• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 16
  • 14
  • 7
  • 5
  • 5
  • 3
  • 3
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 63
  • 12
  • 11
  • 10
  • 9
  • 8
  • 8
  • 8
  • 8
  • 8
  • 7
  • 7
  • 7
  • 6
  • 6
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Hacking in der Schweiz im Spiegel des europäischen, des deutschen und des österreichischen Computerstrafrechts

Pfister, Christa January 2008 (has links)
Zugl.: Zürich, Univ., Diss.
2

Manipulation de code et avant-garde : pour une littérature hackée

Legault, Jean-François 01 1900 (has links) (PDF)
Dans le cyberespace, les distinctions entre les différentes acceptions du mot code deviennent poreuses : le code juridique cède le pas au code informatique dans son rôle coercitif, le code informatique possède la même étoffe qu'un code secret pour l'utilisateur moyen, etc. L'hypothèse principale de ce mémoire est qu'on doit laisser de côté la représentation traditionnelle du hackeur en tant que pirate informatique pour n'adopter que la stricte définition suivante : le hackeur est un manipulateur de code, quel que soit ce code. Selon André Belleau, « l'institution [...] agit comme le code des codes. » En conséquence, il devient possible de considérer les mouvements d'avant-garde du siècle dernier comme des hackeurs d'avant l'heure puisqu' ils ont relevé le pari qu'en contestant et en renouvelant les codes esthétiques institutionnels, ils transformeraient dans la foulée les codes politiques de leur société. À la suite de l'analyse des multiples manifestes produits par le hackeur au cours de son histoire, on peut rétrospectivement émanciper sa praxis hors de l'étroite sphère informatique où on l'avait relégué pour lui faire investir l'ensemble des champs de l'activité humaine. Prospectivement, on peut affirmer que si le transvasement de l'institution culturelle vers le cyberespace s'effectue sur un mode conflictuel, c'est en raison d'une difficulté pour le code institutionnel de s'amalgamer au code informatique. Là où l'avant-garde artistique au sens traditionnel s'essouffle, le hackeur prend le pas et produit quantité d'œuvres qui procèdent de la manipulation d'un code et ce faisant, mettent en tension des enjeux spécifiques à ce code. On pourrait par exemple considérer les œuvres distribuées sous licence Creative Commons comme un hack du langage juridique utilisé pour formuler le droit d'auteur, lequel hack remet en question la relation institutionnalisée entre l'éditeur et l'auteur. Le repliement du code de la langue sur le code du langage de programmation dans le poégramme, ou poème-programme, pourra par ailleurs constituer la preuve que l'informatique n'est pas qu'un véhicule d'expression artistique, au contraire qu'on y trouve en son cœur l'Art et la Beauté. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : avant-garde, code, cyberespace, hackeur, Internet, institution, manifeste, ordinateur
3

The sonnet as the temple of sound and Gray's Anatomy /

McClure, Pamela. January 1997 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 1997. / Typescript. Vita. Includes bibliographical references (leaves 12-13). Also available on the Internet.
4

The sonnet as the temple of sound and Gray's Anatomy

McClure, Pamela. January 1997 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 1997. / Typescript. Vita. Includes bibliographical references (leaves 12-13). Also available on the Internet.
5

Anreizanalyse intensiver Freizeitnutzung von Computern : Hacker, Cracker und zweckorientierte Nutzer

Rheinberg, Falko, Tramp, Nadine January 2006 (has links)
Was bringt intensive Computernutzer dazu, ihre Freizeit am Rechner zu verbringen, und gibt es hierbei Unterschiede zwischen verschiedenen Nutzertypen? N = 271 Personen nahmen an einer online Befragung zu Anreizen freizeitlicher Computernutzung teil. Durch ausgewählte Internetverteiler waren gezielt besonders engagierte Computernutzer angesprochen worden (M = 3,9 Freizeitstunden am Rechner pro Tag). Für diese Nutzer fanden sich (in der Reihenfolge ihres Gewichtes) folgende Anreizfaktoren: Zugehörigkeit/Gemeinschaft; Kompetenzerleben; Vielseitigkeit/Nutzen; Langeweilevermeidung; rebellische Illegalitätstendenz. Gruppiert nach ihren bevorzugten Nutzungsweisen fanden sich drei Nutzertypen: Zweckorientierte Nutzer (58%), Hacker (= Eindringen in fremde Systeme ohne Schädigungsabsicht, 22%) und Cracker (Eindringen mit Schädigungsabsicht, 20%). Diese Nutzertypen unterschieden sich deutlich in ihrem Anreizprofil. Hacking und Cracking, nicht aber zweckorientierte Nutzungsweisen waren korreliert mit Flow-Erleben und positiver Aktivierung am Rechner. Die Ergebnisse sind nicht repräsentativ für alle Freizeitnutzer. Sie beziehen sich auf eine gezielt rekrutierte Stichprobe besonders engagierter Computernutzer, die über spezifische Netzwerke (z. B. relevante Fachschaften, Chaos Computer Club) erreichbar sind.
6

Bricoleur, digitala varelser och brus

Rosén, Carl-Johan January 2012 (has links)
Bricoleur, digitala varelser och brus utgör tre viktiga noder, runt vilka mitt konstnärliga arbete rör sig. Parallellt med ett antal av mina verk beskrivs dessa begrepp kortfattat. / Bricoleur, digital beings and noise are three important nodes, making up cornerstones of my artistic work. These ideas are explained briefly parallel to a selection of my artworks.
7

Growth Hacker Marketing : Ett nytt arbetssätt inom tech-startups marknadsföring

Emma, Nilsson, Amanda, Hammarström January 2018 (has links)
Dagens snabbt föränderliga affärslandskap förutsätter att företag ständigt experimenterar med sin produktutveckling och marknadsföring för att anpassa sig till en ökad digitalisering. Företag som inte lyckas tillgodose värde för sina kunder riskerar att utkonkurreras. För att överleva på marknaden måste startups ha en hög tillväxttakt. Detta har medfört att startups måste söka alternativa marknadsföringsstrategier för att maximera sina förutsättningar för att skapa tillväxt. Growth Hacker Marketing (GHM) är en relativt ny marknadsföringsstrategi som har fått sitt genomslag inom tech-branschen. Metoden omfattar kreativ marknadsföring, experimentering och ingenjörskonst, och bygger på de tidigare så populära strategierna Lean och Agil systemutveckling. I den här uppsatsen gör vi dels en fördjupad litteraturgenomgång för att sammanfatta det aktuella forskningsläget vad gäller begreppet GHM och hur det tolkas och tillämpas. Med denna bas har vi gått vidare och genomfört en studie där vi djupintervjuat fyra personer som anser sig arbeta med GHM. För att kunna ge svar på vår problemformulering, har fyra semistrukturerade intervjuer genomförts med respondenter från fyra olika tech-företag som anser sig tillämpa GHM. Intervjuguiden som används är indelad i fyra olika teman: Tolkning av begreppet GHM, tillämpning av GHM, traditionell marknadsföring vs GHM och svårigheter och utmaningar med GHM. I uppsatsen presenteras därtill ett tillämpnings-case av GHM på ett tech-startup, för att ge läsaren en ökad förståelse om strategin. Caset presenterar vilka förutsättningar tech-startupet Horseflow i det specifika fallet kan behöva ta hänsyn till för att tillämpa GHM framgångsrikt. GHM presenteras inledningsvis utifrån strategins grundläggande teorier och marknadsföringskoncept. Därefter beskrivs mer ingående hur GHM tillämpas och dess kulturella aspekter. GHM syftar till att skapa tillväxt genom produktutveckling i kombination med innovativ, digital marknadsföring. GHM leds av ett Growth Team, vars uppgift bland annat är att öka en produkts uppfattade kundvärde. För att optimera en produkts kundvärde följer Growth Teamet en strukturerad experimenteringsprocess. Detta för att avgöra vilka marknadsföringsinsatser som resulterar i tillväxt och som därför ska implementeras. Vår undersökning visar att GHM skiljer sig från traditionell marknadsföring, både vad gäller marknadsföringens syfte, kulturella aspekter och hur marknadsföringsbeslut fattas. Utifrån tillämpnings-caset kan man peka på att en framgångsrik tillämpning av GHM för ett startup- företag förutsätter, dels ett Growth Team och dels att arbetssättets experimenteringsprocess, kulturella aspekter samt produkten och dess specifika marknadsförutsättningar uppmärksammas. / Today’s business landscape requires that companies constantly experiment with their product development and marketing to adapt to an increased digitalization. Companies unable to meet their costumers needs, risk being outcompeted by companies able to actualize growth. In order to survive, startups are faced with the challenge of generating a high growth rate. Due to these circumstances, startups are striving to apply alternative marketing strategies. Growth Hacker Marketing, comprising of creative marketing, experimentation and engineering, has proven itself an effective strategy to generate rapid growth within the tech-industry, Yet, in the academic world, there is limited discussion on the topic. Thus, the purpose of the thesis is to develop an understanding of the strategy and how it differs from traditional ways of executing marketing. The author will take part in interviews with four respondents currently performing the strategy to provide an integrated view on: How does Growth Hacker Marketing differ from traditional ways of executing marketing? To get a deeper understanding of the strategy, the thesis includes an application case presenting conditions a startup is required to pay attention to, in order to apply the strategy successfully. At the end, a statement of how Growth Hacker Marketing differ from traditional ways of executing marketing is presented.
8

O ciberespaço como lugar de contracultura

Fronza, Cristiane Guse 13 March 2014 (has links)
Submitted by Jordan (jordanbiblio@gmail.com) on 2017-01-10T14:33:34Z No. of bitstreams: 1 DISS_2014_Cristiane Guse Fronza.pdf: 3244630 bytes, checksum: a15d83f3f07e0b31c0d3d8d54ddaa5b7 (MD5) / Approved for entry into archive by Jordan (jordanbiblio@gmail.com) on 2017-01-11T12:39:43Z (GMT) No. of bitstreams: 1 DISS_2014_Cristiane Guse Fronza.pdf: 3244630 bytes, checksum: a15d83f3f07e0b31c0d3d8d54ddaa5b7 (MD5) / Made available in DSpace on 2017-01-11T12:39:43Z (GMT). No. of bitstreams: 1 DISS_2014_Cristiane Guse Fronza.pdf: 3244630 bytes, checksum: a15d83f3f07e0b31c0d3d8d54ddaa5b7 (MD5) Previous issue date: 2014-03-13 / Esta pesquisa visou identificar e listar os principais conceitos contraculturais e analisar os fluxos de comunicação e a organização de um coletivo que surgiu baseado em alguns princípios da contracultura, hoje ressignificados: liberdade e autonomia. Este estudo refletiu não só sobre quais são as características fundamentais das novas formas de manifestação juvenil, mas também sobre e o que isso tem a ver com a contracultura e tudo que se relaciona a ela, principalmente os conceito de liberdade e autonomia, tão cultuados nos anos 60 e 70 e que agora são luta constante dos novos meios tecnológicos de expressão, como o ciberespaço. A fundamentação teórica desta pesquisa utilizou dos conceitos de cultura, ciberespaço e dos movimentos contraculturais da cibercultura, como o surgimento dos hackers e sua influência em toda a questão de fuga do controle e da vigilância nos novos meios tecnológicos. Um dos focos da pesquisa, o Ônibus Hacker, tem como intenção explorar a teoria proposta com um dos vários exemplos existentes no Brasil hoje. As velhas formas apenas se transformaram junto com a globalização e os meios de comunicação. A juventude não está tão desmotivada que não se revolta mais, ela apenas mudou sua forma de se manifestar. / This research aimed to identify and list the main countercultural concepts and analyze the flow of communication and organization of a collective that emerged based on some principles of the counterculture, reinterpreted today: freedom and autonomy. This study not only reflected on what are the key features of the new forms of youth expression, but also about and what it has to do with the counterculture and everything that relates to it, especially the concept of freedom and autonomy, as worshiped in the years 60 and 70 and are now constant struggle of new technological means of expression, like cyberspace. The theoretical foundation of this research used the concepts of culture, cyberspace and cyberculture countercultural movements such as the emergence of hackers and their influence on the whole issue of break control and surveillance in the new technological means. One focus of the research, Bus Hacker, is intended to explore the theory proposed in one of the various examples in Brazil today. The old ways just turned along with globalization and the media. The youth is not so unmotivated that do not revolt anymore, it just changed their way of manifesting.
9

Societas anonymous: a construção política e social do hacker

Silva, Ana Carolina Estorani Polessa da 27 September 2016 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-03-17T15:47:36Z No. of bitstreams: 1 anacarolinaestoranipolessadasilva.pdf: 3934146 bytes, checksum: 2ea80032b4d6680f45a112ec16b3501a (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-03-18T12:15:36Z (GMT) No. of bitstreams: 1 anacarolinaestoranipolessadasilva.pdf: 3934146 bytes, checksum: 2ea80032b4d6680f45a112ec16b3501a (MD5) / Made available in DSpace on 2017-03-18T12:15:36Z (GMT). No. of bitstreams: 1 anacarolinaestoranipolessadasilva.pdf: 3934146 bytes, checksum: 2ea80032b4d6680f45a112ec16b3501a (MD5) Previous issue date: 2016-09-27 / Este trabalho apresenta a construção, as influências políticas e sociais sofridas pela Cultura Hacker em suas duas principais raízes (divididas em dois capítulos): por meio da exploração de linhas telefônicas desde 1878 até sua evolução para o phreaking por volta da década de 1960. Posteriormente, o phreaking foi absorvido por movimentos de contracultura nos Estados Unidos, se tornando uma forma de protesto contra a guerra do Vietnã a partir da década de 1970, período ao qual a prática foi popularizada gerando grandes prejuízos a empresas de telefonia, se tornando assim, um problema social. A segunda raiz da Cultura Hacker está relacionada ao surgimento dos primeiros computadores por volta do final da Guerra Mundial, inicialmente restrita ao meio acadêmico e ao setor militar, com forte influência da Guerra Fria e do chamado mito pós-nuclear, até começar a emergir para a população em geral na metade da década de 1970, em função do início das vendas dos computadores pessoais, que fez com que o phreaking e o hacking de computador convergissem durante este período. Buscando apresentar uma perspectiva diferenciada, pesquisamos os desafios para a construção da Cultura hacker no Brasil, colocando o país dentro de um contexto que se desenvolvia em diversos países do mundo no final da década de 1980. Com o desenvolvimento da rede mundial de computadores no início da década de 1990, o número de usuários da internet passou a crescer de maneira vertiginosa e entre 1994 e 1996, surge o hacktivismo - ativismo feito por hackers - que buscavam garantir o anonimato e a liberdade de expressão e do próprio ciberespaço. Na terceira parte do trabalho, analisamos a forma ao qual o Anonymous ampliou os limites do hacktivismo, apresentando quais são os principais motivos que desencadeiam suas ações, baseando suas atividades na ideia de Cidade por Projetos idealizada por Luc Boltanski e Eve Chiapello. / This work presents the construction, the political and social influences underwent by the Hacker Culture in its two main branches (divided in two chapters): through the exploration of telephone lines since 1878 until its evolution to phreaking around the decade of 1960. Afterwards, the Phreaking was absorbed by counter-cultural movements in the United States, becoming a protest tool against the Vietnam War after 1970, period on which this practice rose on popularity, causing a great loss to phone companies, becoming, thus, a social problem. The second branch of the Hacker Culture is related to the development of the first computers by the end of the First World War, initially restricted to scientific and military organizations with great influence of the Cold War and the so-called “post-nuclear myth”, until it starts to spread out to the rest of the population during the second half of 1970, due to the sales of personal computers, which made such practices like Phreaking and Hacking to converge during this period. In order to present a differentiated approach, we researched the challenges related to the construction of the Hacker Culture in Brazil, introducing the country in a context that developed itself in many other countries in the end of 1980. With the growth of the World Wide Web in the beginning of the 1990, the number of internet users started to skyrocket and, between 1994 and 1996, comes up the hacker-activism – that was an activism made by hackers in order to ensure anonymity and the their own freedom of expression, along with the freedom of the cyberspace. In the third part of the work, we analyze how the group Anonymous expanded the limits of this “hacktivism”, showing what the reasons that initiated its actions are, basing its activities on the idea of the “Projective City”, designed by Luc Boltanski and Eve Chiapello.
10

Les hackers d'Airputih dans la reconstruction de ACEH : Indonésie, Post-Tsunami 2004 : contribution à l'Anthropologie des Sciences et Technologies de l'Information et de la Communication / Technology transfer and its socio-cultural elements in ACEH : Indonésia, in Post-Tsunami 2004 : contribution to the anthropology of science of information and communication of technology

Widyasari, Nuria 24 October 2014 (has links)
Cette étude utilise à titre principal la théorie du « milieu » de Michel Serres dans le cadre de son grand concept de système de communication. Cette théorie considère les bruits qui environnent un message dans un canal de communication, comme des éléments importants qui décideront si le message est bien compris (ou non) par le Récepteur.Cette étude relie la théorie à un contexte plus large de la communication dans la province d’Aceh, en Indonésie, et reflète les éléments socio-politico-culture de sa reconstruction, après le tsunami de 2004.En appliquant l'approche de l'Anthropologie aux Technologies d’Information et de Communication (TIC), cette étude observe les « bruits » de la communication entre les habitants d'Aceh et l'équipe d'intervention d'urgence en TIC « AirPutih », composée de ce que l’on appelle communément des « hackers ».Le premier « bruit » vient de l'Emetteur du message, « AirPutih », avec son idéologie de Hackers et sa vision du monde javanaise. Le terme « Hacker » est techniquement utilisé pour une personne qui a écrit le code informatique et l'exploite dans les questions relatives à un système de sécurité de réseau. Mais cette étude utilisera préférablement le terme « Hacker » pour décrire l'état d'esprit d'AirPutih, le groupe de jeunes gens indonésiens qui sont arrivés à Aceh quatre jours après le tsunami qui a dévasté la région en 2004, pour rétablir la connexion TIC avec très peu d’argent en poche. L’état d'esprit de ces hackers qui sont, pour la plupart, d'origine javanaise, s’enracine dans les visions du monde javanais. Le second « bruit » vient du récepteur du message : les habitants d'Aceh. Le contexte culturel d'Aceh a connu deux évènements importants : la guerre civile qui a fait rage entre les habitants d'Aceh et le gouvernement central indonésien depuis 30 ans et le tsunami qui a frappé la zone en 2004. Il importe d’ailleurs de noter que les habitants d'Aceh sont de la longue histoire de leur vigoureux Etat islamique.Ces « bruits » se manifestent dans le « milieu » de la communication entre AirPutih et les habitants d'Aceh. Ces « bruits » seront examinés ici comme une négociation entre deux cultures, fortement contrainte par l'état post-catastrophe de région d'Aceh.Fondées sur les extraordinaires résultats d'AirPutih pour rétablir l'infrastructure des TIC en Aceh, les valeurs sociales qui ressortent de cette situation apparaissent alors comme opposées à l'hégémonie de la logique capitaliste qui domine le monde d'aujourd'hui. / This study focuses on Michel Serres’ theory of “Milieu” as part of his bigger concept of communication systems. The theory considers that the surrounding Noises of a message in the canal of communication are the important elements that will decide whether the message is well understood (or not) by the receiver.This study places the theory in a wider context of communication in Aceh, Indonesia, reflecting the socio-politico-culture elements in the reconstruction of Aceh region after the Tsunami disaster of 2004.Using the approach of the Anthropology of Infocom, this study observes the “Noises” in the communication between the ICT Emergency Response Team “AirPutih” - which this study considers as Hackers - and the local inhabitants of Aceh.The first “Noise” comes from the Sender of the message: AirPutih, with its Hackers’ ideology and its Javanese code of behavior. The term ‘Hacker’ is technically used for a person who writes code and exploits it in issues related to a security system. This study, instead, will use the term ‘hackers’ to describe the mindset of AirPutih, the Indonesian group of young people who arrived in Aceh, Indonesia, only four days after the tsunami devastated the region in 2004, and re-established the ICT connection with almost no money at hand. This mindset of the hackers embraces the Javanese worldviews rooted in the everyday lives of the members of AirPutih, who are mostly of Javanese origin. The second “noise” comes from the Receiver of the message: the Acehnese. The cultural context of the Acehnese had endured two robust events: the civil war that raged between the Acehnese and the Indonesian central government for 30 years and the tsunami that hit Aceh in 2004. The Acehnese are also proud of their long history as a vigorous Islamic state.These “Noises” were in the “milieu” of the communication between AirPutih and the Acehnese. These “Noises” are scrutinized as the negotiation of cultures that is strongly framed by the post-disaster condition of Aceh, Indonesia. Surrounded by the intriguing result of the successful work of AirPutih in reestablishing the ICT infrastructure in Aceh, the values that come out from this discussion are then opposed to the prevailing hegemony of capitalist logic that dominates the world of today.

Page generated in 0.0356 seconds