LEADER 04915nam 22004693 450 001 9910508473403321 005 20211214151309.0 010 $a981-16-6597-4 035 $a(CKB)5490000000111302 035 $a(MiAaPQ)EBC6796414 035 $a(Au-PeEL)EBL6796414 035 $a(OCoLC)1285784971 035 $a(EXLCZ)995490000000111302 100 $a20211214d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCyber Security 210 1$aSingapore :$cSpringer Singapore Pte. Limited,$d2021. 210 4$d©2022. 215 $a1 online resource (183 pages) 225 1 $aStudies in Computational Intelligence Ser. ;$vv.995 311 $a981-16-6596-6 327 $aIntro -- Preface -- Contents -- About the Authors -- 1 Introduction to Cybersecurity -- 1 Introduction to Cybersecurity -- 1.1 Introduction -- 1.2 The Necessity of Cybersecurity -- 1.3 Cybersecurity and Ethics -- 2 Domains of Cybersecurity -- 3 Threats and Actors -- 3.1 Threats in Cyberspace -- 3.2 Types of Threats -- 3.3 Threat Actors and Types of Threat Actors -- 4 Recent Attacks -- 5 Awareness of Cybersecurity in Educational System -- 6 The Outline of the Book -- References -- 2 Being Hidden and Anonymous -- 1 Introduction -- 1.1 The Need for Anonymity -- 2 The Onion Router -- 3 Invisible Internet Project (IIP or I2P) -- 3.1 Working of I2P -- 4 Freenet -- 5 Java Anon Proxy (JAP) -- 6 Summary -- References -- 3 TOR-The Onion Router -- 1 Introduction -- 2 TOR-The Onion Router -- 2.1 Onion Routing -- 3 TOR Browser Installation -- 4 TOR Entities -- 5 TOR Status -- 6 TOR for Mobile-Orbot -- 7 Loopholes in TOR -- 8 What not to Use in TOR -- References -- 4 DarkNet and Hidden Services -- 1 Introduction -- 2 TOR and Its Hidden Service -- 3 Essential Concepts of TOR Hidden Services -- 4 Installation of Hidden Service in Linux -- 5 Countermeasures to Secure Your Own Hidden Service -- References -- 5 Introduction to Digital Forensics -- 1 Introduction to Forensics -- 2 Cyberforensic Process -- 3 Different Artifacts and Forensic Tools -- 3.1 Autopsy -- 3.2 DumpIt -- 3.3 Belkasoft Live RAM Capturer -- 4 Artifacts Gathering -- 4.1 Browser Artifacts -- 4.2 Registry Artifacts -- 4.3 Bulk Extractor -- 5 Network Forensics -- 5.1 ARP Cache Poisoning -- 5.2 Port Mirroring -- 5.3 Flooding -- 5.4 Dynamic Host Control Protocol (DHCP) Redirection -- 5.5 Detection of TOR Traffic in the Captured Traffic -- 6 Conclusion -- References -- 6 Intrusion Detection Systems Fundamentals -- 1 Introduction to Intrusion Detection System -- 2 Techniques to Combat Cyberthreats. 327 $a2.1 Firewall -- 2.2 Authentication -- 2.3 Authorization -- 2.4 Encryption -- 2.5 Intrusion Detection System -- 3 Network-Based Intrusion Detection System (NIDS) -- 4 Host-Based Intrusion Detection System (HIDS) -- 5 Distributed Intrusion Detection System (DIDS) -- 5.1 Signature-Based Analysis -- 5.2 Anomaly-Based Analysis -- 6 Snort-Network-Based Intrusion Detection System -- 6.1 Additional Snort Add-Ons -- 6.2 Installation of Snort in Linux -- 6.3 Snort Rules -- 6.4 Rule Header -- 6.5 Rules Options -- 7 Open-Source Host-Based Intrusion Detection System (OSSEC) -- 7.1 Installation of OSSEC in Linux -- 8 Summary -- References -- 7 Introduction to Malware Analysis -- 1 Introduction of Malware -- 2 Types of Malware -- 3 Malware Symptoms -- 4 Need of Malware Analysis and Spreading Mechanism -- 4.1 Need for Malware Analysis -- 4.2 Malware Spreading Mechanism -- 5 Malware Analysis Prerequisites -- 6 Malware Analysis Environment -- 7 Malware Detection System and Analysis -- 7.1 Malware Detection -- 7.2 Malware Analysis -- 8 Conclusion -- References -- 8 Design of a Virtual Cybersecurity Lab -- 1 Introduction of Cybersecurity -- 2 Tools for Cybersecurity -- 3 Virtualization for Cybersecurity -- 4 Installation and Configuration of VMWare Workstation -- 5 Network Modes in Virtual Machines -- 6 Cybersecurity and Various Attacks -- 7 Defense Strategies Against Various Attacks -- 8 Case Study on Website Attacks -- 9 Conclusion -- References -- 9 Importance of Cyberlaw -- 1 Introduction -- 2 Why Cyberlaw is Necessary -- 3 Global Landscape of Cyberlaw -- 4 Cybercrimes -- 4.1 Categories of Cybercrime -- 4.2 Types of Cybercrime -- 5 Conclusion -- References. 410 0$aStudies in Computational Intelligence Ser. 517 $aCyber Security 608 $aElectronic books. 700 $aDutta$b Nitul$0921993 701 $aJadav$b Nilesh$01072403 701 $aTanwar$b Sudeep$0942571 701 $aSarma$b Hiren Kumar Deva$0921994 701 $aPricop$b Emil$01072404 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910508473403321 996 $aCyber Security$92568701 997 $aUNINA LEADER 03436oam 2200733 c 450 001 9910553083203321 005 20260102090118.0 010 $a9783839447307 010 $a3839447305 024 7 $a10.14361/9783839447307 035 $a(CKB)4100000009185127 035 $a(MiAaPQ)EBC5892978 035 $a(DE-B1597)521802 035 $a(OCoLC)1119630732 035 $a(DE-B1597)9783839447307 035 $a(transcript Verlag)9783839447307 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/79734 035 $a(ScCtBLL)c0610dc5-0ffe-4c40-9bd9-6e866de1e752 035 $a(Perlego)1464180 035 $a(oapen)doab79734 035 $a(EXLCZ)994100000009185127 100 $a20260102d2019 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aLudotopia$eSpaces, Places and Territories in Computer Games$fEspen Aarseth, Stephan Günzel 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2019 215 $a1 online resource (317 pages) 225 0 $aEdition Medienwissenschaft 311 08$a9783837647303 311 08$a3837647307 327 $aFrontmatter 1 Content 5 Introduction 7 What Do They Represent? 13 Playing with Sight 41 From Background to Protagonist 61 The Art of Being There 75 Space and Narrative in Computer Games 103 Ludoforming 127 There's No Place Like Home 141 Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' 167 The Game and 'The Stack' 185 No End of Worlds 201 Itineraria Picta 215 Distance and Fear 231 The Rhetoric of Game Space 245 Morphology and Meaning in 'Castle Wolfenstein 3D' 271 Combinatorial Explorations 295 Authors 311 330 $aWhere do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these. 330 1 $a»Ein Sammelband, der das relativ breite Forschungsfeld zur Räumlichkeit digitaler Spiele um interessante Ansätze und Thesen erweitert.« 410 $aEdition Medienwissenschaft 517 2 $aAarseth/Günzel (eds.), Ludotopia$eSpaces, Places and Territories in Computer Games 606 $aSpace 606 $aPlace 606 $aMaps 606 $aComputer Games 606 $aMedia 606 $aMedia Aesthetics 606 $aMedia Theory 606 $aMedia Studies 615 4$aSpace 615 4$aPlace 615 4$aMaps 615 4$aComputer Games 615 4$aMedia 615 4$aMedia Aesthetics 615 4$aMedia Theory 615 4$aMedia Studies 676 $a794.8 702 $aAarseth$b Espen$p

Espen Aarseth, IT University of Copenhagen, Dänemark

$4edt 702 $aGünzel$b Stephan$p

Stephan Günzel, University of Europe for Applied Sciences (Berlin), Deutschland

$4edt 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a9910553083203321 996 $aLudotopia$94293164 997 $aUNINA