Top 100 in PC & Video Games) Average Customer Review: 4.2 out of 5 stars Delivery Destinations: Visit the Delivery Destinations Help page to see where this item can be file:///D|/...r%20Black%20Edition%20(PC)%20Reviews,Painkiller%20Black%20Edition%20(PC)%20Best%20Buy%20Amazon.html[2012-2-5 22:40:11] Buy Painkiller Black Edition (PC) Reviews,Painkiller Black Edition (PC) Best Buy Amazon delivered. -
Graduate Nursing Student Handbook 2020-2021
Graduate Nursing Student Handbook 2021-2022 Chair’s Welcome ............................................................................................................................ 6 Program Director’s Welcome ......................................................................................................... 7 Graduate Nursing Program Learning Objectives……………..…………………………………...8 Masters Essentials ………………………………………………………………………...8 Doctorate Essentials …………………………………………………………….………..9 SALVE REGINA UNIVERSITY DEPARTMENT OF NURSING ............................................ 10 The Mission of the Department of Nursing .......................................................................... …10 Accreditation………………………………………………………………..………………….10 Accessibility of Programs and Services .................................................................................... 11 Student Rights and Responsibilities .......................................................................................... 11 SALVE REGINA ACADEMIC POLICIES ............................................................................... 122 Academic Honor Code ............................................................................................................ 122 Academic Conduct .................................................................................................................. 122 Intellectual Property ................................................................................................................ 133 Plagiarism ............................................................................................................................... -
Motorola SBG940
Quick Installation Guide SBG940 SURFboard® Wireless Cable Modem Gateway 2 SBG940 Wireless Cable Modem Gateway A home network enables you to access information on two or more computers in your home. You can connect your home network to your cable TV system to connect to the Internet. Your SURFboard Gateway SBG940 is the central connection point between your computers and the Internet. It directs (routes) information between the computers on your home network. A built-in cable modem transmits information between your home network and the Internet. The SBG940 provides different network connection types. You can use a wireless or a wired connection (or a combination of the two) to connect your computers to the SBG940. Your network can use one or any combination of: Ethernet local area network (LAN) Wireless LAN (WLAN) with Wi-Fi® Protected Access (WPA) encryption Universal Serial Bus (USB) This guide provides information about: Optional accessories and network requirements Cable, Ethernet, USB, wireless, and printer connections Starting the Setup Program Introduction to network security and gaming configuration Troubleshooting and contact information This guide contains an overview only. For in-depth information, refer to the interactive SBG940 User Guide on the SBG940 Installation CD-ROM. If desired, you can print all or part of the user guide. For normal operation, you do not need to change most default settings. Quick Installation Guide 3 Optional Accessories Networks are composed of multiple devices. An SBG940 works with any IEEE 802.11g or 802.11b client product. Motorola supplies a range of accessories for use with the SBG940. Some examples are: For more information about Motorola cable modems, gateways, and related consumer broadband products, visit http://broadband.motorola.com/consumers. -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
View Publication
Challenges to Building Scalable Services A Survey of Microsoft’s Internet Services MSR-TR-2015-29 Comments from the Authors: This paper was originally circulated as a Microsoft Confidential memo in fall 1999. Its purpose was to document the findings of the co-authors as we attempted to understand the state-of-the-art of large internet services. Our original intent was to gather the data documented in this paper purely for our own to understand. However, as we discussed early findings with our colleagues, we quickly realized the value of circulating them to a wider audience. The original memo was circulated to Microsoft’s entire executive staff and quickly passed around. From file server data, we believe over 1,000 MS employees read the original memo in the first three months after internal publication. This release of the memo has been modified slightly from the original to remove non- technical information, such as business plans. Due to an unfortunate oversight on my part, the original memo did not name each of the people we interviewed. Those pioneers deserved recognition at the time and their groundbreaking work deserves now to be remembered by history. In the 15 years since this paper’s circulation, much has changed at Microsoft and in the industry. Experience gathered in writing this paper directly lead to our discovery of the core principles of what is now widely known as cloud computing. In 1999, Microsoft’s largest internet service had just over 2,000 computers. Today, many cloud services use over 100,000 servers. Many of the services and technologies described in this paper no longer exist. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity.