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Unit-5

SOFTWARE DEVELOPMENT AND SOCIAL NETWORKING


Software Development
A software development process, also known as a software development lifecycle, is
a structure imposed on the development of a software product. Similar terms include software
life cycle and software process. There are several models for such processes, each describing
approaches to a variety of tasks or activities that take place during the process. Some people
consider a lifecycle model a more general term and a software development process a more
specific term. For example, there are many specific software development processes that 'fit' the
spiral lifecycle model.
Alternatively referred to as software life cycle and software development phases, the
software development process is a set of steps that a software program goes through when
developed. The illustration shows a waterfall type approach to software development and an
example of the steps taken in the phases of software development.
First in the software development process, the requirements phase outlines the goals of what the
program will be capable of doing. Next, the design phase covers how the program is going to be
created, who will be doing what, etc. The implementation phase is where the programmers and
other designers start work on the program. After the developers have a working copy, the testing
and verification step can begin to help verify the program has no errors. During the testing phase,
problems found are fixed, until the program meets the company's quality controls. After the
program's development, the documentation phase on how to use the program can be completed.
Finally, maintaining (updating) the program must continue for several years after the initial
release.
A software development process makes everything easier and reduces the amount of
problems encountered. Some companies and government agencies require a software
development process or that you adhere to the ISO 12207, which defines a life cycle of software.

Strategies for engineering quality standards


Software quality management can be realized in various ways depending on organization
and type of realized project, but it should support whole software development lifecycle,
meaning:
Collecting requirements and defining scope of IT project, focused on verification if defined
requirements will be testable. One of the products can be test strategy.
Designing the solution, focused on planning test process e.g. what type of tests will be
performed, how they will be performed in context of test environments and test data. One of the
products can be test plan including test schedule.
Solution implementation supported by creating test cases and scenarios, executing them and
registering defects including coordination of fixing them. Products can be test cases and
scenarios, reports from test iteration realization.
Change management, supported by verification how planned changes can influence the quality
of created solution and eventual change of test plan. One of the products can be changes in test
plan, test cases and scenarios.
Closing project, supported by realization number of tests focused on complex verification of
overall quality of created solution. It can include System Integration Tests, User Acceptance
Tests and Operational Acceptance Tests. One of the products can be recommendation about
production start of the system.

Quality management standards


The International Organization for Standardization (ISO) created the Quality
Management System (QMS)[10] standards in 1987. They were the ISO 9000:1987 series of
standards comprising ISO 9001:1987, ISO 9002:1987 and ISO 9003:1987; which were
applicable in different types of industries, based on the type of activity or process: designing,
production or service delivery.
The standards are reviewed every few years by the International Organization for
Standardization. The version in 1994 was called the ISO 9000:1994 series; consisting of the ISO
9001:1994, 9002:1994 and 9003:1994 versions.
The last major revision was in the year 2008 and the series was called ISO 9000:2000
series. The ISO 9002 and 9003 standards were integrated into one single certifiable standard:
ISO 9001:2000. After December 2003, organizations holding ISO 9002 or 9003 standards had to
complete a transition to the new standard.
ISO released a minor revision, ISO 9001:2008 on 14 October 2008. It contains no new
requirements. Many of the changes were to improve consistency in grammar, facilitating
translation of the standard into other languages for use by over 950,000 certified organization in
the 175 countries (as at Dec 2007) that use the standard.
The ISO 9004:2009 document gives guidelines for performance improvement over and
above the basic standard (ISO 9001:2000). This standard provides a measurement framework for
improved quality management, similar to and based upon the measurement framework for
process assessment.
The Quality Management System standards created by ISO are meant to certify the
processes and the system of an organization, not the product or service itself. ISO 9000 standards
do not certify the quality of the product or service.
In 2005 the International Organization for Standardization released a standard, ISO
22000, meant for the food industry. This standard covers the values and principles of ISO 9000
and the HACCP standards. It gives one single integrated standard for the food industry and is
expected to become more popular in the coming years in such industry.

ISO has also released standards for other industries. For example Technical Standard TS
16949 defines requirements in addition to those in ISO 9001:2008 specifically for the automotive
industry.
ISO has a number of standards that support quality management. One group describes
processes (including ISO/IEC 12207 & ISO/IEC 15288) and another describes process
assessment and improvement ISO 15504.
The Software Engineering Institute has its own process assessment and improvement
methods, called CMMi (Capability Maturity Model integrated) and IDEAL respectively.
Social Networking
A social network is a social structure made up of a set of social actors (such as
individuals or organizations) and a set of the dyadic ties between these actors. The social
network perspective provides a set of methods for analyzing the structure of whole social entities
as well as a variety of theories explaining the patterns observed in these structures.The study of
these structures uses social network analysis to identify local and global patterns, locate
influential entities, and examine network dynamics.
Social networks and the analysis of them is an inherently interdisciplinary academic field
which emerged from social psychology, sociology, statistics, and graph theory. Georg Simmel
authored early structural theories in sociology emphasizing the dynamics of triads and "web of
group affiliations." Jacob Moreno is credited with developing the first sociograms in the 1930s to
study interpersonal relationships. These approaches were mathematically formalized in the 1950s
and theories and methods of social networks became pervasive in the social and behavioral
sciences by the 1980s.Social network analysis is now one of the major paradigms in
contemporary sociology, and is also employed in a number of other social and formal sciences.
Together with other complex networks, it forms part of the nascent field of network science.
Company owned social network web site
It is variation for company to form its own social networking Web site. Dell created its
own Web site, IdeaStorm, as a means for its millions of customer in more than 100 countries to
talk about what are the new products, sevices, or improvements they would like to see Dell
develop. The said Web site was launced in Febuary 2007, the Dell community has suggested
11,996 ideas and posted 84,851 comments; 350 customer-submitted ideas was implemented by
Dell.

The use of Socail Networks in the Hiring Process


Employers can and do look at the social networking profiles of job candidates when
making hiring decisions. According to a recent survey by CareerBuilder.com, 22% of hiring
managers use social networking Web sites as a source of information about candidates, and an
additional 9% are planning to do so. Of those managers who use social networking Web sites to
screen candidates, 34% have found information that made them drop a candidate from
consideration. Companies may reject candidates who post information about their drinking or
drug use habits or those who post provocative or inappropriate photos. Candidates are also
sometimes rejected due to postings containing discrimatory remarks relating to race, gender, and
religion or because of postings that reveal confidential information from previous employers.
A hiring manager finds out that a job candidate is pregnant and makes a decision not to
hire that person based on that information. Refusing to hire on the basis of pregnancy is
prohibited by the Pregnancy Discrimination Act, which amended Title VII of the Civil Rights
Act of 1964. The employer would be at risk of a job employment discrimination lawsuit.
The use of social networks in the hiring process
By now, weve all heard about how employers scope out the Tweets and Facebook
profiles of job seekers to winnow down the field of applicants. But job seekers may be surprised
to hear just how many recruiters now use social media throughout the hiring process. Perhaps
more surprising still, most recruiters are apparently checking for grammar and spelling on
Facebook, Twitter, and LinkedIn.
A new survey released by Jobvite, a company that provides applicant tracking software,
shows that 92% of employers are using or planning to use social networks for recruiting this
year. This is up slightly from last year at 89%. The study retrieved insights from over 1,000
companies, mostly based in the U.S., in a wide variety of industries.
Social networks are viewed by corporations as a means to recruit both passive and active
candidates in a personal yet professional way. Companies such as Ernst & Young and Sodexo are
building employer brands on social networks to position themselves as the best place to work
and to interact with potential candidates. Aside from passively marketing their companies,
recruiters are messaging prospects directly, getting introduced through connections and posting
jobs in groups. They are using these networks to fish where the fish are.

Even if you dont supply a recruiter with your social network profiles, 73% of recruiters
will check them out anyway. What are they looking for? First off, its important that you have
profiles on LinkedIn, Facebook and Twitter. If you dont, you wont seem as relevant and
companies might think that youre hiding something. Next, companies are inspecting social
profiles to weed out candidates and to get a sense of whether a particular applicant is likely to fit
into the culture or not.
What you post or Tweet can have positive or negative impact on what recruiters think of
you. Four out of five recruiters liked to see memberships and affiliations with professional
organizations on a candidates profile, and another 66% react positively when a profile mentions
volunteerism efforts. On the other hand, references to illicit drugs, posts of a sexual nature, and
mentions of alcohol consumption were likely to be viewed negatively by 78%, 67%, and 47% of
recruiters. Interestingly enough, poor grammar and spelling mistakes are worse social
networking sins than writing about your latest binge-drinking adventure: 54% of recruiters had a
negative reaction to grammar and spelling mistakes, compared to 47% of recruiters negative
reaction to alcohol references.
Here are some more details regarding how recruiters are using the top three social
networks, and how you can best shape your profiles and posts to increase your chances of getting
hired.
1. LinkedIn. Nearly all (93%) of recruiters are using LinkedIn to discover talent. This is
up from 87% in 2011 and 78% in 2010. Furthermore, 89% of recruiters have hired through
LinkedIn. LinkedIn was made for recruiting, and the site has an entire suite of recruiting
solutions. LinkedIn Recruiter allows recruiters to reach passive candidates by expanding the
reach of their personal networks, contact candidates directly and manage a pipeline of talent. The
smart advice is to fully utilize LinkedIn in your job search. Its essential to have to have a
flawless (and completely filled-out) profile so that recruiters take you seriously. You should also
optimize your profile by adding specialty keywords into your headline (for example
eCommerce and Social Media Expert), summary, and throughout the rest of your profile so
that when recruiters search for candidates with certain skills, you come up. I also recommend
that you join industry groups to connect with recruiters that are looking for industry-specific
candidates.

2. Facebook. Out of the three networks, Facebook saw the biggest gain in overall usage
by recruiters to find job candidates, moving from 55% in 2011 and 2010, to 66% today. One in
every four recruiters has successfully found a candidate on Facebook. Companies are using
Facebook to discover talent and arent hiring directly from the site. But they are creating
Facebook pages and promoting them, as well as jobs, through the Facebook Ads platform.
Recruiters are using Facebook groups, advertising and their corporate Facebook careers page in
order to source candidates. For instance, Marriotts Jobs and Careers page has an application that
lets you run your own Marriott Hotel kitchen, which increases their page engagement and
attracts more people to like the company. As a job seeker, you have to make sure youve turned
on your privacy settings, are careful what you post regardless, and youre tapping into your
friend network to get referrals. You can also use the BranchOut or BeKnown applications to
map job openings to your network. If nothing else, you should like a company so you can
follow updates and comment.
3. Twitter. More than half of recruiters (54%) now use Twitter as part of their talent
search. This is up from 47% in 2011 and 45% in 2010. Only 15% of recruiters surveyed have
actually hired a candidate through Twitter. Companies are using Twitter to post job entries
through their own accounts (i.e. CitiJobs). They are also using third party companies, such as
Tweet My Jobs and Twit Job Search, to promote their listings. Job seekers should follow
companies they want to work for on Twitter and watch out for job listings, while also interacting
via Twitter with employees who work there. Again, its important to have a strong profile and
several Tweets under your belt before you start truly utilizing Twitter to help you pursue work.
Cyber bullying
Cyber bullying is bullying that takes place using electronic technology. Electronic
technology includes devices and equipment such as cell phones, computers, and tablets as well as
communication tools including social media sites, text messages, chat, and websites. Examples
of cyber bullying include mean text messages or emails, rumors sent by email or posted on social
networking sites, and embarrassing pictures, videos, websites, or fake profiles.
Cyber stalking
Cyber stalking is a crime in which the attacker harasses a victim using electronic
communication, such as e-mail or instant messaging (IM), or messages posted to a Web site or a
discussion group. A cyber stalker relies upon the anonymity afforded by the Internet to allow

them to stalk their victim without being detected. Cyber stalking messages differ from ordinary
spam in that a cyber stalker targets a specific victim with often threatening. There are a number
of simple ways to guard against cyber stalking. One of the most useful precautions is to stay
anonymous yourself, rather than having an identifiable online presence: Use your primary e-mail
account only for communicating with people you trust and set up an anonymous e-mail account,
such as Yahoo or Hotmail, to use for all your other communications. Set your e-mail program's
filtering options to prevent delivery of unwanted messages. When choosing an online name,
make it different from your name and gender-neutral. Don't put any identifying details in online
profiles. Messages, while the spammer targets a multitude of recipients with simply annoying
messages.
Online virtual world
A virtual world is a computer-based online community environment that is designed and
shared by individuals so that they can interact in a custom-built, simulated world. Users interact
with each other in this simulated world using text-based, two-dimensional or three-dimensional
graphical models called avatars. Avatars are graphically rendered using computer graphics
imaging (CGI) or any other rendering technology. Individuals control their avatars using input
devices like the keyboard, mouse and other specially designed command and simulation gadgets.
Today's virtual worlds are purpose-built for entertainment, social, educational, training and
various other purposes.
All virtual worlds possess the qualities of persistence and interactivity. This enables the
users to explore the inherent benefits of socialization and allows them to study human nature and
users' abilities. A virtual world may also be called a digital world.
Online defamation
The tort (a wrongful act other than a breach of contract for which relief may be obtained
in the form of damages or an injunction) of cyber defamation is considered to be the act of
defaming, insulting, offending or otherwise causing harm through false statements pertaining to
an individual in cyberspace. This is commonly done through the Internet via websites, blogs,
forums, emails and instant messaging, chat rooms and now in the social networking sphere.
Defamation law in general describes the tort as the issuance of a false statement about another
person, which causes that person to suffer harm (Larson) where libel is the written form and

slander is spoken. Libel is typically the form addressed with cyber defamation because the
Internet essentially receives the same protections as print and published media.
A virtual world or massively multiplayer online world (MMOW) is a computer-based
simulated environment. The term has become largely synonymous with interactive 3D virtual
environments, where the users take the form of avatars visible to others. These avatars can be
textual, two or three-dimensional graphical representations, or live video avatars with auditory
and touch sensations In general, virtual worlds allow for multiple users.
The user accesses a computer-simulated world which presents perceptual stimuli to the
user, who in turn can manipulate elements of the modeled world and thus experience a degree of
telepresence. Such modeled worlds and their rules may draw from the reality or fantasy worlds.
Example rules are gravity, topography, locomotion, real-time actions, and communication.
Communication between users can range from text, graphical icons, visual gesture, sound, and
rarely, forms using touch, voice command, and balance senses.
Massively multiplayer online games depict a wide range of worlds, including those based
on science fiction, the real world, super heroes, sports, horror, and historical milieus. The most
common form of such games are fantasy worlds, whereas those based on the real world are
relatively rare.[original research?]. Most MMORPGs have real-time actions and communication.
Players create a character that travels between buildings, towns, and worlds to carry out business
or leisure activities. Communication is usually textual, but real-time voice communication is also
possible. The form of communication used can substantially affect the experience of players in
the game.
Virtual worlds are not limited to games but, depending on the degree of immediacy
presented, can encompass computer conferencing and text based chatrooms. Sometimes,
emoticons or 'smilies' are available to show feeling or facial expression. Emoticons often have a
keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is
a better term for these cyberspaces, but this term has not been widely adopted.
As virtual world is a general term. The virtual environment supports varying degrees of play and
gaming. Some uses of the term include
Massively multiplayer online games (MMOGs) games in which a large number of
players interact within a virtual world. The concept of MMO has spread to other game types such
as sports, real-time strategy and others. Some[who?] would argue that the MMO versions of RTS

and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if
the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such
games on real satellite photos, such as those available through the Google Maps API or through a
simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.
Collaborative virtual environments (CVEs) designed for collaborative work in a virtual
environment.
Massively multiplayer online real-life games (MMORLGs), also called virtual social
worlds, where the user can edit and alter their avatar at will, allowing them to play a more
dynamic role, or multiple roles.
Crime in virtual world
Virtual crime or in-game crime refers to a virtual criminal act that takes place in a
massively multiplayer online game (MMOG), usually an MMORPG. The huge time and effort
invested into such games can lead online "crime" to spill over into real world crime, and even
blur the distinctions between the two. Some countries have introduced special police
investigation units to cover such "virtual crimes". South Korea is one such country and looked
into 22,000 cases in the first six months of 2003.
Digital rights management
Digital Rights Management (DRM) is a class of technologies that are used by hardware
manufacturers, publishers, copyright holders, and individuals with the intent to control the use of
digital content and devices after sale; there are, however, many competing definitions. With firstgeneration DRM software, the intent is to control copying; With second-generation DRM, the
intent is to control executing, viewing, copying, printing and altering of works or devices. The
term is also sometimes referred to as copy protection, copy prevention, and copy control,
although the correctness of doing so is disputed. DRM is a set of access control technologies.
Companies such as Amazon, AT&T, AOL, Apple Inc., Google, BBC, Microsoft, Electronic Arts,
Sony, and Valve Corporation use digital rights management. In 1998, the Digital Millennium
Copyright Act (DMCA) was passed in the United States to impose criminal penalties on those
who make available technologies whose primary purpose and function is to circumvent content
protection technologies.
The use of digital rights management is not universally accepted. Some content providers
claim that DRM is necessary to fight copyright infringement and that it can help the copyright

holder maintain artistic control or ensure continued revenue streams. Proponents argue that
digital locks should be considered necessary to prevent "intellectual property" from being copied
freely, just as physical locks are needed to prevent personal property from being stolen.Those
opposed to DRM contend there is no evidence that DRM helps prevent copyright infringement,
arguing instead that it serves only to inconvenience legitimate customers, and that DRM helps
big business stifle innovation and competition. Furthermore, works can become permanently
inaccessible if the DRM scheme changes or if the service is discontinued.
Digital locks placed in accordance with DRM policies can also restrict users from
exercising their legal rights under copyright law, such as backing up copies of CDs or DVDs,
lending materials out through a library, accessing works in the public domain, or using
copyrighted materials for research and education under the US fair use laws, and under French
law. The Electronic Frontier Foundation (EFF) and the Free Software Foundation (FSF) consider
the use of DRM systems to be anti-competitive practice.
What is defamation?
Generally, defamation is a false and unprivileged statement of fact that is harmful to someone's
reputation, and published "with fault," meaning as a result of negligence or malice. State laws
often define defamation in specific ways. Libel is a written defamation; slander is a spoken
defamation.
Piracy
When someone installs and uses commercial software without paying for the program, it is
called "pirating" the software. This name comes from the traditional meaning of the word
"pirate," which is a sea-faring criminal that steals and loots belongings from others. But far from
the stereotypical sea pirate, a software pirate can be anyone who owns a computer. Software
piracy is committed by simply downloading or copying a program that a user has not paid for.
Since computer programs are stored in a digital format, they are easy to copy and reproduce. For
example, a game may be burned to a CD and transferred to the computer of an individual who
has not paid for the program. Software programs can also be illegally downloaded from the
Internet from unauthorized sources. Since pirating software does not require many resources, it
has grown into a major problem for the computer industry.

While it may seem like an innocuous(harmless) act, pirating software is the same as stealing.
Software companies often invest thousands or even millions of dollars into creating the programs
they sell. The income from selling these programs is what allows companies to produce the
software and to continue improving the programs we use. Just because it is possible to copy a
software program does not mean it is OK. Installing a commercial program from an illegal copy
is the same thing as walking out of a store with the program and not paying for it.
While there are some programs that are free to use (such as shareware and freeware
programs), it is important to pay for commercial software. You can avoid software piracy by only
downloading software from authorized sources and making sure that you have valid software
licenses for all the programs you use.
Computer fraud
Computer fraud is defined as any act using computers, the Internet, Internet devices, and
Internet services to defraud people, companies, or government agencies of money, revenue, or
Internet access. There are many methods used to perform these illegal activities. Phishing, social
engineering, viruses, and DDoS(Distributed Denial of Service) attacks are fairly well known
tactics used to disrupt service or gain access to another's funds, but this list is not inclusive.

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