USB Flash Drive - Wikipedia, the Free Encyclopedia
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Sandisk Cruzer Ent.Indd
Cruzer Enterprise Secure Enterprise-Grade Portable Storage USB Flash drives have transformed from consumer Works in Harmony With Your gadgets into must-have productivity tools used Existing IT Infrastructure by business professionals everywhere. However, most portable storage devices used in the Cruzer Enterprise helps make the introduction of corporate environment are privately owned and secure, personal storage a simple and seamless lack the security and control measures required process. Cruzer Enterprise requires very little effort by organizations. This exposes organizations to to deploy or support, since it requires no installation tremendous risks and liabilities when a device of dedicated drivers and no administrative rights containing sensitive information is lost or stolen. to operate. That means business professionals can Data loss can potentially lead to damaging results, easily and effectively take their data beyond the such as expensive customer notifi cations, a corporate network to personal home computers, compromised company image, and failure to meet customer sites, and hotel business centers regulatory requirements. — ensuring anytime, anywhere access to critical business information. Secure Portable Storage — Strong and Simple Cruzer Enterprise has also been rigorously tested with leading solutions which enforce policies on the Cruzer® Enterprise USB drives are specifi cally usage of removable devices. This allows for Cruzer designed to meet the unique security, compliance, Enterprise to work seamlessly, without having to and manageability needs of enterprise-size compromise endpoint security. businesses. It does not rely upon users to decide which fi les to secure. Instead it requires mandatory access control for all fi les, storing them in an encrypted, password-protected partition. -
Cyberpro December 4, 2008
Volume 1, Edition 15 CyberPro December 4, 2008 Keeping Cyberspace Professionals Informed Officers The articles and information appearing herein are intended for President educational purposes to promote discussion in the public interest and to Larry K. McKee, Jr. keep subscribers who are involved in the development of Cyber-related concepts and initiatives informed on items of common interest. The Senior Analyst newsletter and the information contained therein are not intended to Jim Ed Crouch provide a competitive advantage for any commercial firm. Any ------------------------------ misuse or unauthorized use of the newsletter and its contents will result CyberPro Research in removal from the distribution list and/or possible administrative, civil, Analyst and/or criminal action. Kathryn Stephens The views, opinions, and/or findings and recommendations contained in this summary are those of the authors and should not be construed as an official position, policy, or decision of the United States Government, CyberPro Archive U.S. Department of Defense, or National Security Cyberspace Institute. To subscribe or unsubscribe to this newsletter click here CyberPro News Subscription. Please contact Larry McKee , ph. (757) 871-3578, regarding CyberPro subscription, sponsorship, and/or advertisement. All rights reserved. CyberPro may not be published, broadcast, rewritten or redistributed without prior NSCI consent. 110 Royal Aberdeen Smithfield, VA 23430 ph. (757) 871 - 3578 CyberPro National Security Cyberspace Institute P a g e | 1 Volume -
History of the Japanese DDR Community (PDF)
Counting Combos A History of the Japanese DDR Community ~ An Insider’s Perspective ~ By: Aaron Chmielowiec October 5, 2013 Revision 109 Copyright © 2011, 2012, 2013 by Aaron Chmielowiec Cover design by Dan Zamarripa (SD) and Matt Hines Book design by Aaron Chmielowiec Published by AIJBot Press All rights reserved. No part of this book may be reproduced in any form or by any electronic or mechanical means including information storage and retrieval systems, without permission in writing from the author. The only exception is by a reviewer, who may quote short excerpts in a review. Dance Dance Revolution, ParaPara Paradise, Martial Beat, Dance 86.4, Jubeat and Dance Evolution AC are property of Konami Corporation. This book is intended for non-commercial educational purposes and may not be redistributed for profit in any form including but not limited to, electronic information service distribution, bulletin board distribution, and magnetic or optical medium distribution. Printed in the United States of America First Edition: May 2011 Second Edition: June 2012 Third Edition: October 2013 2 Chapter Page Introduction ………………………………………... 4 About the Author ………………………………... 6 1998 ……………………………………………………. 9 1999 ……………………………………………………. 14 2000 ……………………………………………………. 22 2001 ……………………………………………………. 35 2002 ……………………………………...…………….. 55 2003-2005 ……………………………....…………… 77 2006 ……………………………………...…………….. 104 2007-2008 …………………………………………… 121 2009 ……………………………………..……………… 147 2010 ……………………………………..……………… 160 2011 ……………………………………..……………… 172 2012 ……………………………………..……………… 186 Epilogue ………………………………………………. 198 Addendum …………………………………………... 201 Glossary ……………………………………………….. 226 Special Thanks ……………………………………... 231 3 Introduction DDR, or “Dance Dance Revolution” as it is known in full, is a long running series of music games by Konami Corporation as part of the Bemani music game series. DDR started in the late 1990s and unlike most other games found in a typical Japanese arcade, it requires a more physical method of input. -
Comptia® Advanced Security Practitioner (CASP) CAS-003 Cert Guide
CompTIA® Advanced Security Practitioner (CASP) CAS-003 Cert Guide Robin Abernathy Troy McMillan 800 East 96th Street Indianapolis, Indiana 46240 USA CompTIA® Advanced Security Practitioner (CASP) CAS-003 Editor-In-Chief Cert Guide Mark Taub Copyright © 2018 by Pearson Education, Inc. Product Line Manager All rights reserved. No part of this book shall be reproduced, stored in Brett Bartow a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from Acquisitions Editor the publisher. No patent liability is assumed with respect to the use of the Michelle Newcomb information contained herein. Although every precaution has been taken in Development Editor the preparation of this book, the publisher and author assume no respon- Ellie Bru sibility for errors or omissions. Nor is any liability assumed for damages resulting from the use of the information contained herein. Managing Editor ISBN-13: 978-0-7897-5944-3 Sandra Schroeder ISBN-10: 0-7897-5944-6 Project Editor Library of Congress Control Number: 2018932405 Mandie Frank 01 18 Copy Editor Kitty Wilson Trademarks All terms mentioned in this book that are known to be trademarks or ser- Indexer vice marks have been appropriately capitalized. Pearson IT Certifi cation Ken Johnson cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity of any trademark or service Proofreader mark. Debbie Williams Windows is a registered trademark of Microsoft Corporation. Technical Editors Chris Crayton Warning and Disclaimer Every effort has been made to make this book as complete and as accurate Publishing Coordinator as possible, but no warranty or fi tness is implied. -
Dance Tournament Press Release 2018
PRESS RELEASE-----PRESS RELEASE----- PRESS RELEASE-----PRESS RELEASE East Coast Stamina ITG2 Tournament at Harrisburg Mall’s Family Fun Center An “In The Groove 2” (ITG2) Dance Game Tournament will be held at the Family Fun Center located in the Harrisburg Mall on September 28th-30th of 2018. East Coast Stamina 7 is the latest in a series of annual ITG2 tournaments that have become known globally for having among the highest standards of competition across all dance games (including Dance Dance Revolution and Pump It Up). The Family Fun Center’s ITG2 Dance Tournament director, Ian Pyles, reports that participants from as far away as France and Australia managed to qualify and have confirmed their attendance. ITG2 is a dance simulation game produced by Andamiro and Roxor Games, Inc in 2005. The concept of the game is simple: step on the panels when the corresponding arrow on the screen reaches an indicator. Every successful step will raise your combo, while every missed step will lower your life bar. The object of the game is to 'pass' a song with the highest score possible, while ensuring that your life bar never runs empty. It is a simple concept at first, but quickly becomes very challenging and addicting. With each new song and step pattern becoming a new challenge, countless amounts of game play value exist. Players can insert a USB thumb drive into the machine to track their scores and progress on the game, see how many calories they’ve burned, and even load custom step patterns and songs from their drive. -
Security Analysis of USB Drive Student: Bc
ASSIGNMENT OF MASTER’S THESIS Title: Security analysis of USB drive Student: Bc. David Jagoš Supervisor: Ing. Jiří Buček, Ph.D. Study Programme: Informatics Study Branch: Design and Programming of Embedded Systems Department: Department of Digital Design Validity: Until the end of winter semester 2019/20 Instructions Research existing vulnerabilities of encrypted USB drives. Perform a security analysis of Kingston DataTraveler Vault Privacy encrypted flash drive. Try to find its vulnerabilities in order to extract stored data without knowledge of the password. - Analyze the internal structure of the flash drive. - Analyze the client software supplied with the flash drive. - Analyze and document undocumented APIs. - Perform experiments in order to analyze the dependency of the encryption key on the password. Evaluate the results and discuss potential impact of your findings. References Will be provided by the supervisor. doc. Ing. Hana Kubátová, CSc. doc. RNDr. Ing. Marcel Jiřina, Ph.D. Head of Department Dean Prague February 23, 2018 Master’s thesis Security analysis of USB drive Bc. David Jagoˇs Department of Digital Design Supervisor: Ing. Jiˇr´ıBuˇcek January 10, 2019 Acknowledgements I’d like to thank my supervisor, Ing. Jiˇr´ıBuˇcek,for his counsel and immense patience. Declaration I hereby declare that the presented thesis is my own work and that I have cited all sources of information in accordance with the Guideline for adhering to ethical principles when elaborating an academic final thesis. I acknowledge that my thesis is subject to the rights and obligations stip- ulated by the Act No. 121/2000 Coll., the Copyright Act, as amended, in particular that the Czech Technical University in Prague has the right to con- clude a license agreement on the utilization of this thesis as school work under the provisions of Article 60(1) of the Act. -
Fy10ct-Research-Report-Osc-Otronicon-Final1.Pdf (490.79Kb)
OTRONICON V.5 @ Orlando Science Center 2010 Cultural Tourism Audience Research Report Prepared for: United Arts of Central Florida, and Orange County Arts & Cultural Affairs Written and Delivered by: Americans for the Arts July 2010 DETAILED RESEARCH FINDINGS Name of Event (Funded Project): Otronicon v.5 Event Dates: January 15, 2010 through January 18, 2010 Name of Presenting Organization: Orlando Science Center Total TDT Funding Awarded: $100,000 Project Description: OTRONICON v.5 builds on the incredible success and momentum created since the inaugural Otronicon in 2006. Otronicon v.5 showcases the convergence of art, science, education, technology and entertainment. Otronicon provides audiences of all ages with hands-on opportunities to explore creative potentialities of electronic games, digital media and simulation. From a festival of short films created by electronic game technology to the latest game formats and technologies, to cutting-edge medical simulators, Otronicon engages, explores and inspires. ALL Local Out-of-Town Incremental EVENT ATTENDANCE ATTENDEES Attendees Attendees Attendees Total Attendance 11,920 8,082 3,838 1,430 Percentage of Total Attendance* 100% 68% 32% 12% Percentage of Out-of-Town Attendees 37% Unique Attendance 9,169 6,217 2,952 1,008 Average Size of Travel Party 3.3 3.1 3.9 4 Average Number of Visits Per Attendee 1.3 1.3 1.3 1.4 Median 1 1 1 1 Maximum (reported) 4 4 4 4 Percentage of Attendees with Multiple Visits 24% 25% 22% 28% Total Number of Audience Surveys Collected 439 351 88 43 * The percentages of local vs. out-of-town attendees were determined using the ZIP codes of Otronicon ticket purchasers, provided to the project researchers by the Orlando Science Center. -
Encryption Made Simple for Lawyers
Encryption Made Simple for Lawyers By David G. Ries, Esq. and John W. Simek Encryption is a topic that most attorneys don’t want to touch with a 10-foot pole, but it is becoming a more and more important part of security. Encryption is an electronic process to protect data. It has now reached the point where all attorneys should generally understand encryption, have it available for use when appropriate, and make informed decisions about when encryption should be used and when it is acceptable to avoid it. Fortunately, easy to use options are available today for encryption. Most attorneys will need technical assistance to install and set up encryption, but it’s generally easy from there. Encryption uses a formula to transform readable data into unreadable data. The formula is an algorithm (called a cipher), the readable data is called plaintext, and the unreadable data is called ciphertext. Decryption is the reverse process that uses a key to transform the encrypted data back to readable data. As long as the decryption key is protected, the data is unreadable and secure. While the technical details of how encryption works are complex, it is not necessary for attorneys who use encryption to understand them. Encryption can be used to protect data at rest (on desktops, laptops, servers or portable media) and data in motion (over wired or wireless networks and the Internet). Anyone who has access to encrypted data cannot read or use it unless they have access to the decryption key. Attorneys have ethical and legal duties to protect information relating to clients. -
Tanssipeliopetusvideo
Renne Brandt Tanssipeliopetusvideo Metropolia Ammattikorkeakoulu Insinööri (AMK) Mediatekniikan koulutusohjelma Insinöörityö 15.5.2013 Tiivistelmä Tekijä Renne Brandt Otsikko Tanssipeliopetusvideo Sivumäärä 30 sivua Aika 15.5.2013 Tutkinto insinööri (AMK) Koulutusohjelma mediatekniikka Suuntautumisvaihtoehto digitaalinen media Ohjaaja lehtori Merja Nieppola Insinöörityössä oli tavoitteena perehtyä opetusvideoiden tekoprosessiin ja tehdä opetusvi- deoita tanssipelaajia edustavan yhdistyksen käyttöön. Työssä tutkittiin, millaisia tanssipelit ovat, minkälaisia kokonaisuuksia niihin kuuluu ja mitkä ovat lajille tyypillisimmät tekniikat. Useasti esiintyvät ja aloittelevalle harrastajalle haastavimmat askelkuviot valikoitiin aiheiksi opetusvideoille, joiden tarkoituksena on opettaa, miten askelkuviot tulisi suorittaa. Videoita varten perehdyttiin erilaisiin pedagogisiin menetelmiin ja käytiin läpi, minkälainen merkitys opetusmateriaalin luomisella ja esitystyylillä on. Videoita varten valittiin DEP- menetelmä (Demostration, Explanation, Practice), jota on käytetty jo pidemmän aikaa eri- laisissa opetusvideoissa ja -peleissä. DEP-menetelmässä suoritettava liike esitetään ja selitetään, mitä liikkeessä pitää tehdä, minkä jälkeen oppija suorittaa harjoituksia liikkeen oppimiseksi. Suunnitteluvaiheessa keskityttiin esittämisen kannalta keskeisiin asioihin, kuten visuaali- seen ilmeeseen, kohderyhmän merkitykseen ja havainnollistavien kamerakulmien käyt- töön. Suunnittelussa mietittiin myös mahdollisimman tehokasta tapaa näyttää liikesarjat monesta -
Exergame Network Awards
Exergame Network Awards The Exergame Network (TEN) held the first ever public voting for awards relating to active video games. Fifteen categories covered the new generation of Active Video Games with nominations from industry experts and public votes from around the world. ”The inaugural TEN Awards is a significant initiative to raise public awareness of the commercial grade Exergaming solutions available world wide and to honor the key pioneering manufacturers in this exciting health and fitness genre” says Brett Young, founding member of The Exergame Network and CEO of Exergaming Australia. ”The first ever TEN Awards is a great step in helping both consumers and healthcare professionals know where to start when trying to select (or recommend) an exergame for their particular need. The voting was from a wide array of exergaming enthusiasts from around the globe. I believe this is a great start and hope that this will encourage game developers and exergaming manufacturers to continue to produce great products and raise the field of exergaming” says Dr. Ernie Medina, Jr., DrPH, founding member of The Exergame Network, CEO of MedPlay Technologies, and the “Exergaming Evangelist/Interventionist”. The Exergame Network Awards 2010 categories: - Best Children's Exergame - Best Physical Education Exergame - Best Seniors Exergame - Best Accessibility Exergame - Best Home Dance Exergame - Best Commercial Grade Dance Exergame - Best Exergame Fitness Avatar - Best Rehabilitation Exergame - Best Group Exergame - Best Gateway Exergame - Best Competition Exergame - Best Brain Exergame - Best Music in an Exergame - Best Commercial Exergame 2010 - Best Home Exergame 2010 1. Best Children’s Exergame Award that gets younger kids moving with active video gaming - Dance Dance Revolution Disney Grooves by Konami - Wild Planet Hyper Dash - Atari Family Trainer - Just Dance Kids by Ubisoft - Nickelodeon Fit by 2K Play Dance Dance Revolution Disney Grooves by Konami 2. -
Inthegroove.Pdf
Käyttäjäryhmät ● Arcade-pelaajat ● Kotikäyttäjät ● Yhteisöt ● Yritykset ● Koulut ● Kuntosalit www.inthegroove.fi Laitehistoria ● 1998 Dance Dance Revolution ● 2001 Stepmania ● 2004 In The Groove Arcade ● 2005 In The Groove PlayStation 2 ● 2006 In The Groove PC/Mac ● 2007 In The Groove Multiplayer www.inthegroove.fi Dance Dance Revolution 1998 ● Konamin kehittämä Arcade-peli ● Japanissa ja U.S.A:ssa kymmeniä versioita ● 2 Eurooppa-versiota, EuroMix 1 ja EuroMix 2 www.inthegroove.fi Stepmania 2001 ● Kehityspäälikkö Chris Danford ● Avoimeen lähdekoodiin perustuva simulaatio ● Vuoteen 2007 mennessä 4 miljoonaa latausta www.inthegroove.fi Arcade 2004-2005 ● In The Groove 1 2004 ● In The Groove 2 2005 Perustuu Stepmanian lähdekoodiin. Aktiivipelaajien, pelaajille kehittämä. www.inthegroove.fi PlayStation 2 2005 ● Julkaistu ainoastaan U.S.A:ssa www.inthegroove.fi PC/Mac 2006 ● Kehityspäällikkö Chris Danford ● 136 musiikkikappaletta ● 4-5 vaikeustasoa/kappale ● Useita pelitiloja ● 1-2 pelaajaa ● Voi ohjelmoida omia askelia ● Euroopassa peliä myyty eniten Suomessa www.inthegroove.fi Impact ● Päällinen teknistä muovia ● Sisältö vaahtomuovia ● Korotetut nuolet ● Halpa mutta kestävä ● USB liitäntä www.inthegroove.fi Cobalt Flux ● Galvanoitua terästä ● Polykarbonaattia ● Kestää 270 kg pelaajan ● USB/PS2/Xbox sopiva ● Aktiivipelaajien suosima www.inthegroove.fi Multiplayer 2007 ● Kaupalliseen käyttöön ● Langattomat alustat ● 32 samaanaikaista pelaajaa ● Voi ohjelmoida omia askelia www.inthegroove.fi Suomen Tanssipelaajat ry ● Perustettu vuonna 2006 -
In the Groove Pc Download Groove Music
in the groove pc download Groove Music. Groove Music is Microsoft's music streaming service. It comes with a catalog with over 40 million songs and allows you to upload your own to OneDrive. 1 2 3 4 5 6 7 8 9 10. Nowadays we're fully aware of who the leaders of the music streaming industry are. Nobody can put up a fight against Spotify, and that's even with important tech companies like Apple trying their luck with Apple Music. Microsoft always wants to take a shot and that's why they've launched Groove Music , a Windows 10 application from which we can bring together in the same place and play all our music, as well as having access to a catalog with millions of songs online . Groove Music vs Spotify. At this point, you're probably asking yourself what can this music streaming service offer you that others can't. Well, compared to its greatest competitor, Microsoft's alternative offers as more songs (40 million compared to 30) and also comes along with an interesting feature such as the possibility to upload 50,000 songs to the cloud to listen to them online . A greate alternative to Spotify's desktop client for Windows. In terms of price, both solutions are almost identical, but Groove offers us 1 month for free and after that, we have to sign up for a paid subscription. We don't have the chance to make use of a free advert-based version, outside those first 30 days. It's artist-based radio stations are also a differential element.