Search This Blog

Monday, December 31, 2007

Record Number of Data Breaches in 2007 After TJX Credit-Card Theft



A sign outside the TJX Cos. headquarters is seen in Framingham, Mass. The company, owner of discount stores including T.J. Maxx and Marshalls, in March acknowledged that information from at least 45.7 million credit and debit cards was stolen over an 18-month period.

Record Data Breaches in 2007, Groups Say

A sign outside the TJX Cos. headquarters is seen in Framingham, Mass., in this file photo taken Wednesday, Feb. 21, 2007. TJX Cos., owner of discount stores including T.J. Maxx and Marshalls, in March acknowledged that information from at least 45.7 million credit and debit cards was stolen over an 18-month period. The breach is believed to have started when hackers intercepted wireless transfers of customer information at two Marshalls stores in Miami _ an entry point that led the hackers to eventually break into TJX's central databases.

The loss or theft of personal data such as credit card and Social Security numbers soared to unprecedented levels in 2007, and the trend isn't expected to turn around anytime soon as hackers stay a step ahead of security and laptops disappear with sensitive information.

And while companies, government agencies, schools and other institutions are spending more to protect ever-increasing volumes of data with more sophisticated firewalls and encryption, the investment often is too little too late.

"More of them are experiencing data breaches, and they're responding to them in a reactive way, rather than proactively looking at the company's security and seeing where the holes might be," said Linda Foley, who founded the San Diego-based Identity Theft Resource Center after becoming an identity theft victim herself.

Foley's group lists more than 79 million records reported compromised in the United States through Dec. 18. That's a nearly fourfold increase from the nearly 20 million records reported in all of 2006.

Another group, Attrition.org, estimates more than 162 million records compromised through Dec. 21 both in the U.S. and overseas, unlike the other group's U.S.-only list. Attrition reported 49 million last year.

"It's just the nature of business, that moving forward, more companies are going to have more records, so there will be more records compromised each year," said Attrition's Brian Martin. "I imagine the total records compromised will steadily climb."

But the biggest difference between the groups' record-loss counts is Attrition.org's estimate that 94 million records were exposed in a theft of credit card data at TJX Cos., the owner of discount stores including T.J. Maxx and Marshalls. The TJX breach accounts for more than half the total records reported lost this year on both groups' lists.

The Identity Theft Resource Center counts about 46 million the number of records TJX acknowledged in March were potentially compromised. Attrition's figure is based on estimates from Visa and MasterCard officials who were deposed in a lawsuit banks filed against TJX.
The loss or theft of personal data such as credit card and Social Security numbers soared to unprecedented levels in 2007, and the trend isn't expected to turn around anytime soon as hackers stay a step ahead of security and laptops disappear with sensitive information.

And while companies, government agencies, schools and other institutions are spending more to protect ever-increasing volumes of data with more sophisticated firewalls and encryption, the investment often is too little too late.

"More of them are experiencing data breaches, and they’re responding to them in a reactive way, rather than proactively looking at the company's security and seeing where the holes might be,'' said Linda Foley, who founded the San Diego-based Identity Theft Resource Center after becoming an identity theft victim herself.

Most Americans Turn to the Internet to Solve Problems

24hoursnews– People who have faced one of several common government-related problems in the past two years are more likely to consult the internet than other sources, including experts and family members.

In a national phone survey, respondents were asked whether they had encountered 10 possible problems in the previous two years, all of which had a potential connection to the government or government-provided information. Those who had dealt with the problems were asked where they went for help and the internet topped the list:
58% of those who had recently experienced one of those problems said they used the internet (at home, work, a public library or some other place) to get help.
53% said they turned to professionals such as doctors, lawyers or financial experts.
45% said they sought out friends and family members for advice and help.
36% said they consulted newspapers and magazines.
34% said they directly contacted a government office or agency.
16% said they consulted television and radio.
13% said they went to the public library.
The survey results challenge the assumption that libraries are losing relevance in the internet age. Libraries drew visits by more than half of Americans (53%) in the past year for all kinds of purposes, not just the problems mentioned in this survey. And it was the young adults in tech-loving Generation Y (age 18-30) who led the pack. Compared to their elders, Gen Y members were the most likely to use libraries for problem-solving information and in general patronage for any purpose.

Furthermore, it is young adults who are the most likely to say they will use libraries in the future when they encounter problems: 40% of Gen Y said they would do that, compared with 20% of those above age 30 who say they would go to a library.

“These findings turn our thinking about libraries upside down. Librarians have been asked whether the internet makes libraries less relevant. It has not. Internet use seems to create an information hunger and it is information-savvy young people who are the most likely to visit libraries,” noted Leigh Estabrook, Dean and Professor Emerita at the University of Illinois, co-author of a report on the results.

She added that internet users were much more likely to patronize libraries than non-users (61% vs. 28%).

This report, “Information searches that solve problems”, is the fruit of a partnership of the University of Illinois –Urbana-Champaign and the Pew Internet & American Life Project. It was funded with a grant from the Federal Institute of Museum and Library Services, an agency that is the primary source of federal support for the nation’s 122,000 libraries and 17,500 museums. The survey was conducted between June 27 to September 4, 2007, among a sample of 2,796 adults, 18 and older. The margin of error is plus or minus 2.5 percentage points.

The focus of the survey was how Americans address common problems that might be linked to government. The problems covered in the survey:
dealing with a serious illness or health concern;
making a decision about school enrollment, financing school, or upgrading work skills;
dealing with a tax matter;
changing a job or starting a business;
getting information about Medicare, Medicaid, or food stamps;
getting information about Social Security or military benefits;
getting information about voter registration or a government policy;
seeking helping on a local government matter such as a traffic problem or schools;
becoming involved in a legal matter; and
becoming a citizen or helping another person with an immigration matter.
There was some variance in the results, depending on the type of problem that people confronted. For instance, those who dealt with a health problem turned to experts more than any other source, followed by family and friends, and then the internet. And those who had issues related to big government programs such as Social Security or Medicare were most likely to go directly to government agencies for help, then the internet.

Most people were successful in getting information to help them address a problem no matter what channel they chose and no matter what problem they faced.
65% of those who approached the government for help said they were very successful.
64% of those who went to the public library were very successful.
63% of those who used the internet were very successful.
61% of those who consulted professionals and experts were very successful.
Among the sources consulted, the internet was the source that was most often cited as the one that provided a lot of the information people were seeking.

“It is important to stress, though, that even as our data show the internet is ascending, we also find that large numbers of people do not use the internet and this low-access population prefers getting information and assistance from sources other than the internet,” noted Lee Rainie, Director of the Pew Internet & American Life Project, and one of the study’s authors. “Those without broadband connections at home or at work have very different needs and search strategies from those who have woven the internet into their lives.”

A major focus of this survey was on those with no access to the internet (23% of the population) and those with only dial-up access (13% of the population). This “low-access” population is poorer, older, and less well-educated than the cohort with broadband access at home or at work. They are less likely to visit government offices or libraries under any circumstances. And they are more likely to rely on television and radio for help than are high-access users.

Another important concern in this research was to see how the rise of the internet might affect the way government officials and librarians could work to meet citizens’ needs.

“The big message in this survey is that those who want to help citizens – whether they sit in government offices, libraries, non-profit organizations, or politically-active groups – live in a much more complicated environment now than they did a decade ago,” said Evans Witt, CEO of Princeton Survey Research Associates International, the firm that conducted the survey and one of the report’s authors. “They must serve citizen needs that run the spectrum from high-tech digerati who want everything served to them online to grandparents in rural areas who want the government to mail them key documents that are printed on real paper with real ink."

Generation Y biggest user of U.S. libraries - survey.
More than half of Americans visited a library in the past year with many of them drawn in by the computers rather than the books, according to a survey released on Sunday.

Of the 53 percent of U.S. adults who said they visited a library in 2007, the biggest users were young adults aged 18 to 30 in the tech-loving group known as Generation Y, the survey by the Pew Internet & American Life Project said.

"These findings turn our thinking about libraries upside down," said Leigh Estabrook, a professor emerita at the University of Illinois and co-author of a report on the survey results.

"Internet use seems to create an information hunger and it is information-savvy young people who are most likely to visit libraries," she said.

Internet users were more than twice as likely to patronize libraries as non-Internet users, according to the survey.

More than two-thirds of library visitors in all age groups said they used computers while at the library.

Sixty-five percent of them looked up information on the Internet while 62 percent used computers to check into the library's resources.

Public libraries now offer virtual homework help, special gaming software programs, and some librarians even have created characters in the Second Life virtual world, Estabrook said. Libraries also remain a community hub or gathering place in many neighborhoods, she said.
The survey showed 62 percent of Generation Y respondents said they visited a public library in the past year, with a steady decline in usage according to age. Some 57 percent of adults aged 43 to 52 said they visited a library in 2007, followed by 46 percent of adults aged 53 to 61; 42 percent of adults aged 62 to 71; and just 32 percent of adults over 72.

"We were surprised by these findings, particularly in relation to Generation Y," said Lee Rainie, co-author of the study and director of the Pew project. In 1996 a survey by the Benton Foundation found young adults saw libraries becoming less relevant in the future.

"Scroll forward 10 years and their younger brothers and sisters are now the most avid library users," Rainie said.

The survey of 2,796 Americans was conducted by telephone from late June through early September and has a margin of error of plus or minus 2.5 percentage points. It was funded by the federal Institute of Museum and Library Services, an agency that offers federal support for U.S. libraries and museums.

(Reporting by Julie Vorman; Editing by Bill Trott)

((julie.vorman@reuters.com; +1 202 898 8467; Reuters Messaging: julie.vorman.reuters.com@reuters.net)) Keywords: INTERNET/LIBRARIES

(C) Reuters 2007. All rights reserved. Republication or redistribution ofReuters content, including by caching, framing or similar means, is expresslyprohibited without the prior written consent of Reuters. Reuters and the Reuterssphere logo are registered trademarks and trademarks of the Reuters group ofcompanies around the world.nN28498644

Wii is the champion



Nintendo can't make 'em fast enough, but that hasn't kept rivals Microsoft and Sony from playing catch-up
Looks like the Nintendo Wii wasn't just a fad, after all.

Of course, that's just our opinion. Nintendo's rivals, Sony and Microsoft, may try to argue that the popularity of the Wii really is still just a fleeting craze - one that has spanned more than a year and has bridged two holiday selling seasons.

Whatever you want to call it, here's the truth: In an industry in which the "next big thing" seems to come around every few weeks, the Wii continues to be the biggest story in the video game world, despite being released more than 13 months ago. Nintendo simply can't produce enough of them, and, in a repeat of last year, Wii-hungry shoppers are again lining up outside stores in the middle of the night or overpaying on eBay and Craigslist just to get their hands on one.

But that hasn't stopped Microsoft and Sony from trying to keep up. After endless criticism of the cost of its PlayStation 3 (which came in models priced at $500 and $600), Sony dropped the price of its top-tier model by $100 over the summer, then last month introduced a version for $400 - which is still $150 more than the Wii. Further plaguing the PlayStation 3 is its lack of must-have titles - likely a key reason the system has sold under 3 million units in North America, compared with more than 6 million Wiis, according to analyst and company figures.

While Microsoft's Xbox 360 has chugged along, it hasn't been without its share of problems. The biggest: the so-called "red ring of death," the term given to Xbox 360 units that suffer total failure. (The front of each unit has four quarter-circle lights that form a ring; if three of them turn red, it means your Xbox 360 is dead.) Acknowledging the frequency of failed Xbox 360s, Microsoft in July extended the warranty of its game system to three years, a move that could cost the company more than $1 billion.

Even the launch of the company's biggest game of the year, Halo 3 - which took in some $170 million in sales the first 24 hours of its September release - didn't go off without one major snafu: In some versions of the game, the disc was improperly packaged, leaving it to slide around inside the casing, causing scratches. Microsoft agreed to replace scratched discs free until the end of the year.

All three companies have made strides in their online operations, but it's here where the Wii is weakest, offering mainly a back catalog of older games as paid downloads. Sony, through its PlayStation Network, and Microsoft, via its Xbox Live, have had stronger showings, particularly in downloadable content, from free demos of anticipated games to, say, extra songs - priced at a few bucks a pop - for the games Guitar Hero 3 or Rock Band. It's all evidence that the three companies have placed a higher importance on online integration. Hey, at least they agree on something.

Top 10 Video Games

1. ROCK BAND (Microsoft Xbox 360, Sony PlayStation 2 and PlayStation 3). We happened to have about a dozen friends and family members over to our house the same night Rock Band arrived. Within minutes of setting up the microphone, guitars and drum kit, we were rockin' out as if we'd been playing for hours. Then, we played for hours. It's simply the most fun I've had with any game all year.

2.BIOSHOCK (Xbox 360). Easily the most original game in recent memory, BioShock earns a place on this list as one of the few titles this year that exceeded expectations. Not only did it introduce a new take on the first-person shooter, but it engaged players with a moody, haunting portrayal of a retro-futuristic undersea dystopia of genetic experimentation gone wrong. Months after finishing the game, I haven't stopped thinking about it.

3.THE ORANGE BOX (Xbox 360, PS3 and PCs) - This one makes this list for value alone. Included on the disc are five games: Half-Life 2, its two expansion episodes, plus the puzzle-solving Portal and online multiplayer Team Fortress 2. However, it's Portal that had me captivated, with its physics-bending puzzles that you'll just have to experience on your own to fully appreciate.

4. GOD OF WAR II (PS2). It says a lot that the best game I've played so far on my PS3 is one I also could have played on my 7-year-old PS2. Little was changed from the original God of War to its sequel, which was a good thing. Let's just hope they remember that for God of War III.

5.SUPER MARIO GALAXY (Nintendo Wii) - Nintendo took the decades-old Mario and made him feel new again. By launching the portly plumber into space, Nintendo opened up dozens of new, imaginative worlds for Mario while mixing in just the right amount of wiggling and wagging its Wii has become known for.

6.HALO 3 (Xbox 360) - They don't come much bigger than Halo 3. They also don't come with much more hype. As one of the year's biggest releases for nothing, it gets points for still being a benchmark among first- person shooters. However, it's the third in the series - still good, if not groundbreakingly so.

7.MASS EFFECT (Xbox 360) - If there's one area in which I hope Mass Effect has a mass effect, it's video-game dialogue. By changing the way players choose which lines their characters say, BioWare, the game's developer, eliminatied halting pauses in dialogue, making conversations between game characters appear more natural. Oh yeah, and the rest of the game isn't bad, either.

8.ZACK & WIKI: Quest for Barbaros' Treasure (Wii) - Don't let the cuteness fool you: Zack & Wiki is a devious, little game. The goal of each level is simple: to get to the treasure chest by using objects and contraptions found only in that particular level. It's the execution - which could involve shaking the Wii controller like a bell or turning it like a crank - that's difficult.

9.THE LEGEND OF ZELDA: Phantom Hourglass (Nintendo DS) - This Zelda is a model of efficiency: You use the DS' stylus and touch-sensitive screen to perform nearly every action in the game, from moving around the hero Link to making notes on the many dungeon maps. It's one of the handheld system's best games so far.

10.CALL OF DUTY 4: Modern Warfare (Xbox 360, PS3 and PCs) - Yes, the multiplayer rivals Halo 3's as the best that the Xbox Live online service has to offer, but the single-player portion of CoD4 - which ditched the World War II-era weaponry in favor of current technology - was a joy, even if it was too short.


Wii

The Wii (pronounced as the English pronoun we, IPA: /wiː/) is the fifth home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3,[3] but it competes with both as part of the seventh generation of video game systems.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect acceleration in three dimensions. Another is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.

Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show.[5] At E3 2006, the console won the first of several awards.[6] By December 8, 2006, it had completed its launch in four key markets. During the week of September 12, 2007, the Financial Times declared that the Wii was the current sales leader of its generation.

Demographic
Nintendo hopes to target a wider demographic with its console than that of others in the seventh generation.[3] At a press conference for the upcoming Nintendo DS game Dragon Quest IX, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games.

This is reflected in Nintendo's series of television advertisements in North America, directed by Academy Award winner Stephen Gaghan, as well as Internet ads. The ad slogans are "Wii would like to play" and "Experience a new way to play." These ads ran starting November 15, 2006 and had a total budget of over US$200 million throughout the year.[34] The productions are Nintendo's first broad-based advertising strategy and include a two-minute video clip showing a varied assortment of people enjoying the Wii system, such as urban apartment-dwellers, country ranchers, grandparents, and parents with their children. The music in the ads is from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers.[35] The marketing campaign has proved to be successful: pensioners as old as 103 have been reported to be playing the Wii in the United Kingdom.

Find here

Home II Large Hadron Cillider News