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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.
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.