05346nam 2200649 a 450 991045087420332120200520144314.01-281-09638-597866110963800-08-055608-6(CKB)1000000000408077(EBL)328333(OCoLC)190858820(SSID)ssj0000073804(PQKBManifestationID)11171369(PQKBTitleCode)TC0000073804(PQKBWorkID)10116455(PQKB)10476502(MiAaPQ)EBC328333(CaSebORM)9781597492287(Au-PeEL)EBL328333(CaPaEBR)ebr10204232(CaONFJC)MIL109638(EXLCZ)99100000000040807720080110d2007 uy 0engur|n|---|||||txtccrThe best damn cybercrime and digital forensics book period[electronic resource] /Kevin Cardwell [et al.]1st editionRockland, Mass. Syngress ;Oxford Elsevier Science [distributor]20071 online resource (734 p.)Includes index.1-59749-228-0 Front Cover; The Best Damn Cybercrime and Digital Forensics Book Period; Copyright Page; Contributing Authors; Contents; Chapter 1: Computer Forensics in Today's World; Introduction; History of Forensics; Objectives of Computer Forensics; Computer-Facilitated Crimes; Reasons for Cyber Attacks; Computer Forensic Flaws and Risks; Modes of Attack; Stages of Forensic Investigation in Tracking Computer Crime; Rules of Computer Forensics; Digital Forensics; Assessing the Case: Detecting/Identifying the Event/Crime; Preservation of Evidence: Chain of CustodyCollection: Data Recovery, Evidence CollectionExamination: Tracing, Filtering, Extracting Hidden Data; Analysis; Approach the Crime Scene; Where and When Do You Use Computer Forensics?; Legal Issues; The Computer Forensics Lab; Laboratory Strategic Planning for Business; Philosophy of Operation; A Forensics Laboratory Is a Business Venue; A Forensics Laboratory Is a Technology Venue; A Forensics Laboratory Is a Scientific Venue; A Forensics Laboratory Is an Artistic Venue; Core Mission and Services; Revenue Definition; "I Know How Expensive I Am. Now, How Do I Get Paid?"SOP (Standard Operating Procedure)Quality Standards: Accreditation; Quality Standards: Auditing; Human Talent; Education and Continuing Education; Elements of Facilities Build-out; Space Planning Considerations; Examination Environment; Evidence Storage; Network Facilities; Fire Protection/Suppression; Water Dispersion Systems; Gaseous Suppression; Chemical Suppression; Electrical and Power Plant Considerations; LAN/WAN Planning; HVAC; Abatements; Static Electricity; EMI (electromagnetic interference); Acoustic Balancing; Security; Evidence Locker Security; General AmbienceSpatial ErgonomicsA Note on "common office technology"; Personal Workspace Design; Common Area Considerations; Essential Laboratory Tools; Write Blockers; Write Block Field Kits; Hardware Duplication Platforms; Portable Forensics Systems; Portable Enterprise Systems; Laboratory Forensics Systems; Media Sterilization Systems; Data Management (Backup, Retention, Preservation); CD/DVD Hardware Solutions; Portable Device Forensics, Some Basic Tools; Faraday Devices as Applied to Forensics; Real-World Examples; Portable Devices and Data Storage; Locating the Data; Power; Readers, readers, readers!Cables, cables, cables!Forensic Software; Operating Systems; File Systems; Investigative Platforms; Other/Specialty Tools; Tools in the Enterprise; Ad Hoc scripts and programs; Software Licensing; Tool Validation; Chapter 2: Digital Forensics: An Overview; Introduction; Digital Forensic Principles; Practice Safe Forensics; Establish and Maintain a Chain of Custody; Minimize Interaction with Original Evidence; Use Proven Tools and Know How They Work; Is the Tool in General Use?; What Is the History of the Developer and the Tool?; Do You Know How the Tool Works?Conduct Objective Analysis and ReportingElectronic discovery refers to a process in which electronic data is sought, located, secured, and searched with the intent of using it as evidence in a legal case. Computer forensics is the application of computer investigation and analysis techniques to perform an investigation to find out exactly what happened on a computer and who was responsible. IDC estimates that the U.S. market for computer forensics will be grow from 252 million in 2004 to 630 million by 2009. Business is strong outside the United States, as well. By 2011, the estimated international market will be 1.8 billion dollComputer crimesInvestigationElectronic discovery (Law)Electronic books.Computer crimesInvestigation.Electronic discovery (Law)363.25968Cardwell Kevin901593MiAaPQMiAaPQMiAaPQBOOK9910450874203321The best damn cybercrime and digital forensics book period2297092UNINA03528 am 2200649 n 450 9910131356503321201412242-11-139888-8(CKB)3710000000491085(FrMaCLE)OB-deps-242(oapen)https://directory.doabooks.org/handle/20.500.12854/44213(PPN)189312963(EXLCZ)99371000000049108520150708j|||||||| ||| 0freuu||||||m||||txtrdacontentcrdamediacrrdacarrierLa création dans l’industrie du jeu vidéo /François RouetParis Département des études, de la prospective et des statistiques20141 online resource (16 p.) La filière du jeu vidéo a atteint une maturité dont témoignent une troisième génération de créateurs et l’apparition de nombreux studios de développement. La création joue un rôle essentiel dans cette filière pour permettre un renouvellement de la production de jeux qui tire parti de potentialités techniques en constant développement et de formes renouvelées de jouabilité. Or la création, par ses formes collectives d’organisation au sein des studios et du fait de ses coûts et de ses risques, peine à être reconnue au sein d’une industrie mondialisée où le poids des consoliers et des éditeurs est particulièrement important. Ce sont donc les formes de reconnaissance de cette création (statut, rémunération, organisation sociale, etc.) qui sont explorées dans la perspective de rendre pérenne sa vitalité et, partant, celle du secteur vidéo-ludique en France. The video game industry has reached maturity, as the third generation of creators and the emergence of several gaming development studios attest. Creativity plays a crucial role in ensuring that game production within the industry remains fresh, which itself draws on the potential of up-and-coming technical innovations and new forms of gameplay. Currently, due to the way creativity is collectively organised within studios, and due to its inherent costs and risks, it is scarcely recognised within a globalised industry which is heavily influenced by the console manufacturers and publishers. The ways in which this creativity is recognised (e.g. status, pay, company structure, etc), are therefore explored with a view to sustaining its dynamism, and, consequently, that of the video-gaming sector in France.Cultural studiesjeux vidéoemploi culturelflexibilitécréationpluri-activitéflexibilitycreationcomputer gamesdiversificationemploymentflexibilitycomputer gamesdiversificationemploymentcreationCultural studiesjeux vidéoemploi culturelflexibilitécréationpluri-activitéflexibilitycreationcomputer gamesdiversificationemploymentRouet François746151Chantepie Philippe1281727FR-FrMaCLEBOOK9910131356503321La création dans l’industrie du jeu vidéo3021252UNINA