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McGraw-Hill
Communications, Networks, &
Safeguards 6

McGraw-Hill
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6.1 From the Analog to the Digital


Age
• Digital
• Computers use digital signals--0s and 1s, off and on.
• All the data that a computer processes is a series of 0s
and 1s.
• Each signal is a bit.

© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill


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6.1 From the Analog to the Digital


Age
• Analog
• But most phenomena in life are analog.
• Analog signals use wave variations.
• Sound, light, and temperature are analog forms.
• Traditional TV and radio use analog signals.
• Humans’ vision operates in analog mode.

But analog data can be converted into digital form. Even


though digital data is not as exact as analog data, it is
easier to manipulate.
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6.1 From the Analog to the Digital


Age
 For data transmission over telephone lines and cables,
modems are needed to convert analog data into digital
data that computers can use.
 Modem is short for modulate/demodulate. Modems
modulate (convert) a computer’s digital data to analog
data, transmit it, then demodulate (reconvert) it back to
digital data for the receiving computer.
 Modems can convert data by modulating either a
analog wave’s amplitude or its frequency.

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6.1 From the Analog to the Digital


Age

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6.1 From the Analog to the Digital


Age

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6.1 From the Analog to the Digital


Age
 Converting Reality to Digital Form--Sampling
 Tape recorders, voices, and musical instruments are
analog; CDs are digital
 To burn a CD, the digital recording equipment must
convert from analog to digital
 The analog-to-digital converter samples the sound and
converts the height of the wave to a number
 Samples of the sound wave are taken at regular intervals –
about 44,100 times each second
 Because the digital samples are played back faster than our
ears can react, it sounds to us like a single continuous
sound wave
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6.1 From the Analog to the Digital


Age
 Digital sampling is similar to showing movies.
 Movies show still pictures (frames)
 But they show them so fast that our eyes can’t react in time
 So to us the series of still pictures look like continuous
motion

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6.2 Networks
 What’s a Network?
 A system of interconnected computers, telephones,
and/or other communications devices that can
communicate with one another and share applications
and data

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6.2 Networks
 Benefits of Networks
 Share peripheral devices, such as printers, scanners, disk
drives
 Share programs and data
 Better communications, including email
 Security of information, because of improved backup
systems
 Access to shared databases

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6.2 Networks
Category Description
WAN – Wide Area Network Covers a wide geographic area, such as a
country or the world; largest WAN is the internet
MAN – Metropolitan Area Network Covers a city or a suburb
LAN – Local Area Network Connects computers and devices in a limited
geographic area such as an office, a building, or
a group of nearby buildings
HAN – Home Area Network Uses wired, cable, or wireless connections to
link a household’s digital devices
PAN – Personal Area Network Uses short-range wireless technology to connect
an individual’s personal electronics, such as
cellphone, PDA, MP3 player, notebook PC, and
printer
Home Automatic Network Relies on very inexpensive, very short-range,
low-power wireless technology to link switches
and sensors around the house and outdoors
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6.2 Networks
 How Networks Are Structured: Two Principal
Structures
 1. Client/Server
 Consists of clients, which are computers that request data,
and servers, which are computers that supply data
 File servers act like a network-based shared disk drive
 Database servers store data but don’t store programs
 Print servers connect one or more printers and schedule
and control print jobs
 Mail servers manage email

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6.2 Networks
 How Networks Are Structured: Two Principal
Structures (continued)
 2. Peer-to-Peer (P2P)
 All computers on the network are ―equal‖ and communicate
directly with one another, without relying on servers

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6.2 Networks

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6.2 Networks
 Intranets, Extranets, & VPNs
 Intranets—use infrastructure and standards of the
internet and the web, but for an organization’s internal
use only
 Extranets—similar to intranets but allows use by selected
outside entities, such as suppliers
 VPNs—virtual private networks: use a public network
(usually the internet) plus intranets and extranets to
connect an organization’s various sites) but on a private
basis, via encryption and authentication; regular internet
users do not have access to the VPN’s data and
information
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6.2 Networks
 Network Components
 Wired/Wireless Connections
 wired = twisted-pair, coaxial cable, fiber-optic cable
 wireless = infrared, microwave, Wi-Fi, satellite
 Hosts and Nodes: Client/server network has a host
computer, which controls the network; a node is any
device attached to the network.
 Packets– fixed-length blocks of data for transmission;
reassembled after transmission; a packet is also called a
datagram, a segment, a block, a cell, or a frame,
depending on the protocol.
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6.2 Networks
 Network Components (continued)
 Network Linking Devices
 Protocol—set of conventions, or rules, governing the exchange of
data between hardware and/or software components in the
network; built into the hardware or software you are using
 Hub—Common connection point for devices on a network; has
multiple ports and can send to all connected devices
 Switch—Device that connects computers to a network; sends only
to intended recipients
 Bridge—Interface that connects same type of networks
 Gateway—Interface that connects dissimilar networks

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6.2 Networks
 Network Components (continued)
 Network Linking Devices(continued)
 Router—Special computer that directs messages among several
networks
 Backbone—The main internet highway that connects all networks
in an organization; includes gateways, routers, etc.
 NIC—Network interface card; inserted in a slot on the
motherboard, enables computer to operate as part of a network
 NOS—network operating system; the system software that
manages network activity

© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill


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Components of Networks

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6.2 Networks
 Topologies: Bus, Ring, Star
 Bus – all nodes are connected to a single wire or cable

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6.2 Networks
 Topologies
 Ring – all nodes are
connected in a
continuous loop

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6.2 Networks
 Topologies
 Star – all nodes are
connected through a
central host

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6.2 Networks
 Packet Collision Schemes (Protocols)
 Collisions happen when two data packets are going
opposite directions on shared media
 Ethernet – deals with LAN collisions
 All devices send data at once
 Collisions happen regularly
 Data is resent until it arrives
 Token ring – avoids LAN collisions
 Devices take turns sending data
 Token is sent around the ring
 Wait to get the token, then send data
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6.3 Wired Communications Media


 Communications media carry signals over a
communications path
 Twisted-Pair Wire
 2 strands of insulated copper wire twisted around each
other
 Twisting reduces interference (crosstalk) from electrical
signals
 Data rates are 1 – 128 Megabits per second
 Coaxial Cable
 Insulated copper wire wrapped in a metal shield and then in
an external plastic cover
 Used for cable TV and cable internet electric signals
 Carries voice and data up to 200 megabits per second
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6.3 Wired Communications Media


 Communications media (continued)
 Fiber-optic cable
 Dozens or hundreds of thin strands of glass or plastic that
transmit pulses of light, not electricity
 Can transmit up to 2 gigabits per second
 Have lower error rate than twisted-pair or coax
 More expensive than twisted-pair or coax
 Lighter and more durable than twisted-pair or coax
 More difficult to tap into than twisted-pair or coax

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6.3 Wired Communications Media


 For The Home
 Ethernet
 Pull Cat5 cables through the house
 Connect to PC’s Ethernet network interface card (NIC)
 For several PCs, get a hub or switch to connect them all
 10 or 100 megabits per second
 HomePNA
 Uses existing telephone wiring and jacks
 Requires HomePNA NIC in your PC
 Speeds of about 320 megabits per second
 Homeplug
 Uses existing home AC electrical lines
 Speeds of 200 megabits per second

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6.4 Wireless Communications


Media
 Electromagnetic spectrum of radiation is the basis of all
telecommunications signals, wired and wireless
 Radio-frequency (RF) spectrum is the part of the
electromagnetic spectrum that carries most
communications signals

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6.4 Wireless Communications


Media

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6.4 Wireless Communications


Media

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6.4 Wireless Communications


Media
 Bandwidth: range (band) of frequencies that a
transmission medium can carry in a given period of
time
 Analog bandwidth is expressed in hertz, digital bandwidth
usually in bits per second (bps)
 Narrowband (Voiceband): used for regular telephone
communications
 Transmission rate 1.5 megabits per second or less
 Broadband: For high-speed data and high-quality audio
and video
 Transmission rate 1.5 megabits per second to 1 gigabit per
second or more
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6.4 Wireless Communications


Media
 TC/IP (Ch. 2) is the protocol for getting wired devices
connected to the internet
 WAP (wireless application protocol) gets wireless
handheld devices, such as cellphones, connected to
the internet

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6.4 Wireless Communications


Media
 Five Types of Wireless Communications Media
 Infrared Transmission
 Sends signals using infrared light
 Frequencies are too low to see (1-16 Mbits per second)
 Broadcast Radio
 AM/FM, cellphones, police radio
 Sends data over long distances using a transmitter and a
receiver (up to 2 Mbits per second)
 Cellular Radio
 Form of broadcast radio
 Widely used in cellphones and wireless modems
 Transmits voice and digital messages
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6.4 Wireless Communications


Media
 Five Types of Wireless Communications Media
(continued)
 Microwave Radio
 Superhigh-frequency radio waves (2.4 gigahertz or higher)
 Requires line-of-sight transmitters and receivers
 More than ½ of today’s telephones systems use microwave
 Communications Satellites
 Microwave relay stations in orbit around the earth
 Basis for Global Positioning Systems (GPS)
 Cover broad service area

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6.4 Wireless Communications


Media
 Communications Satellites (continued)
 Can be placed at different heights: GEO, MEO, LEO
 GEO – geostationary earth orbit
 22,300 miles above earth; travel at the same speed as the
earth and so appear to us to be stationary
 Always above equator
 Transmission delay can make conversations difficult
 MEO – medium-earth orbit
 5,000 – 10,000 miles up
 LEO – low-earth orbit
 200 – 1,000 miles up
 Has no signal delay
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6.4 Wireless Communications


Media
 Long-Distance Wireless: One-Way Communication
 GPS (Global Positioning System)
 24 to 32 MEO satellites continuously transmitting timed
radio signals
 Each satellite circles earth twice each day at 11,000 miles
up
 GPS receivers pick up transmissions from up to 4 satellites
and pinpoint the receiver’s location
 Accurate within 3 – 50 feet, with a norm of 10 feet accuracy

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6.4 Wireless Communications


Media
 Long-Distance Wireless: One-Way Communication (continued)
 One-way Pagers
 One-way pagers are radio receivers that receive data sent from a
special radio transmitter
 Radio transmitter sends out signals over the special frequency
 Pagers are tuned to that frequency
 When a particular pager hears its own code, it receives and
displays the message
Question: Why do airplane rules require you to turn off pagers and
cellphones during flight?
Answer: Pilots use radar and radio to determine their position and
communicate with ground control. Pager and cellphone signals use
radio, too, and competing signals can interfere with one another.
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6.4 Wireless Communications


Media
 Long-Distance Wireless: Two-Way Communications
 1G: First-Generation Cellular Service
 Analog cellphones
 Designed for voice communication using a system of
hexagonal ground-area cells around transmitter-receiver cell
towers
 Good for voice – less effective for data because of handing
off
 2G: Second-Generation Cellular Service
 Uses digital signals
 First digital voice cellular network

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6.4 Wireless Communications


Media
 Long-Distance Wireless: Two-Way Communications
(continued)
 3G: Third-Generation Cellular Service
 3G cellphones are more like PDAs
 Broadband technology
 Carries data at high speeds
 High speed data: 144 kilobits per second up to 2.4 megabits
per second
 Accepts e-mail with attachments
 Displays color video and still pictures
 Plays music
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6.4 Wireless Communications


Media
 Long-Distance Wireless: Two-Way Communications
(continued)
 4G: Fourth-Generation Cellular Service
 A nationwide 4G network in development
 Uses the WiMax (Worldwide Interoperability for Microwave
Access) standard
 May provide broadband to rural areas
 First 4G phone, the EVO, released in March 2010

Discussion Question: If your cellphone can download and play music,


do you still need an iPod?
© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill
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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
 Local Area Networks
 Range 100 – 228 feet
 Include Wi-Fi (802.11) type networks
 Wi-Fi n is the latest and fastest Wi-Fi technology
 Personal Area Networks
 Range 30 – 32 feet
 Use Bluetooth, ultra wideband, and wireless USB
 Home Automation networks
 Range 100 – 150 feet
 Use Insteon, ZigBee, and Z-Wave standards
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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
(continued)
 Wi-Fi b, a, g, and n networks
 Named for variations on the IEEE 802.11 standard
(802.11b, 802.11a, 802.11a)
 Data ranges: 11 megabits per second up to 126 feet
indoors (Wi-Fi b) to 54 megabits per second up to 120
feet (Wi-Fi a and g)
 Wi-Fi n with MIMO extends range of Wi-Fi using multiple
transmitting and receiving antennas – 100 - 320
megabits per second for up to 228 ft

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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
(continued)
 Wi-Fi Security
 A person with a $50 antenna can eavesdrop on
everything your computer sends over wireless from a
block or two away; this is called ―wardriving.‖ Make sure
to turn your Wi-Fi software off when you are not using it.

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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
(continued)
 Personal Area Wireless
 Bluetooth
 Short-range wireless standard to link cellphones, PDAs,
computers, and peripherals at distances usually up to 30 ft
 Transmits up to 3 megabits per second
 When Bluetooth devices come into range of each other, they
negotiate. If they have information to exchange, they form a
temporary wireless network

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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
(continued)
 Personal Area Wireless (continued)
 Ultra Wideband (UWB)
 Developed for military radar systems
 Operates in 480 megabits per second, range up to 30 ft
 Uses a low power source to send out millions of bursts of radio
waves each second
 Wireless USB
 USB is the most used interface on PCs
 Range of 32 ft and maximum data rate of 480 megabits per
second; used in game controllers, printers, scanners, cameras,
MP3 players, hard disks, and flash drives
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6.4 Wireless Communications


Media
 Short-Range Wireless: Two-Way Communications
(continued)
 Short-Range Wireless for Home
 Insteon
 Combines electronic power line and wireless technology
 Can send data at 13.1 kilobits per second with 150 ft range
 ZigBee
 Entirely wireless sensor technology
 Can send data at 128 kilobits per second with 250 ft range
 Z-Wave
 Entirely wireless power-efficient technology
 Can send data at 127 kilobits per second to range of 100 ft

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6.5 Cyberthreats, Hackers, &


Safeguards
 Problem: Internet was begun to foster collaboration
among universities and scientists. They trusted each
other. No security was built into the internet.
 Problem: The internet is open-access and is used by
criminals who take advantage of the lack of built-in
safeguards.
 Problem: Most people connect to the internet and use
their computers in LANs. All it takes is one computer
on a LAN that has been compromised for all computers
on it to be vulnerable.

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats
 Denial of Service Attacks
 Consist of making repeated requests of a computer or
network device, thereby overloading it and denying access
to legitimate users
 Used to target particular companies or individuals

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats (continued)
 Worms (Malware)
 A program that copies itself repeatedly into a computer’s
memory or disk drive
 May copy itself so much it crashes the infected computer
 Primarily target PCs running Microsoft Windows

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats (continued)
 Viruses (Malware)
 Deviant program that hides on a disk, in an e-mail, or in a
web link that causes unexpected effects such as destroying
or corrupting data
 Viruses are released at the rate of about one per day
 To see what the latest ones are, go to
www.symantec.com/avcenter/vinfodb.html

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats (continued)
 Trojan Horses (Malware)
 Programs that pretend to be a useful program such as a
free game or a screensaver but that carry viruses or
malicious instructions that damage your computer or install
a backdoor or spyware
 Backdoors and spyware allow others to access your
computer without your knowledge

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats (continued)
 How they spread
 Via e-mail attachments
 By infected disks
 By clicking on infiltrated websites
 By downloading infected files from websites
 Through infiltrated Wi-Fi hotspots
 From one infected PC on a LAN to another
 What can you do about it?
 Install antivirus software and subscribe to the
manufacturer’s automatic antivirus update service
© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill
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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyberthreats (continued)
 Cellphone Malware
 Spread via internet downloads, MMS attachments, and
Bluetooth transfers
 Usually show up disguised as applications such as games,
security patches, add-on functionalities, erotica, and free
programs
 Protect your phone:
 Turn off Bluetooth discoverable mode
 Check security updates to learn about filenames to
watch out for
 Install security software
© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill
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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyber Villains
 Hackers are either
 Computer enthusiasts, people who enjoy learning about
programming and computers
 People who gain unauthorized access to computers or
networks, often for fun or just to see if they can
 Two types:
 Thrill-seeker hackers: do it for the challenge
 White-hat hackers: do it to expose security flaws that can be
fixed

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6.5 Cyberthreats, Hackers, &


Safeguards
 Cyber Villains
 Crackers
 Malicious hackers who break into computers for malicious
purposes
 Script kiddies are technically unsophisticated teenagers who
use downloadable software for perform break-ins
 Hacktivists are hacker activists who break into systems for a
political purpose
 Black-hat hackers are those who break into computers to steal
or destroy information or to use it for illegal profit
 Cyberterrorists attack computer systems so as to bring physical
or financial harm to groups, companies, or nations

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6.5 Cyberthreats, Hackers, &


Safeguards
 Online Safety
 Use antivirus software, and keep it current
 Install a firewall to monitor network traffic and filter out
undesirable types of traffic and undesirable sites
 Don’t use the same password for multiple sites
 Don’t give out any password information
 Use robust passwords:
 Minimum 8 characters with letters, numbers, characters
 4cats is not a good password; f0UrK@tTz is safer

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6.5 Cyberthreats, Hackers, &


Safeguards
 Online Safety (continued)
 Install antispyware software
 Encrypt financial and personal records so only you can
read them
 Back up your data, so if your PC is attacked and must be
reformatted, you can restore your data
 Never download from a website you don’t trust
 Consider biometric authentication

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6.5 Cyberthreats, Hackers, &


Safeguards
 Online Safety (continued)
 Biometrics: science of measuring individual body
characteristics
 Used in security devices
 Examples; hands, fingerprints, iris recognition, face
recognition, voice recognition
 Now available on laptops

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6.5 Cyberthreats, Hackers, &


Safeguards
 Online Safety (continued)
 Encryption
 Process of altering readable data into unreadable form to
prevent unauthorized access
 Uses powerful mathematical ciphers to create coded
messages that are difficult to break
 Unencrypted messages are known as plain text
 Encrypted text is known as cybertext
 Either private keys or public keys are used to encrypt
and send and then to receive and decrypt messages

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6.5 Cyberthreats, Hackers, &


Safeguards
 Online Safety (continued)
 Private Key encryption means the same secret key is
used by both the sender and receiver to encrypt and
decrypt a message
 Public Key encryption means that two keys are used; the
recipient’s public key is given to the sender to encrypt the
message; the receiver uses a private key to decrypt it

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Tugas Kelompok ―Personal Technology the future is you ―
Teknologi yang dibahas
1. Portable media players and Internet radio/podcasting
2. Digital cameras
3. Digital television
4. E-book readers
5. Tablet PC
6. Smartphone
7. Videogame system
8. Smartcard Technology
9. Vending machine technology
10. Recognition technology
Pembahasan:
1. Penjelasan teknologi (termasuk cara kerja secara umum)
2. Contoh-contoh perangkat dan penjelasan dari masing-masing
perangkat
3. Perkembangan teknologi hingga sekarang
Presentasikan minggu depan
6 Oktober 2017

© 2011 The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill

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