With billions of computers in existence, cyberspace, ‘the virtual world created when they are connected,’ is said to be the new medium of power. Computer hackers operating from anywhere can enter cyberspace and take control of other people’s computers, stealing their information, corrupting their workings, and shutting them down. Modern societies and militaries, both pervaded by computers, are supposedly at risk. As Conquest in Cyberspace explains, however, information systems and information itself are too easily conflated, and persistent mastery over the former is difficult to achieve.
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The Social Engineer's Playbook is a practical guide to pretexting and a collection of social engineering pretexts for Hackers, Social Engineers and Security Analysts. Build effective social engineering plans using the techniques, tools and expert guidance in this book. Learn valuable elicitation techniques, such as: Bracketing, Artificial Ignorance, Flattery, Sounding Board and others. This book covers an introduction to tools, such as: Maltego, Social Engineer Toolkit, Dradis, Metasploit and Kali Linux among others. Crucial to any social engineering test is the information used to build it. Discover the most valuable sources of intel and how to put them to use.
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Determining an act of war in the traditional domains of land, sea, and air often involves sophisticated interactions of many factors that may be outside the control of the parties involved. This monograph seeks to provide senior policymakers, decisionmakers, military leaders, and their respective staffs with essential background on this topic as well as introduce an analytical framework for them to utilize according to their needs. It develops this theme in four major sections. First, it presents the characterization of cyberspace to establish terms for broader dialogue as well as to identify unique technical challenges that the cyberspace domain may introduce into the process of distinguishing acts of war. Second, it explores assessment criteria involved with assaying cyber incidents to determine if they represent aggression and possible use of force; and if so, to what degree? Third, it looks at the policy considerations associated with applying such criteria by examining relevant U.S. strategies as well as the strategies of other key countries and international organizations, and considers how nonstate actors may affect U.S. deliberations. Fourth, it examines the influences that course of action development and implementation may have on the assessment of cyberspace incidents, such as reliable situational awareness, global and domestic environment considerations, and options and their related risks and potential consequences. It argues that the United States must also expect and accept that other nations may reasonably apply the criteria we develop to our own actions in cyberspace.
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Part how-to, part girl-empowerment, and all fun, from the leader of the movement championed by Sheryl Sandberg, Jack Dorsey, and other giants of tech.
Since 2012, the organization Girls Who Code has taught computing skills to and inspired over 10,000 girls across America. Now its founder, Reshma Saujani, wants to inspire you to be a girl who codes! Bursting with dynamic artwork, down-to-earth explanations of coding principles, and real-life stories of girls and women working at places like Pixar and NASA, this graphically animated book shows what a huge role computer science plays in our lives and how much fun it can be. No matter your interest—sports, the arts, baking, student government, social justice—coding can help you do what you love and make your dreams come true. Whether you’re a girl who’s never coded before, a girl who codes, or a parent raising one, this entertaining book, printed in bold two-color and featuring art on every page, will have you itching to create your own apps, games, and robots to make the world a better place.