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No shadows in the desert : murder, vengeance, and espionage in the war against ISIS / by Katz, Samuel M.,1963-author.(CARDINAL)758326;
Includes bibliographical references and index."The inside story of the covert operation that took down the heads of ISIS. No Shadows in the Desert reveals the untold story of the behind-the-scenes fight against ISIS--one coordinated by heads of state and ultimately fought in the alleyways and open deserts of the Middle Eastern battlefield by spies and soldiers. Samuel M. Katz draws upon his sources within the global intelligence and counterterrorism community, as well as the international special operations and espionage fraternity, to tell the story of the covert campaign against ISIS by the operatives who ventured deeply and secretly into enemy territory. In this first-ever look at the secret inner workings of an Arab secret service, Katz tells the story of Jordan's GID, the masters of human intelligence on the espionage battlefields of the Middle East, who proved pivotal and crucial go-to allies of the CIA and America's other intelligence agencies in the war against ISIS and the war on terror. With the revealing and intimate insight of the intelligence officers who fought ISIS, No Shadows in the Desert is a rare glimpse into how a strategic partnership helped change how terrorism is fought in the Middle East and beyond."--Jacket flap.
Subjects: IS (Organization); Jordan. General Intelligence Department.; United States. Central Intelligence Agency.; Terrorism; Islamic fundamentalism.; Terrorism;
Available copies: 6 / Total copies: 6
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Crime in progress : inside the Steele dossier and the Fusion GPS investigation of Donald Trump / by Simpson, Glenn.(CARDINAL)815236; Fritsch, Peter(Journalist)(CARDINAL)817331;
Includes bibliographical references (pages 285-332) and index.Preface -- "I think we have a problem" -- Project Bangor -- The charlatan -- The fixer -- New client -- Calling Agent Steele -- Say something -- Breakfast at the Mayflower -- Hail Mary time -- "Courage, Folks" -- "I need to know if any of this is true" -- "You are gonna get people killed" -- "Can you call me please?" -- A senator attacks -- Natalia -- Captain America -- "What I'm going to do to you..." -- Waiting for Mueller -- Epilogue.Fusion GPS was founded in 2010 by Glenn Simpson and Peter Fritsch, two former reporters at The Wall Street Journal who decided to abandon the struggling news business and use their reporting skills to conduct open-source investigations for businesses and law firms-and opposition research for political candidates. In the fall of 2015, they were hired to look into the finances of Donald Trump. What began as a march through a mind-boggling trove of lawsuits, bankruptcies, and sketchy overseas projects soon took a darker turn: The deeper Fusion dug, the more it began to notice names that Simpson and Fritsch had come across during their days covering Russian corruption-and the clearer it became that the focus of Fusion's research going forward would be Trump's entanglements with Russia. To help them make sense of what they were seeing, Simpson and Fritsch engaged the services of a former British intelligence agent and Russia expert named Christopher Steele. He would produce a series of memos-which collectively became known as the Steele dossier-that raised deeply alarming questions about the nature of Trump's ties to a hostile foreign power. Those memos made their way to U.S. intelligence agencies, and then to President Barack Obama and President-elect Trump. On January 10, 2017, the Steele dossier broke into public view, and the Trump-Russia story reached escape velocity. At the time, Fusion GPS was just a ten-person consulting firm tucked away above a Starbucks near Dupont Circle, but it would soon be thrust into the center of the biggest news story on the planet-a story that would lead to accusations of witch hunts, a relentless campaign of persecution by congressional Republicans, bizarre conspiracy theories, lawsuits by Russian oligarchs, and the Mueller report. In Crime in Progress, Simpson and Fritsch tell their story for the first time-a tale of the high-stakes pursuit of one of the biggest, most important stories of our time-no matter the costs.
Subjects: Trump, Donald, 1946-; Putin, Vladimir Vladimirovich, 1952-; Corruption investigation; Governmental investigations; Political corruption; Political corruption;
Available copies: 17 / Total copies: 17
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Putin's playbook : Russia's secret plan to defeat America / by Koffler, Rebekah,author.;
Includes bibliographical references and index.Author's introduction : why I wrote this book -- Prologue : why can't we be friends? -- Russia's war on America -- Putin's wish list : America's nightmare -- Russia organizes for war -- Putin's Star Wars : lasers, jammers, and satellite killers -- Cyber weapons : waging war on U.S. networks and American minds -- Spies and disruptors : infiltrating America -- Active measures : subversion, election sabotage, and assassinations -- Putin's military option : things that go bang."Politicians and pundits on both sides of the aisle have accused Russia of interfering with our elections and our intelligence agencies. But the war Russia is waging against America is very different from anything you have heard in the press, as Russian-born U.S. intelligence expert Rebekah Koffler reveals. In her new book, Koffler details how Vladimir Putin is orchestrating a wide-ranging, multi-faceted campaign to retake his country's role as a super-power, and to defeat America in the process. Koffler explains the Putin-ordered 5-point Master Plan to defeat America, which includes spies, satellite killers, bombers, lasers, undersea cable cutters, cyber trolls, nuclear missiles, assassinations, and special techniques that Russia uses to distort Americans' perceptions of reality. Koffler also reveals how Moscow plans to turn our strengths--such as our open, democratic society, the technology that pervades every sphere of our lives, and our aversion to war casualties--into vulnerabilities. Koffler explores the military components of Russia's strategy, including its powerful arsenal of conventional and nuclear weapons and the advanced new weaponry unveiled the day after the July, 2018 Trump-Putin Helsinki summit. She details why Moscow views America's dependency on satellite technology for military operations as our country's "Achilles' heel," and alerts readers to the newly erected National Center for State Defense, a wartime structure. Finally, there is a discussion of why Moscow violated the U.S.-Russian Intermediate-range Nuclear Forces Treaty (INF).The picture is clear, warns Koffler: Putin is mobilizing his country for the "inevitable" war. Koffler reminds us it's imperative that the full extent of the Russian threat be revealed, both to those who are increasingly concerned, and those who are just beginning to feel uneasy about foreign interference in, and manipulation of, our daily lives. The "warning system," as Dan Coats, Director of National Intelligence, declared, is "blinking red.""--"Based on open source information and the author's personal experience, the views and analytic assessments in Putin's Playbook are the author's only. These views and assessments do not represent the views of any government agency or organization. Some names have been changed for privacy reasons." --
Subjects: Informational works.; Putin, Vladimir Vladimirovich, 1952-; Hybrid warfare; Cyberspace operations (Military science); Espionage, Russian;
Available copies: 1 / Total copies: 1
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Contact / by Sagan, Carl,1934-1996,author.(CARDINAL)323009;
The future is here...in an adventure of cosmic dimension. When a signal is discovered that seems to come from far beyond our solar system; a multinational team of scientists decides to find the source. What follows is an eye-opening journey out to the stars to the most awesome encounter in human history. Who - or what - is out there? Why are they watching us? And what do they want with us?One of the best science fiction novels about communication with extraterrestrail intelligent beings, Contact is a "stunning and satisfying" (Los Angeles Times) classic.1010L
Subjects: Science fiction.;
Available copies: 2 / Total copies: 3
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Digital literacy : skills & strategies / by Nicosia, Laura M.,editor.; Nicosia, James F.,editor.(CARDINAL)863220;
Includes bibliographical references (pages 669-730) and index.3D Printing -- Access to Communication Technology -- Algorithms -- Anchored Instruction -- Android OS -- Anonymity and Anonymizers -- Apple -- Apps/Applications -- Artificial Intelligence -- Assessing Digital Literacy -- Assistive and Adaptive Technology -- Assistive Technology in Education -- Audio Streaming -- Augmented Reality -- Avatars and Simulation -- Bandcamp -- Binary Hexadecimal Representations -- Blended Learning -- Bloom's Taxonomy -- Bots -- Boyd, Danah Michele -- Brain-Computer Interfacing (BCI) -- Browsers -- Catfishing -- Children's Online Privacy Protection Act -- Clickbait -- Cloud Computing -- Coding in the Curriculum -- Collaborative Software (Groupware) -- Community of Practice -- Computer Addiction -- Computer-Aided Design -- Computer-Aided Design in Education -- Computer-Assisted Instruction -- Computer Ethics -- Computer Fraud -- Computer Fraud and Abuse Act -- Computer Viruses and Worms -- Constructivism -- Creative Commons -- Cyberbullying -- Cybercrime -- The Cyber Intelligence Sharing and Protection Act -- Cyber Monday -- Cybersecurity -- Cyberstalking -- Cyberterrorism -- Dark Web -- Data Harvesting -- Data Literacy -- Data Management -- Data Protection -- Deepfake -- Desktop and E-publishing -- Digital Citizenship -- Digital Divide -- Digital Economy -- Digital Footprint -- Digital Forensics -- Digital Libraries and Artifacts -- Digital Natives and Digital Immigrants -- Digitial Storytelling -- Discord -- Doxing -- DVDs -- E-books and Education -- Encrypton -- Ethics of algorithms -- Ethics of Social Media: Free Speech -- Facebook -- File Transfer Protocol -- Firewalls -- Firmware -- Freedom of Information Act -- Game-Based Learning -- Gee, James Paul -- Gmail -- Google -- Google Slides -- Graphical User Interface -- Graphics Formats -- Graphics Technologies -- Green Computing -- Hacking -- Holographic Technology -- HTML -- Human-Computer Interaction -- Hypermedia in Education -- Identity Theft -- Image Editing -- IMGUR -- Information Ethics -- Information Technology -- Instagram -- Instructional Design -- Intellectual Property -- Intelligent Tutoring Systems -- Internet Privacy -- Internet Safety -- Intranet -- iOS -- iPads in the Classroom - iTunes -- Jenkins, Henry -- Keynote -- Light-Emitting Diodes -- LinkedIn -- Liquid Crystal Technology -- Mac OS -- Malware -- Media Literacy -- Microscale 3D Printing -- Microsoft Excel -- Microsoft PowerPoint -- Microsoft Word -- Mobile Operating Systems -- Music Editing -- Myspace -- Online Anonymity -- Online Communication -- Online Entertainment and Music Databases -- Online Games: Roles, Rules, and Etiquette -- Online Privacy -- Online Safety -- Open Source -- Optical Storage -- Peer-to-Peer Payment Apps -- Phishing -- Privacy Settings -- QR Codes -- Random-Access Memory -- Ransomware -- Reddit -- Scientific Literacy -- Search Engines -- Sexting -- Snapchat -- Social Impacts of Cybercrime -- Social Media -- Social Media Addiction -- Social Media and Depression -- Social Media and Isolation -- Social Media and Job Hunting -- Social Media and Law Enforcement -- Social Media and Religion -- Social Media and the Self-Esteem of Its Users -- Social Media as a Teaching and Learning Tool -- Social Media Mining -- Social Networking Services -- Software Architecture -- Spam -- Spam Filters -- Speech-Recognition Software -- Spotify -- Spyware -- Technical Drawing -- Technoethics and Society -- Telecommunications -- TikTok -- Touch Screens -- Transmedia Storytelling -- Tumblr -- Turkle, Sherry -- Twitch -- Twitter -- Universal Design for Learning -- UNIX -- Virtual Reality -- Wearable Technology -- Web 2.0 in the Schools -- Wikipedia -- Windows Operating System -- XML (Extensible Markup Language) -- YouTubeAims to introduce users to explanations of cutting-edge, as well as everyday, technology, explaining these technologies and their primary elements through clear prose informed by expert analysis.
Subjects: Reference works.; Computer literacy.; Digital media.; Information technology.;
Available copies: 3 / Total copies: 3
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Agent Jack : the true story of MI5's secret Nazi hunter / by Hutton, Robert(Journalist),author.(CARDINAL)814936;
Includes bibliographical references and index.'A great deal about sabotage and arson' -- 'Thoroughly familiar' -- 'A splendid beacon for the Germans' -- 'Every person within the fortress' -- 'He is quite ruthless where Germans are concerned' -- 'Agents in every country in the world' -- 'So stupid andso obvious' -- 'No organised body' -- 'A masterful and somewhat masculine woman' -- 'Somewhat melodramatic ideas' -- 'Such methods were necessary' -- 'You bomb them, and blow the lot' -- 'A twinge of uneasiness' -- 'Oozing with gratitude' -- 'A NationalSocialist atmosphere' -- 'The more violent it was, the better' -- 'Carrying on the struggle' -- 'The Gestapo department' -- Epilogue: 'A Great Source of Trouble.'"The never-before-told story of Eric Roberts, who infiltrated a network of Nazi sympathizers in Great Britain in order to protect the country from the grips of fascism June 1940: Europe has fallen to Adolf Hitler's army, and Britain is his next target. Winston Churchill exhorts the country to resist the Nazis, and the nation seems to rally behind him. But in secret, some British citizens are plotting to hasten an invasion. Agent Jack tells the incredible true story of Eric Roberts, a seemingly inconsequential bank clerk who, in the guise of "Jack King", helped uncover and neutralize the invisible threat of fascism on British shores. Gifted with an extraordinary ability to make people trust him, Eric Roberts penetrated the Communist Party and the British Union of Fascists before playing his greatest role for MI5: Hitler's man in London. Pretending to be an agent of the Gestapo, Roberts single-handedly built a network of hundreds of British Nazi sympathizers-factory workers, office clerks, shopkeepers -whoshared their secrets with him. It was work so secret and so sensitive that it was kept out of the reports MI5 sent to Winston Churchill. In a gripping real-world thriller, Robert Hutton tells the fascinating story of an operation whose existence has onlyrecently come to light with the opening of MI5's WWII files. Drawing on these newly declassified documents and private family archives, Agent Jack shatters the comforting notion that Britain could never have succumbed to fascism and, consequently, that the world could never have fallen to Hitler. Agent Jack is the story of one man who loved his country so much that he risked everything to stand against a rising tide of hate."--
Subjects: Biographies.; Roberts, Eric A., 1907-1972.; Great Britain. MI5; Spies; World War, 1939-1945; Intelligence officers; Intelligence service; Espionage, British; Nazis; World War, 1939-1945;
Available copies: 7 / Total copies: 7
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Undisclosed / by Alten, Steve,author.(CARDINAL)640062;
"A veteran of the Iraq war is appointed Under Secretary of Defense in order to penetrate a secret government purposely black-shelving zero-point-energy, a clean, abundant energy source reverse-engineered from downed UFOs. Are Extraterrestrials and UFOs real? Are there secret subterranean military bases hiding advanced technologies that date back to the incident at Roswell? Is there a False Flag in the works intended to wipe out billions? Steve Alten's UNDISCLOSED is a mind-opening thriller of -faction- which incorporates testimonials from military and intelligence personnel who were actual eyewitnesses and participants involved in the greatest secret in history."--Amazon.com.
Subjects: Science fiction.; Thrillers (Fiction); Conspiracies; Extraterrestrial beings;
Available copies: 2 / Total copies: 3
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The culture of war / by Van Creveld, Martin,1946-(CARDINAL)523623;
Includes bibliographical references and index.Introduction -- Part 1: Preparing For War -- 1: From war paint to tiger suits -- From boomerangs to bastions -- Educating warriors -- Games of war -- Part 2: In War And Battle -- 5: Opening gambits -- 6: Joy of combat -- 7: Rules of war -- 8: Ending war -- Part 3: Commemorating War -- 9: History and war -- 10: Literature and war -- 11: Art and war -- 12: Monuments to war -- Part 4: World Without War? -- 13: Short history of peace -- Waning of major war -- Beyond the pale -- Quo vadis, homo? -- Part 5: Contrasts -- 17: Wild horde -- 18: Soulless machine -- 19: Men without chests -- 20: Feminism -- Conclusions: The great paradox -- Acknowledgments -- Notes -- Index.From the Publisher: A respected scholar of military history and an expert on strategy, Martin van Creveld recently explored the modern world's shifting method of combat in The Changing Face of War. Now, in The Culture of War, he argues that there is much more to war than just soldiers killing one another for whatever reason. War has always been a topic of deep intrigue. Fighting itself can be a source of great, perhaps even the greatest, joy; out of this joy and fascination an entire culture has grown-from the war paint of tribal warriors to today's "tiger suits," from Julius Caesar's red cloak to Douglas MacArthur's pipe, from the decorative shields of ancient Greece to today's nose art, and from the invention of chess around 600 A.D. to the most modern combat simulators. The culture of war has its own traditions, laws and customs, rituals, ceremonies, music, art, literature, and monuments since the beginning of civilization. Throughout the ages, the culture of war has usually been highly esteemed. Not so in today's advanced countries, which tend either to mock it ("military intelligence is to intelligence what military music is to music") or to denounce it as "militaristic." This provocative book, the first of its kind, sets out to show how wrongheaded, and even dangerous, such attitudes are. The Culture of War argues that men and women, contrary to the hopes of some, are just as fascinated by war today as they have been in the past. A military that has lost touch with the culture of war is doomed not merely to defeat but to disintegration. Innovative, authoritative, and riveting, this is a major work by one of the world's greatest and most insightful military historians.
Subjects: Military art and science; Sociology, Military.; War.;
Available copies: 2 / Total copies: 2
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The women of City Point, Virginia, 1864-1865 : stories of life and work in the Union Occupation Headquarters / by Christie, Jeanne Marie,1944-author.(CARDINAL)853159;
Includes bibliographical references (pages 255-263) and index."After more than three years of grim fighting, General Ulysses Grant had a plan to end the Civil War-laying siege to Petersburg, Virginia, thus cutting off supplies the Confederate capital at Richmond. He established his headquarters at City Point on the James River, requiring thousands of troops, tons of supplies, as well as extensive medical facilities and staff. Nurses flooded the area yet many did not work in medical capacities-they served as organizers, advocates and intelligence gatherers. Nursing emerged as a noble profession with multiple specialties. Drawing on a range of primary and secondary sources, this history covers the resilient women who opened the way for others into postwar medical, professional and political arenas."
Subjects: Women and war;
Available copies: 1 / Total copies: 1
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The VR book : human-centered design for virtual reality / by Jerald, Jason,author.(CARDINAL)849970;
Includes bibliographical references (pages 541-566) and index.Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for? -- A history of VR : The 1800s ; The 1900s ; The 2000s -- An overview of various realities : Forms of reality ; Reality systems -- Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs -- The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs.Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions -- Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming -- Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions -- Perception of space and time : Space perception ; Time perception ; Motion perception -- Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action -- Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action.Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness -- Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects -- Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene -- Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis -- Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures -- Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness -- Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication -- Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness.Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization -- Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content -- Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking -- Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content -- Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation.Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman's principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands -- VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution -- Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices -- Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns -- Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques.Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams -- The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements -- The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery -- The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis -- Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage.Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary.Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
Subjects: Human-computer interaction.; Virtual reality.;
Available copies: 1 / Total copies: 1
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