Tesis De Grado

Total Page:16

File Type:pdf, Size:1020Kb

Tesis De Grado ÍNDICE DE CONTENIDOS RESUMEN ______________________________________________________________ 6 ABSTRACT _____________________________________________________________ 7 CAPÍTULO I ____________________________________________________________ 8 1 INTRODUCCIÓN ____________________________________________________ 8 1.1 JUSTIFICACIÓN ____________________________________________________ 8 1.2 OBJETIVOS_________________________________________________________ 8 1.3 ALCANCE __________________________________________________________ 9 CAPÍTULO II __________________________________________________________ 10 2 FUNDAMENTOS TEÓRICOS_________________________________________ 10 2.1 INTRODUCCION ___________________________________________________ 10 2.2 DIRECCIÓN NACIONAL DE MIGRACIÓN COMO INSTITUCIÓN ________ 10 2.3 LINUX COMO SISTEMA OPERATIVO ________________________________ 12 2.3.1 Historia de Linux __________________________________________________________ 14 2.3.2 Características de Linux _____________________________________________________ 16 2.4 METODOLOGÍA ___________________________________________________ 19 2.4.1 Método empírico ___________________________________________________________ 19 2.4.2 Metodología de la especificación de requerimientos _______________________________ 22 2.4.3 Método teórico analítico _____________________________________________________ 25 2.5 HERRAMIENTAS DE ANÁLISIS E IMPLEMENTACIÓN ________________ 28 2.5.1 Linux ClarkConnect ________________________________________________________ 28 2.6 DEFINICIÓN DE ESTÁNDARES ______________________________________ 39 2.6.1 Linux standard base ________________________________________________________ 39 2.6.2 Estándares de protocolos de Internet RFC _______________________________________ 41 2.6.3 Estándares de Internet IETF__________________________________________________ 47 CAPÍTULO III__________________________________________________________ 49 3 DETERMINACION DE LA SITUACION ACTUAL _______________________ 49 3.1 RECOPILACION DE INFORMACION ACERCA DE LA RED _____________ 49 3.2 ESQUEMATIZACION DEL USO ACTUAL DEL INTERNET ______________ 51 3.2.1 Detección de intrusos _______________________________________________________ 51 3.2.2 Web Proxy Squid __________________________________________________________ 60 3.2.3 Prevención de intrusos ______________________________________________________ 71 CAPÍTULO IV __________________________________________________________ 76 4 REINGENIERÍA DE LA RED _________________________________________ 76 4.1 LEVANTAMIENTO DEL DIAGRAMA DE LA RED WAN DE LA DIRECCIÓN NACIONAL DE MIGRACIÓN _______________________________________________ 76 4.2 REINGENIERÍA LÓGICA DE LA RED ________________________________ 77 4.2.1 Diagrama de conexiones _____________________________________________________ 77 4.2.2 Diagrama de esquematización de los servidores __________________________________ 79 CAPÍTULO V___________________________________________________________ 81 - 1 - 5 IMPLEMENTACIÓN ________________________________________________ 81 5.1 IMPLEMENTACION DE LA SOLUCIÓN PROXY _______________________ 81 5.1.1 Configuración de puerto para Squid ____________________________________________ 81 5.1.2 Configuración del tamaño del cache ____________________________________________ 82 5.1.3 Configuración de controles de acceso___________________________________________ 83 5.1.4 Configuración de listas de controles de acceso____________________________________ 84 5.1.5 Configuración de reglas de control de acceso_____________________________________ 88 5.1.6 Configuración del parámetro cache_mgr ________________________________________ 89 5.1.7 Cambio de los mensajes mostrados por Squid ____________________________________ 89 5.1.8 Iniciando, reiniciando y añadir el servicio al arranque del sistema ____________________ 90 5.1.9 Depuración de errores _______________________________________________________ 91 5.2 IMPLEMENTACIÓN DE LA SOLUCIÓN FILTRO DE CONTENIDO _______ 92 5.2.1 Configuración de la lista exceptioniplist_________________________________________ 93 5.2.2 Configuración de la lista bannedphraselist _______________________________________ 93 5.2.3 Configuración de la lista bannedmimetypelist ____________________________________ 96 5.2.4 Configuración de la lista bannedextensionlist ____________________________________ 97 5.2.5 Configuración de la lista bannedsitelist _________________________________________ 98 5.2.6 Configuración de la lista bannedurllist __________________________________________ 99 5.2.7 Configuración del archivo dansguardian.conf ___________________________________ 103 5.3 IMPLEMENTACION DE LA SOLUCION FIREWALL __________________ 104 5.3.1 Creación de reglas con Iptables ______________________________________________ 106 5.4 IMPLEMENTACIÓN DE LA SOLUCIÓN DETECCIÓN DE INTRUSOS ___ 112 5.4.1 Funcionamiento de Snort ___________________________________________________ 112 5.4.2 Configuración de MySql para Snort ___________________________________________ 113 5.4.3 Configuración de reglas de detección en Snort___________________________________ 114 5.4.4 Despliegue de reglas en la configuración grafica _________________________________ 116 5.5 IMPLEMENTACIÓN DE LA SOLUCIÓN PREVENCIÓN DE INTRUSOS __ 118 5.5.1 Configuración Snort para SnortSam ___________________________________________ 118 5.5.2 Configuración SnortSam para el firewall _______________________________________ 119 5.6 IMPLEMENTACIÓN DE LA SOLUCIÓN CONTROLADOR ANCHO DE BANDA _________________________________________________________________ 120 5.6.1 Configuración del ancho de banda global de la DNM _____________________________ 120 5.6.2 Configuración de reglas globales de Bandwidth Controler _________________________ 120 5.6.3 Configuración de reglas avanzadas para Bandwidth Controler ______________________ 121 5.7 PLAN DE PRUEBAS ________________________________________________ 123 5.7.1 Introducción _____________________________________________________________ 123 5.7.2 Definición general de las pruebas _____________________________________________ 124 5.7.3 Recursos ________________________________________________________________ 125 5.7.4 Procedimiento para escenarios de prueba _______________________________________ 126 5.7.5 Criterios de aceptación _____________________________________________________ 128 5.7.6 Apéndices _______________________________________________________________ 129 CAPÍTULO VI _________________________________________________________ 144 6 CONCLUSIONES Y RECOMENDACIONES ___________________________ 144 6.1 CONCLUSIONES __________________________________________________ 144 6.1.1 Conclusiones generales _____________________________________________________ 144 6.1.2 Cumplimiento de objetivos __________________________________________________ 145 6.2 RECOMENDACIONES _____________________________________________ 145 BIBLIOGRAFÍA _______________________________________________________ 147 WEBBIBLIOGRAFÍA __________________________________________________ 148 - 2 - ÍNDICE DE TABLAS Tabla 2.1 Estándares de Protocolos Oficiales de Internet _______________________________________ 46 Tabla 5.1 Tipos de pruebas ______________________________________________________________ 125 Tabla 5.2 Personal de pruebas y responsabilidades __________________________________________ 126 Tabla 5.3 Requerimientos de recursos _____________________________________________________ 126 Tabla 5.4 Descripción de la gravedad de los errores _________________________________________ 128 Tabla 5.5 Secuencia de ejecución de escenarios _____________________________________________ 129 Tabla 5.6 Escenario ingreso de usuarios ___________________________________________________ 129 Tabla 5.7 Escenario permisos de navegación _______________________________________________ 130 Tabla 5.8 Escenario intento de ingreso al servidor por puertos _________________________________ 130 Tabla 5.9 Escenario intento de ataques externos _____________________________________________ 131 Tabla 5.10 Escenario pruebas de ancho de banda ____________________________________________ 131 Tabla 5.11 Resumen de ejecución de las pruebas ____________________________________________ 133 Tabla 5.12 Resultados del Escenario 1_____________________________________________________ 138 Tabla 5.13 Resultados del Escenario 2_____________________________________________________ 140 Tabla 5.14 Resultados del Escenario 3_____________________________________________________ 141 Tabla 5.15 Resultados del Escenario 4_____________________________________________________ 142 Tabla 5.16 Resultados del Escenario 5_____________________________________________________ 143 ÍNDICE DE FIGURAS Figura 2.2 Pantalla de ClarkConnect 5.0 ___________________________________________________ 28 Figura 2.3 Servicios que incluyen en ClarkConnect 5.0 ________________________________________ 29 Figura 2.4 Servicio web proxy en ClarkConnect 5.0___________________________________________ 30 Figura 2.5 Servicio control ancho de banda en ClarkConnect 5.0 ________________________________ 31 Figura 2.6 Servicio filtro de contenidos en ClarkConnect 5.0 ___________________________________ 32 Figura 2.7 Servicio servidor web en ClarkConnect 5.0 ________________________________________ 33 Figura 2.8 Servicio servidor mail en ClarkConnect 5.0 ________________________________________ 34 Figura 2.9 Servicio antispam y antivirus en ClarkConnect 5.0 __________________________________ 35 Figura 2.10 Servicio detención de intrusos en ClarkConnect 5.0
Recommended publications
  • Walking Simulators As Response to the Problem of Optimization
    The Philosophy of Computer Games Conference, Copenhagen 2018 The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization Jesper Juul: “The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization”. 12th International Conference on the Philosophy of Computer Games Conference, Copenhagen, August 13-15, 2018. www.jesperjuul.net/text/aesthetics3 Figure 1: Dear Esther (The Chinese Room 2012). Walking a linear path, listening to the narrator. Figure 2: Proteus (Key and Kanaga 2013). Exploring a pastoral and pixelated generated island with little challenge. 1 Figure 3: Gone Home (The Fullbright Company 2013). Returning to your childhood home to learn of your sister’s life through minimal puzzles. In games, we traditionally expect that the effort we exert will influence the game state and outcome, and we expect to feel emotionally attached to this outcome (Juul 2003) such that performing well will make us happy, and performing poorly will make us unhappy. But a number of recent games, derogatorily dismissed as walking simulators, limit both our options for interacting with the game world and our feeling of responsibility for the outcome. Examples include Dear Esther (The Chinese Room 2012), Proteus (Key & Kanaga 2013), and Everybody’s Gone to the Rapture (The Chinese Room 2015), and Gone Home (The Fullbright Company 2013). “Walking simulator” is a divisive term, originally coined to dismiss these experiences as “not real games” lacking gameplay, thus only simulating “walking”. Developers are divided over whether to reject (KILL SCREEN STAFF 2016) the term or reclaim (Butler 2015 p.
    [Show full text]
  • Reglas De Congo: Palo Monte Mayombe) a Book by Lydia Cabrera an English Translation from the Spanish
    THE KONGO RULE: THE PALO MONTE MAYOMBE WISDOM SOCIETY (REGLAS DE CONGO: PALO MONTE MAYOMBE) A BOOK BY LYDIA CABRERA AN ENGLISH TRANSLATION FROM THE SPANISH Donato Fhunsu A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English and Comparative Literature (Comparative Literature). Chapel Hill 2016 Approved by: Inger S. B. Brodey Todd Ramón Ochoa Marsha S. Collins Tanya L. Shields Madeline G. Levine © 2016 Donato Fhunsu ALL RIGHTS RESERVED ii ABSTRACT Donato Fhunsu: The Kongo Rule: The Palo Monte Mayombe Wisdom Society (Reglas de Congo: Palo Monte Mayombe) A Book by Lydia Cabrera An English Translation from the Spanish (Under the direction of Inger S. B. Brodey and Todd Ramón Ochoa) This dissertation is a critical analysis and annotated translation, from Spanish into English, of the book Reglas de Congo: Palo Monte Mayombe, by the Cuban anthropologist, artist, and writer Lydia Cabrera (1899-1991). Cabrera’s text is a hybrid ethnographic book of religion, slave narratives (oral history), and folklore (songs, poetry) that she devoted to a group of Afro-Cubans known as “los Congos de Cuba,” descendants of the Africans who were brought to the Caribbean island of Cuba during the trans-Atlantic Ocean African slave trade from the former Kongo Kingdom, which occupied the present-day southwestern part of Congo-Kinshasa, Congo-Brazzaville, Cabinda, and northern Angola. The Kongo Kingdom had formal contact with Christianity through the Kingdom of Portugal as early as the 1490s.
    [Show full text]
  • Video Game Developer Pdf, Epub, Ebook
    VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely.
    [Show full text]
  • Campo Santo Free Ebook
    FREECAMPO SANTO EBOOK W. G. Sebald,Anthea Bell | 240 pages | 03 Aug 2012 | Penguin Books Ltd | 9780141017860 | English | London, United Kingdom Campo Santo (company) Dec 7, This is the next release from Campo Santo, who made the much-cherished Firewatch. Looks great. It's out in because they're a small. The latest Tweets from Campo Santo (@camposanto). Firewatch for Switch out now! Support: Working on: In the Valley of Gods (as part . Campo Santo is a small enertainment company and the developer of the video game Firewatch. Valve has acquired Firewatch studio Campo Santo Apr 22, Campo Santo says that it loves making video games and that it “found a group of folks who, to their core, feel the same way about the work that. Campo Santo, San Francisco, California. likes · 5 talking about this · were here. The video game developer of Firewatch. Dec 7, Reveal trailer for Campo Santo's next game, In the Valley of the Gods. For more information, visit: Twitter. Campo Santo The latest Tweets from Campo Santo (@camposanto). Firewatch for Switch out now! Support: Working on: In the Valley of Gods (as part . Campo Santo is a small enertainment company and the developer of the video game Firewatch. Streaming & Let's Plays · 日本語に関する情報. © Campo Santo, in cooperation with Panic. Firewatch is a trademark of Campo Santo. Nintendo Switch is a. Dec 7, This is the next release from Campo Santo, who made the much-cherished Firewatch. Looks great. It's out in because they're a small. Campo Santo is a small enertainment company and the developer of the video game Firewatch.
    [Show full text]
  • Show Crypto Ace Redundancy Through Show Cts Sxp
    show crypto ace redundancy through show cts sxp • show crypto ace redundancy, on page 4 • show crypto ca certificates, on page 6 • show crypto ca crls, on page 9 • show crypto ca roots, on page 10 • show crypto ca timers, on page 11 • show crypto ca trustpoints, on page 12 • show crypto call admission statistics, on page 13 • show crypto ctcp, on page 15 • show crypto datapath, on page 17 • show crypto debug-condition, on page 20 • show crypto dynamic-map, on page 23 • show crypto eli, on page 24 • show crypto eng qos, on page 26 • show crypto engine, on page 27 • show crypto engine accelerator sa-database, on page 31 • show crypto engine accelerator ring, on page 32 • show crypto engine accelerator logs, on page 34 • show crypto engine accelerator statistic, on page 36 • show crypto gdoi, on page 52 • show crypto ha, on page 81 • show crypto identity, on page 82 • show crypto ikev2 cluster, on page 83 • show crypto ikev2 diagnose error, on page 85 • show crypto ikev2 policy, on page 86 • show crypto ikev2 profile, on page 88 • show crypto ikev2 proposal, on page 90 • show crypto ikev2 sa, on page 92 • show crypto ikev2 session, on page 95 • show crypto ikev2 stats, on page 98 • show crypto ipsec client ezvpn, on page 105 • show crypto ipsec transform-set default, on page 108 show crypto ace redundancy through show cts sxp 1 show crypto ace redundancy through show cts sxp • show crypto ipsec sa, on page 110 • show crypto ipsec security-association idle-time, on page 120 • show crypto ipsec security-association lifetime, on page 121 • show
    [Show full text]
  • Where to Download Quake 1 Full Version Pc Quake Windows 10
    where to download quake 1 full version pc Quake windows 10. Quake II is the next major follow up after Quake I. Shortly after landing on an alien surface . Similar choice. Programs for query ″quake windows 10″ XenArmor All-In-One Key Finder Pro. All-In-One Key Finder Pro is the enterprise software to recover license keys of Windows, Office & 1300+ popular softwares/games. of Windows from XP to 10 . NFS, AOE, Quake , Star Wars . starting from Windows XP to Windows 10. Windows Product Key Finder. Windows Product Key Finder is the all-in-one software to recover license keys of Windows & 500+ popular softwares/games. of Empires, Quake , The . or periodically Windows Product . from Windows XP to Windows 10. Quake Live Mozilla Plugin. QUAKE LIVE delivers the excitement and energy of first-person multiplayer action to a broader audience than ever before. QUAKE LIVE delivers . "web game," QUAKE LIVE offers . QUAKE 2007. Quake Virtual DJ is ground breaking in concept (hence the name “Quake”). Quake Virtual DJ . the name “ Quake ”). It is . environment. With Quake , the days . Quake Mate Seeker. QMS is a simple utility that allows you to find players on Quake 3 servers. players on Quake 3 servers. Unlike . and customizable Quake 3 server list . Quake Video Maker. Here is Quake Video Maker. A simple tool to create AVI files with both video and audio. Here is Quake Video Maker. A . Quake2xp. Quake 2 is a based engine with glsl per pixel lighting effects and more. Quake 2 is a based . QuakeMap. QuakeMap is a powerful GPS/mapping program for your Windows computer.
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • Guidelines on Firewalls and Firewall Policy
    Special Publication 800-41 Revision 1 Guidelines on Firewalls and Firewall Policy Recommendations of the National Institute of Standards and Technology Karen Scarfone Paul Hoffman NIST Special Publication 800-41 Guidelines on Firewalls and Firewall Revision 1 Policy Recommendations of the National Institute of Standards and Technology Karen Scarfone Paul Hoffman C O M P U T E R S E C U R I T Y Computer Security Division Information Technology Laboratory National Institute of Standards and Technology Gaithersburg, MD 20899-8930 September 2009 U.S. Department of Commerce Gary Locke, Secretary National Institute of Standards and Technology Patrick D. Gallagher, Deputy Director GUIDELINES ON FIREWALLS AND FIREWALL POLICY Reports on Computer Systems Technology The Information Technology Laboratory (ITL) at the National Institute of Standards and Technology (NIST) promotes the U.S. economy and public welfare by providing technical leadership for the nation’s measurement and standards infrastructure. ITL develops tests, test methods, reference data, proof of concept implementations, and technical analysis to advance the development and productive use of information technology. ITL’s responsibilities include the development of technical, physical, administrative, and management standards and guidelines for the cost-effective security and privacy of sensitive unclassified information in Federal computer systems. This Special Publication 800-series reports on ITL’s research, guidance, and outreach efforts in computer security and its collaborative activities with industry, government, and academic organizations. National Institute of Standards and Technology Special Publication 800-41 Revision 1 Natl. Inst. Stand. Technol. Spec. Publ. 800-41 rev1, 48 pages (Sep. 2009) Certain commercial entities, equipment, or materials may be identified in this document in order to describe an experimental procedure or concept adequately.
    [Show full text]
  • Automated Malware Analysis Report for ORDER 5211009876.Exe
    ID: 386799 Sample Name: ORDER 5211009876.exe Cookbook: default.jbs Time: 20:09:05 Date: 14/04/2021 Version: 31.0.0 Emerald Table of Contents Table of Contents 2 Analysis Report ORDER 5211009876.exe 4 Overview 4 General Information 4 Detection 4 Signatures 4 Classification 4 Startup 4 Malware Configuration 4 Threatname: Agenttesla 4 Yara Overview 4 Memory Dumps 4 Unpacked PEs 5 Sigma Overview 5 System Summary: 5 Signature Overview 5 AV Detection: 5 System Summary: 5 Boot Survival: 5 Malware Analysis System Evasion: 6 HIPS / PFW / Operating System Protection Evasion: 6 Stealing of Sensitive Information: 6 Remote Access Functionality: 6 Mitre Att&ck Matrix 6 Behavior Graph 7 Screenshots 7 Thumbnails 7 Antivirus, Machine Learning and Genetic Malware Detection 8 Initial Sample 8 Dropped Files 8 Unpacked PE Files 8 Domains 8 URLs 9 Domains and IPs 10 Contacted Domains 10 URLs from Memory and Binaries 10 Contacted IPs 13 Public 14 General Information 14 Simulations 15 Behavior and APIs 15 Joe Sandbox View / Context 15 IPs 15 Domains 16 ASN 16 JA3 Fingerprints 16 Dropped Files 17 Created / dropped Files 17 Static File Info 18 General 18 File Icon 18 Static PE Info 18 General 19 Entrypoint Preview 19 Data Directories 20 Sections 21 Copyright Joe Security LLC 2021 Page 2 of 30 Resources 21 Imports 21 Version Infos 21 Network Behavior 21 Network Port Distribution 22 TCP Packets 22 UDP Packets 23 DNS Queries 23 DNS Answers 23 SMTP Packets 23 Code Manipulations 24 Statistics 24 Behavior 24 System Behavior 24 Analysis Process: ORDER 5211009876.exe PID:
    [Show full text]
  • Campo Santo Free Download
    CAMPO SANTO FREE DOWNLOAD W. G. Sebald,Anthea Bell | 240 pages | 03 Aug 2012 | Penguin Books Ltd | 9780141017860 | English | London, United Kingdom Campo Santo (company) Retrieved April 21, Rock Paper Shotgun. Campo Santo. It's getting two new Campo Santo soon". Love at First Site A few months ago, we got a piece of mail from Ryan Ryan withheld his last name, Campo Santo on the Campo Santo address of the envelope. Thanks to you—and everyone, past, present, and future—who has played Firewatch for making that possible! Retrieved May 4, Retrieved May 9, Then the attention went to how Campo Santo resolve some of the harsh points in the graphic, in terms of Campo Santo the visual design:. Luckily, we are only attempting to create 3 relatively simple glyphs, all three of which are the same in both simplified and traditional Chinese, so we decided to try to do it ourselves rather than outsourcing it. Namespaces Article Talk. Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio. Red Bull. Next Up In Gaming. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. We know what a good Switch game feels like, and want to make sure Firewatch feels like one too. Game Revolution. Comics Music. Retrieved September 20, The Atlantic. You play as a disgraced former filmmaker and explorer, reunited with your old partner for a project that could leave you with fame and fortune—or dead and buried in the sand.
    [Show full text]
  • HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the Require
    HOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all.
    [Show full text]
  • Multiplayer Game Programming: Architecting Networked Games
    ptg16606381 Multiplayer Game Programming ptg16606381 The Addison-Wesley Game Design and Development Series Visit informit.com/series/gamedesign for a complete list of available publications. ptg16606381 Essential References for Game Designers and Developers hese practical guides, written by distinguished professors and industry gurus, Tcover basic tenets of game design and development using a straightforward, common-sense approach. The books encourage readers to try things on their own and think for themselves, making it easier for anyone to learn how to design and develop digital games for both computers and mobile devices. Make sure to connect with us! informit.com/socialconnect Multiplayer Game Programming Architecting Networked Games ptg16606381 Joshua Glazer Sanjay Madhav New York • Boston • Indianapolis • San Francisco Toronto • Montreal • London • Munich • Paris • Madrid Cape Town • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products Editor-in-Chief are claimed as trademarks. Where those designations appear in this book, and the Mark Taub publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals Acquisitions Editor Laura Lewin The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or Development Editor omissions. No liability is assumed for incidental or consequential damages in connection Michael Thurston with or arising out of the use of the information or programs contained herein. Managing Editor For information about buying this title in bulk quantities, or for special sales opportunities Kristy Hart (which may include electronic versions; custom cover designs; and content particular to your business, training goals, marketing focus, or branding interests), please contact our Project Editor corporate sales department at [email protected] or (800) 382-3419.
    [Show full text]