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Sixteen-year-old Sulan Hom can't remember life before the Default - the day the United States government declared bankruptcy. As a math prodigy, she leads a protected life, kept safe from the hunger and crime plaguing the streets of America. She attends the corporate-sponsored Virtual High School, an academy in Vex (Virtual Experience) for gifted children. Beyond the security of Sulan's high-tech world, the Anti-American League wages a guerrilla war against the United States. Their leader, Imugi, is dedicated to undermining the nation's reconstruction attempts. He attacks anything considered a national resource, including corporations, food storage facilities-and schools. When Sulan witnesses the public execution of a teenage student and the bombing of a college dorm, she panics. Her mother, a retired mercenary, refuses to teach her how to defend herself. Sulan takes matters into her own hands. With the help of her hacker best friend, Hank, Sulan acquires Touch - an illegal Vex technology that allows her to share the physical experience of her avatar. With Touch, Sulan defies her mother and trains herself to fight. When Imugi unleashes a new attack on the United States, Sulan finds herself caught in his net. Will her Vex training be enough to help her survive and escape? This is a young-adult dystopia/cyberpunk novel. 1. Language: English. Narrator: Karen Savage. Audio sample: http://samples.audible.de/bk/acx0/002191/bk_acx0_002191_sample.mp3. Digital audiobook in aax.
Internet of Things (IoT) refers to physical and virtual objects that have unique identities and are connected to the internet to facilitate intelligent applications that make energy, logistics, industrial control, retail, agriculture and many other domains "smarter". Internet of Things is a new revolution of the Internet that is rapidly gathering momentum driven by the advancements in sensor networks, mobile devices, and wireless communications, networking and cloud technologies. Experts forecast that by the year 2020 there will be a total of 50 billion devices/things connected to the internet. This book is written as a textbook on Internet of Things for educational programs at colleges and universities, and also for IoT vendors and service providers who may be interested in offering a broader perspective of Internet of Things to accompany their own customer and developer training programs. The typical reader is expected to have completed a couple of courses in programming using traditional high-level languages at the college-level, and is either a senior or a beginning graduate student in one of the science, technology, engineering or mathematics (STEM) fields.
Whether you're an accomplished musician or a student, Garageband is the most rewarding way to create, record, and mix your own music. In the only Apple-certified guide to GarageBand '09, composer Mary Plummer shows you just how easy it is to turn your Mac into a full-featured recording studio. Plummer offers a complete course in all aspects of GarageBand-starting with the interface and Magic GarageBand, and moving on to recording and arranging a song, editing and mixing tracks, adding effects, and distributing your music files. Using practical step-by-step lessons and original music, you'll learn how to record with an electric guitar, score a QuickTime movie, create an iPhone ringtone, jam with virtual musicians, and much more. The book also includes complete coverage of Garageband 09's new Learn to Play feature, so you can learn piano and guitar through interactive video lessons from such artists as Sting, Norah Jones, Fall Out Boy and more.- DVD-ROM includes lesson and media files for over 12 hours of training.- Focused lessons take you step by step through practical, real-world projects- Accessible writing style puts an expert instructor at your side- Ample illustrations help you master techniques fast- Lesson goals and time estimates help you plan your time- Lesson review sections summarize what you've learnedThe Apple Training Series is both a self-paced learning tool and the official curriculum of the Apple Training and Certification program. You can work through this book as a self-paced course or attend a class at an Apple Authorized Training Center.
Focusing on students' presentations and discussions in laboratory seminars, this book presents case studies on evidence-based education using artificial intelligence (AI) technologies. It proposes a system to help users complete research activities, and a machine-learning method that makes the system suitable for long-term operation by performing data mining for discussions and automatically extracting essential tasks. By illustrating the complete process - proposal, implementation, and operation - of applying machine learning techniques to real-world situations, the book will inspire researchers and professionals to develop innovative new applications for education.The book is divided into six chapters, the first of which provides an overview of AI research and practice in education. In turn, Chapter 2 describes a mechanism for applying data analytics to student discussions and utilizing the results for knowledge creation activities such as research. Based on discussion data analytics, Chapter 3 describes a creative activity support system that effectively utilizes the analytical results of the discussion for subsequent activities. Chapter 4 discusses the incorporation of a gamification method to evaluate and improve discussion skills while maintaining the motivation to participate in the discussion.Chapters 5 and 6 describe an advanced learning environment for honing students' discussion and presentation skills. Two important systems proposed here are a presentation training system using virtual reality technologies, and an interactive presentation/discussion training system using a humanoid robot. In the former, the virtual space is constructed by measuring the three-dimensional shape of the actual auditorium, presentations are performed in the same way as in the real world, and the AI as audience automatically evaluates the presentation and provides feedback. In the latter, a humanoid robot makes some remarks on and asks questions about students' presentations, and the students practice responding to it.
A practical handbook to cybersecurity for both tech and non-tech professionalsAs reports of major data breaches fill the headlines, it has become impossible for any business, large or small, to ignore the importance of cybersecurity. Most books on the subject, however, are either too specialized for the non-technical professional or too general for positions in the IT trenches. Thanks to author Nadean Tanner's wide array of experience from teaching at a University to working for the Department of Defense, the Cybersecurity Blue Team Toolkit strikes the perfect balance of substantive and accessible, making it equally useful to those in IT or management positions across a variety of industries. This handy guide takes a simple and strategic look at best practices and tools available to both cybersecurity management and hands-on professionals, whether they be new to the field or looking to expand their expertise.Tanner gives comprehensive coverage to such crucial topics as security assessment and configuration, strategies for protection and defense, offensive measures, and remediation while aligning the concept with the right tool using the CIS Controls version 7 as a guide. Readers will learn why and how to use fundamental open source and free tools such as ping, tracert, PuTTY, pathping, sysinternals, NMAP, OpenVAS, Nexpose Community, OSSEC, Hamachi, InSSIDer, Nexpose Community, Wireshark, Solarwinds Kiwi Syslog Server, Metasploit, Burp, Clonezilla and many more.Up-to-date and practical cybersecurity instruction, applicable to both management and technical positionsStraightforward explanations of the theory behind cybersecurity best practicesDesigned to be an easily navigated tool for daily useIncludes training appendix on Linux, how to build a virtual lab and glossary of key termsThe Cybersecurity Blue Team Toolkit is an excellent resource for anyone working in digital policy as well as IT security professionals, technical analysts, program managers, and Chief Information and Technology Officers. This is one handbook that won't gather dust on the shelf, but remain a valuable reference at any career level, from student to executive.
The Advanced Emergency Care and Transportation of the Sick and Injured Premier Package is a complete online solution for instructors, offering anytime, anywhere AEMT training. Based on Advanced Emergency Care and Transportation of the Sick and Injured, Second Edition, the Premier Package includes: *Advanced Emergency Care and Transportation of the Sick and Injured, Second Edition (print) *Advanced Emergency Care and Transportation of the Sick and Injured, Second Edition Student Workbook (print) *Course Management Tools (Course Manager) - a complete online classroom *Practice Activities - additional interactivities to reinforce concepts and engage students *Assessment (TestPrep) - a dynamic resource to simulate certification exams *Interactive Course Lectures - a safe environment for students to learn at their own pace *Experiential Learning- take the virtual learning experience to a new level with Virtual Ride-Alongs The Advanced Emergency Care and Transportation of the Sick and Injured Premier Package allows instructors to give students the tools they need to build a solid, knowledgeable foundation with market-leading medical content. Cutting-edge digital resources expand upon and reinforce this foundation, creating world-class AEMTs. Interested in learning more? Visit our Navigate website. Note: In order to access digital resources, a student must be enrolled in a course where the instructor is using the Navigate platform.
'A virtual encyclopedia of ADHD, this volume details current conceptualizations of this important, common, and controversial disorder, as well as future directions for the field. The fourth edition is remarkable for its wide-ranging scope and depth and its unique perspective that will be appreciated by both scientists and clinicians.'--Mark A. Stein, PhD, ABPP, Department of Psychiatry and Behavioral Sciences, University of Washington 'For over two decades, no reference has better synthesized the full scope of basic and clinical ADHD science than Barkley's Handbook. In its fourth edition, an expanded group of authors provides updated views on ADHD and its management, integrating recent research in brain imaging, genetics, neuropsychology, clinical phenomenology, and treatment. The volume's developmental perspective is highly useful and fully acknowledges ADHD as a lifespan disorder. The editor's Key Clinical Points in each chapter ensure that the book is as clinically relevant as it is complete. The Handbook remains essential reading for any clinician, researcher, or student with serious interest in ADHD.'--James J. McGough, MD, MS, Division of Child and Adolescent Psychiatry, David Geffen School of Medicine, University of California, Los Angeles 'An impressive work bringing together many of the most prominent investigators of the etiology, assessment, and treatment of ADHD. The coverage is comprehensive, reflecting the voluminous literature on ADHD that, despite its size, remains characterized by unanswered questions. There is an important blend of theoretical update, review of evidence, and pragmatic application of findings. Updates from the prior edition are clearly identified and numerous; the book's format facilitates quick reference and application by busy professionals. Particularly intriguing and important is the diversity of viewpoints reflected across the chapters--the volume does not shy away from such diversity, but rather embraces it.'--Brooke S. G. Molina, PhD, Department of Psychiatry, University of Pittsburgh School of Medicine 'An excellent text for clinical psychologists, psychiatrists, and physicians seeking an up-to-date resource on ADHD. This book would be a good addition to any graduate psychology course on child or adult psychopathology where ADHD is an emphasized disorder. Barkley continues to work diligently, reviewing the ever growing body of research on this topic. He is to be commended for keeping the field current.'--Child and Family Behavior Therapy 'This book can realistically be read and used by anyone with an interest in ADHD. The book is easy to read, and it is a great tool for anyone in the field of mental health or working with patients with the diagnosis. I will be using this book in my practice as well as for medical students, therapists, parents, and residents in training&#8230;.This book covers every aspect of knowledge, treatment, research, and more regarding the diagnosis of ADHD&#8230;.This handbook is a great addition to the field of psychiatry and mental health&#8230;.I have not come across another such treatment tool on ADHD as good as this one. It is a one stop shop for all necessary information. I would highly recommend this book to anyone in the field'--Doody's Review Service 'The standard reference in the field....[Barkley's] theory of ADHD brings together his own vast knowledge of ADHD and other areas&#8230;.He is quite aware that he is breaking new ground, and that there is speculation in his formulations. But we are grateful he has put his good mind to developing this area. Having a theory to develop and test is a welcome development in this field....This book should be on every neuropsychologist's shelf.' (on the third edition)--Archives of Clinical Neuropsychology
Life-like characters is one of the most exciting technologies for human-computer interface applications today. They convincingly take the roles of virtual presenters, synthetic actors and sales personas, teammates and tutors. A common characteristic underlying their life-likeness or believability as virtual conversational partners is computational models that provide them with affective functions such as synthetic emotions and personalities and implement human interactive behavior. The wide dissemination of life-like characters in multimedia systems, however, will greatly depend on the availability of control languages and tools that facilitate scripting of intelligent conversational behaviour. This book presents the first comprehensive collection of the latest developments in scripting and representation languages for life-like characters, rounded off with an in-depth comparison and synopsis of the major approaches. Introducing toolkits for authoring animated characters further supports the ease of use of this new interface technology. Life-like characters being a vibrant research area, various applications have been designed and implemented. This book offers coverage of the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.