Tools for the Detection and Analysis of Potentially Unwanted Programs
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Product Line Strategy Software License Management Global, 2011
BEST PRACTICES RESEARCH Product Line Strategy Software License Management Global, 2011 Frost & Sullivan’s Global Research Platform Frost & Sullivan is in its 50th year in business with a global research organization of 1,800 analysts and consultants who monitor more than 300 industries and 250,000 companies. The company’s research philosophy originates with the CEO’s 360 Degree Perspective™, which serves as the foundation of its TEAM Research™ methodology. This unique approach enables us to determine how best-in-class companies worldwide manage growth, innovation and leadership. Based on the findings of this Best Practices research, Frost & Sullivan is proud to present the 2011 Global Product Line Strategy Award in Software License Management to SafeNet. Significance of the Product Line Strategy Award Key Industry Challenges Addressed by Product Line Strategy License management solutions solve the problem of monetizing application software, which is challenging because this is a technically diverse yet usability-sensitive market. Software Rights Management (SRM) vendors need to continuously evolve to support all relevant and emerging platforms, business models, delivery models, upgrade and connectivity scenarios, and more. The landscape for license management is changing. © 2011 Frost & Sullivan 1 “We Accelerate Growth” BEST PRACTICES RESEARCH Where desktop applications inside local area networks once dominated, virtualization is commonplace today, cloud is on the horizon and a majority of the workforce uses handheld devices for enterprise productivity tasks. Boundaries between cloud and embedded software or embedded devices and desktop software are blurring. Software LM was originally developed for anti-piracy and monetization of desktop software applications. Today the largest potential segment for software LM is embedded software and intelligent devices, for the dual purposes of controlling SKUs and editions, and enforcing hybrid licensing models. -
A Resource Guide for Transitioning Your Class Online
A Resource Guide for Transitioning Your Class Online SPECIAL REPORT MAGNA PUBLICATIONS CONTENTS Education Initiatives: A Mashup of Emergency A Checklist for Moving Your Resources and Other Great Course Online 03 Tips 13 How Teaching Online Can Eight Steps for a Smoother Improve Your Face-to-Face Transition to Online Teaching 05 15 Classes Five Ways to Foster Seven Ways to Facilitate Creativity in Your Online Effective Online Discussions 07 Classroom 19 Online Discussions: Would Simple Animation for Your Changing the Environment Courses 09 23 Help? What Do Students Really Want from Online Instruc- 11 tors? Education Initiatives: A Mashup of Emergency Resources and Other Great Tips Faculty Focus n response to COVID-19, we’ve seen in- links to educational resources from all over the structors and universities from around the world. Iworld come together to compile numer- ous resources and lists. Although we’ve only 4. Mandy Berry: A Facebook Post on skimmed the surface, we believe the following Remote Teaching links provide insight on different perspectives A public Facebook post from Amanda Berry, that institutions and staff are currently go- an assistant professor of literature at American ing through. From transitioning to an online University. course to fostering a productive conversation with your students, these resources shed light 5. Resources for Disruptions on education initiatives we hope you find use- A list of resources compiled by Ollie Dreon ful during this time of uncertainty. on his blog pertaining to transitioning to online teaching and coping with education initiatives 1. Remote Teaching Strategies— during this time of disruption. -
Final Report
Projet industriel promotion 2009 PROJET INDUSTRIEL 24 De-Cooman Aur´elie Tebby Hugh Falzon No´e Giannini Steren Bouclet Bastien Navez Victor Commanditaire | Inkscape development team Tuteur industriel | Johan Engelen Tuteur ECL | Ren´eChalon Date du rapport | May 19, 2008 Final Report Development of Live Path Effects for Inkscape, a vector graphics editor. Industrial Project Inkscape FINAL REPORT 2 Contents Introduction 4 1 The project 5 1.1 Context . 5 1.2 Existing solutions . 6 1.2.1 A few basic concepts . 6 1.2.2 Live Path Effects . 7 1.3 Our goals . 7 2 Approaches and results 8 2.1 Live Path Effects for groups . 8 2.1.1 New system . 8 2.1.2 The Group Bounding Box . 12 2.1.3 Tests . 13 2.2 Live Effects stacking . 15 2.2.1 UI . 15 2.2.2 New system . 16 2.2.3 Tests . 17 2.3 The envelope deformation effect . 18 2.3.1 A mock-up . 18 2.3.2 Tests . 23 Conclusion 28 List of figures 29 Appendix 30 0.1 Internal organisation . 30 0.1.1 Separate tasks . 30 0.1.2 Planning . 31 0.1.3 Sharing source code . 32 0.2 Working on an open source project . 32 0.2.1 External help . 32 0.2.2 Criticism and benefits . 32 0.3 Technical appendix . 33 0.3.1 The Bend Path Maths . 33 0.3.2 GTK+ / gtkmm . 33 0.3.3 How to create and display a list? . 34 0.4 Personal comments . 36 3 Introduction As second year students at the Ecole´ Centrale de Lyon, we had to work on \Industrial Projects", the subject of which were to be either selected in a list, or proposed to the school. -
Defining the Digital Services Landscape for the Middle East
Defining the Digital Services landscape for the Middle East Defining the Digital Services landscape for the Middle East 1 2 Contents Defining the Digital Services landscape for the Middle East 4 The Digital Services landscape 6 Consumer needs landscape Digital Services landscape Digital ecosystem Digital capital Digital Services Maturity Cycle: Middle East 24 Investing in Digital Services in the Middle East 26 Defining the Digital Services landscape for the Middle East 3 Defining the Digital Services landscape for the Middle East The Middle East is one of the fastest growing emerging markets in the world. As the region becomes more digitally connected, demand for Digital Services and technologies is also becoming more prominent. With the digital economy still in its infancy, it is unclear which global advances in Digital Services and technologies will be adopted by the Middle East and which require local development. In this context, identifying how, where and with whom to work with in this market can be very challenging. In our effort to broaden the discussion, we have prepared this report to define the Digital Services landscape for the Middle East, to help the region’s digital community in understanding and navigating through this complex and ever-changing space. Eng. Ayman Al Bannaw Today, we are witnessing an unprecedented change in the technology, media, and Chairman & CEO telecommunications industries. These changes, driven mainly by consumers, are taking Noortel place at a pace that is causing confusion, disruption and forcing convergence. This has created massive opportunities for Digital Services in the region, which has in turn led to certain industry players entering the space in an incoherent manner, for fear of losing their market share or missing the opportunities at hand. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
A Training Programme for Early-Stage Researchers That Focuses on Developing Personal Science Outreach Portfolios
A training programme for early-stage researchers that focuses on developing personal science outreach portfolios Shaeema Zaman Ahmed1, Arthur Hjorth2, Janet Frances Rafner2 , Carrie Ann Weidner1, Gitte Kragh2, Jesper Hasseriis Mohr Jensen1, Julien Bobroff3, Kristian Hvidtfelt Nielsen4, Jacob Friis Sherson*1,2 1 Department of Physics and Astronomy, Aarhus University, Denmark 2 Department of Management, Aarhus University, Denmark 3 Laboratoire de Physique des Solides, Université Paris-Saclay, CNRS, France 4 Centre for Science Studies, Aarhus University, Denmark *[email protected] Abstract Development of outreach skills is critical for researchers when communicating their work to non-expert audiences. However, due to the lack of formal training, researchers are typically unaware of the benefits of outreach training and often under-prioritize outreach. We present a training programme conducted with an international network of PhD students in quantum physics, which focused on developing outreach skills and an understanding of the associated professional benefits by creating an outreach portfolio consisting of a range of implementable outreach products. We describe our approach, assess the impact, and provide guidelines for designing similar programmes across scientific disciplines in the future. Keywords: science outreach, science communication, training, professional development Introduction Recent years have seen an increased call for outreach and science communication training by research agencies such as the National Science Foundation -
Third Party Terms for Modular Messaging 3.0 (July 2005)
Third Party Terms for Modular Messaging 3.0 (July 2005) Certain portions of the product ("Open Source Components") are licensed under open source license agreements that require Avaya to make the source code for such Open Source Components available in source code format to its licensees, or that require Avaya to disclose the license terms for such Open Source Components. If you are a licensee of this Product, and wish to receive information on how to access the source code for such Open Source Components, or the details of such licenses, you may contact Avaya at (408) 577-7666 for further information. The Open Source Components are provided “AS IS”. ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR THE CONTRIBUTORS OF THE OPEN SOURCE COMPONENTS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE PRODUCT, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Avaya provides a limited warranty on the Product that incorporates the Open Source Components. Refer to your customer sales agreement to establish the terms of the limited warranty. In addition, Avaya’s standard warranty language as well as information regarding support for the Product, while under warranty, is available through the following web site: http://www.avaya.com/support. -
Software Licensing Flexibility Is
Software licensing flexibility is key - SD Times file:///Users/mq/Desktop/Software licensing flexibility is key ... sdtimes.com Software licensing flexibility is key - SD Times Lisa Morgan Today’s businesses run on software, but the ways they want to license it are changing. To keep pace with end users’ expectations and to stay competitive, software companies are embracing more types of licensing models, including perpetual, subscription, pay-per-use, hybrid and others. On-premise licenses are being supplemented with or replaced by SaaS alternatives, and more developers are selling apps via app stores. Meanwhile, intelligent device manufacturers are putting more 1 von 3 08.10.15 14:28 Software licensing flexibility is key - SD Times file:///Users/mq/Desktop/Software licensing flexibility is key ... emphasis on software because it helps them differentiate their products and take advantage of new revenue opportunities. As technology evolves and as user expectations continue to change, software developers and intelligent device manufacturers need reliable and flexible means of protecting, monetizing and monitoring the use of their intellectual property. (Related: The big business of software licensing) “We’re noticing a steady shift away from the traditional models. What’s still top of mind is how you get from a perpetual license to a subscription-type model,” said Jon Gillespie-Brown, CEO of Nalpeiron. “Quite a few people say they like what Adobe did with Creative Suite, [not realizing] what it took to do that, but in general people want to know how they can transform their businesses.” Intelligent device manufacturers are changing their business models too. -
Chapter 1. the Freemium Business Model
CHAPTER The Freemium Business Model 1 Commerce at a price point of $0 All business models are malleable thought structures, meant to be adapted and decisively employed to best achieve a specific product’s or service’s goals. This being understood, and for the purposes of this book, a broad and basic formal defi- nition of the freemium business model is described as follows: The freemium business model stipulates that a product’s basic functionality be given away for free, in an environment of very low or no marginal distribution and production costs that provides the potential for massive scale, with advanced func- tionality, premium access, and other product-specific benefits available for a fee. The freemium business model is an adaptation of a fairly common distribu- tion and monetization scheme used in software since the 1980s: the feature-limited software paradigm was when consumers saw most of the fundamental core com- ponents of a product released for free, with the product’s remaining functionality (such as saving progress or printing) becoming available only upon purchase, either in a one-time payment or through recurring subscription payments. The most basic point of difference between the freemium business model— freemium being a portmanteau of free and premium—and the feature-limited model is distribution: feature-limited software products were generally distributed on physical discs, whereas freemium products are almost exclusively distributed via the Internet. So the distribution speed and ultimate reach of feature-limited products were a function of the firm’s capacity to produce and ship tangible goods; no such restrictions limit the distribution of freemium products. -
Bimanual Tools for Creativity
Master 2 in Computer Science - Interaction Specialty Bimanual Tools for Creativity Author: Supervisor: Zachary Wilson Wendy Mackay Hosting lab/enterprise: Ex)situ Lab - INRIA March 1, 2020 { August 31, 2020 Secr´etariat- tel: 01 69 15 66 36 Fax: 01 69 15 42 72 email: [email protected] Contents Contents i 1 Introduction 1 2 Related Work2 2.1 Creativity........................................ 2 2.2 Creativity and Technology............................... 3 2.3 Embodiment ...................................... 4 2.4 Bimanual Interaction.................................. 5 3 Study 1 - Stories of Creativity6 3.1 Study Design...................................... 6 3.2 Results & Discussion.................................. 7 4 Design Process 12 4.1 Experiments in Form.................................. 12 4.2 Distributed Video Brainstorming........................... 12 4.3 Video Prototype .................................... 14 4.4 Technology Probes................................... 16 5 Study 2 - Creativity Techno-Fidgets 20 5.1 Study Design...................................... 20 5.2 Results & Discussion.................................. 21 6 Conclusion and perspectives 26 Bibliography 28 A Appendix 37 A.1 Images.......................................... 37 A.2 Video Prototype Storyboard.............................. 38 i Summary This project explores the implications of designing for creativity, especially the earlier stages of the creative process involving inspiration and serendipity. The rich HCI literature on bimanual tools is leveraged to design tools that support the embodied nature of creativity. The various definitions of creativity in HCI and psychology are explored, with new perspectives on embodied creativity introduced from neuroscience. In the first study, user experiences of the creative process are collected, and generate three themes and five sub-themes with implications for design. From these user stories and theory, a research through design approach is taken to generate artifacts to explore these themes. -
The Use of Secrets in Marketing and Value Creation
Bentley University Scholars @ Bentley 2019 Dissertations and Theses 2019 The Use of Secrets in Marketing and Value Creation Ivan Fedorenko Follow this and additional works at: https://scholars.bentley.edu/etd_2019 Part of the Business Administration, Management, and Operations Commons, Marketing Commons, and the Organizational Behavior and Theory Commons @Copyright 2019 Ivan Fedorenko THE USE OF SECRETS IN MARKETING AND VALUE CREATION Ivan Fedorenko A dissertation submitted in partial fulfillment of the requirements for the degree of PhD in Business 2019 Program Authorized to offer degree: Marketing ProQuest Number:13883650 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. ProQuest 13883650 Published by ProQuest LLC ( 2019). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, MI 48106 - 1346 In presenting this dissertation in partial fulfillment of the requirements for the doctoral degree at Bentley University, I agree that the Library shall make its copies freely available for inspection. I further agree that extensive copying of the dissertation is allowable only for scholarly purposes, consistent with “fair use” as prescribed in the U.S. Copyright Law. Requests for copying or reproduction of this dissertation may be referred to ProQuest Information and Learning Author Relations Team at (800) 521-0600 ext. -
A Brief History of GNOME
A Brief History of GNOME Jonathan Blandford <[email protected]> July 29, 2017 MANCHESTER, UK 2 A Brief History of GNOME 2 Setting the Stage 1984 - 1997 A Brief History of GNOME 3 Setting the stage ● 1984 — X Windows created at MIT ● ● 1985 — GNU Manifesto Early graphics system for ● 1991 — GNU General Public License v2.0 Unix systems ● 1991 — Initial Linux release ● Created by MIT ● 1991 — Era of big projects ● Focused on mechanism, ● 1993 — Distributions appear not policy ● 1995 — Windows 95 released ● Holy Moly! X11 is almost ● 1995 — The GIMP released 35 years old ● 1996 — KDE Announced A Brief History of GNOME 4 twm circa 1995 ● Network Transparency ● Window Managers ● Netscape Navigator ● Toolkits (aw, motif) ● Simple apps ● Virtual Desktops / Workspaces A Brief History of GNOME 5 Setting the stage ● 1984 — X Windows created at MIT ● 1985 — GNU Manifesto ● Founded by Richard Stallman ● ● 1991 — GNU General Public License v2.0 Our fundamental Freedoms: ○ Freedom to run ● 1991 — Initial Linux release ○ Freedom to study ● 1991 — Era of big projects ○ Freedom to redistribute ○ Freedom to modify and ● 1993 — Distributions appear improve ● 1995 — Windows 95 released ● Also, a set of compilers, ● 1995 — The GIMP released userspace tools, editors, etc. ● 1996 — KDE Announced This was an overtly political movement and act A Brief History of GNOME 6 Setting the stage ● 1984 — X Windows created at MIT “The licenses for most software are ● 1985 — GNU Manifesto designed to take away your freedom to ● 1991 — GNU General Public License share and change it. By contrast, the v2.0 GNU General Public License is intended to guarantee your freedom to share and ● 1991 — Initial Linux release change free software--to make sure the ● 1991 — Era of big projects software is free for all its users.