So much for that bipartisan Senate bid to prevent the FBI from gaining expanded hacking powers. Senators Ron Wyden, Chris Coons and Steve Daines have failed to block changes to the US’ criminal procedure rules (specifically, Rule 41) that would let the FBI hack computers in any jurisdiction provided they have a search warrant. Texas Senator John Cornyn and other Republican leaders thwarted the measure. The rule change should take effect on December 1st, barring surprises.
The Department of Homeland Security and the Office of the Director of National Intelligence issued a joint statement earlier this month that condemned Russia for the attacks.
“Do not drop this in the cyber problem box, drop this in the Russia problem box,” Hayden suggested, saying the focus should be on the actor, not the means. “And by the way, that Russian problem box needs a bigger box, there’s a lot of stuff going on.”
Though there are aspects of cybersecurity that only government can handle, most of it will be driven by the private industry, Hayden said. Government can help the private sector by getting out of the way — removing liability, enabling legal protections, sharing information and redoing the classification system.
And since the government too depends on the private sector for security innovation, Hayden said he sides with Apple regarding whether the company should have to create a back door for the FBI to bypass iPhone encryption.
more on surveillance, government in this IMS blog:
Social media has the potential to facilitate much closer relationships between libraries and their patrons. Current usage of social media by the library community generally remains ad hoc and somewhat experimental, but the uptake of these tools is accelerating, and they will likely play an increasingly important role in library service provision and outreach in the future. Taylor & Francis has produced a white paper that analyzes current practices relating social media’s use in the library and how this differs by librarian job role. The sample was taken from academic librarians around the world, which also allows us to examine differences by geographic location. The goal: to establish how librarians are currently using social media in their roles, the most useful social media tools and best applications for these tools in a library setting.
explores a variety of social media tools in terms of how they can be used to organize information and communities. Together, you will survey and use a variety of social media tools, such as Delicious, Diigo, Facebook, Goodreads, Google Hangouts, LibraryThing, Pinterest, Storify, Twitter, and more! You will also explore how social media tools can be used to organize and disseminate information and how they can be used to foster and sustain communities of learning.
With the widespread use of library technology that incorporates social media components, intelligent objects, and knowledge-sharing tools comes the ability of libraries to provide greater opportunities for patron engagement in those discovery systems through user-generated content. These features may include the ability of users to contribute commentary such as reviews, simple point-and-click rating systems (e.g. one star to five stars), or to engage in extensive discussions or other social interactions. This kind of content could transform authoritative files, alter information architecture, and change the flow of information within the library discovery system.
The proposed social media privacy law, scheduled to be considered by the state Senate Wednesday, bars any institution from asking or requiring an applicant or enrolled student to disclose a user name or password for a personal social media account.
Under the bill, a student could also not be prevented from participating in extracurricular activities if they refuse to disclose social media accounts or provide a list of contacts associated with those accounts.
The Department of Homeland Security’s proposed policy to collect information on the social media profiles of foreign travelers violates the rights of travelers and their American associates, according to privacy groups.
n a strongly worded rebuke of the proposed Customs and Border Protection policy, the Electronic Frontier Foundation argued that the rule change would do little to enhance national security and would open the door to greater spying on Americans.
Visa Waiver Program (VWP) travelers by adding requests for social media identifiers to the Electronic System for Travel Authorization and I-94W forms.
As FCW reported in June, the rule change came on the heels of a number of policies CBP initiated after criticism from Congress that potential terrorists could be exploiting the VWP, which allows citizens of 38 countries to enter the U.S. without a visa for up to 90 days.
Other human rights groups and civil liberties organizations submitted a joint letter to CBP stating that “DHS collection of online identity information is an intelligence surveillance program clothed as a customs administration mechanism.”
In more supportive comments delivered to CBP, the Center for Data Innovation said that just as universities, employers and lenders check social media profiles of potential clients, DHS should collect social media information from foreign travelers.
In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.
Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..
As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.
In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:
VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”
It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.
1. Long-Term Effects and Prolonged Exposure
2. The Impact of Environment on Agency and Behavior
3. Aggravating Preexisting Psychological or Emotional Issues
4. (Un)Reality and Diminished Real World Interactions