The Virtual World
Across
- 1. A program that searches for and identifies items in a database that correspond to keywords or characters specified by the user.
- 6. Communication in real-time over the internet, typically text-based.
- 8. Controls that allow users to determine how much information they want to share with others on digital platforms.
- 9. A security process in which users provide two different authentication factors to verify themselves.
- 11. A live, visual communication between two or more people via computer or mobile device.
- 14. A security system designed to prevent unauthorized access to or from a private network.
- 15. The network of physical devices embedded with sensors, software, and other technologies for the purpose of connecting and exchanging data with other devices and systems over the internet.
- 17. The use of electronic communication to bully a person, typically by sending messages of an intimidating or threatening nature.
- 18. A collection of web pages accessible via the internet.
- 20. The identification or estimation of the real-world geographic location of an object, such as a mobile device or internet-connected computer.
- 21. A secret word or phrase used for authentication and to gain access to a system.
- 22. Measures taken to protect computer systems and data from unauthorized access or cyber attacks
- 24. A machine that processes data and performs tasks according to a set of instructions.
- 25. The unauthorized access, disclosure, or acquisition of sensitive information.
- 28. A software agent that assists users with tasks or provides information in a virtual environment.
- 32. Connected to or accessible via the internet.
- 33. Transfer data from a remote computer to a local device.
- 34. A unique name used to identify oneself on a computer system or online platform.
- 35. The process of converting information or data into a code to prevent unauthorized access.
Down
- 2. A global network connecting millions of computers worldwide.
- 3. The fraudulent attempt to obtain sensitive information, such as usernames, passwords, and credit card details, by disguising oneself as a trustworthy entity.
- 4. Software designed to disrupt, damage, or gain unauthorized access to computer systems.
- 5. The trail of data left behind by users when they interact with digital platforms.
- 7. A digital representation of a user in a virtual environment.
- 10. A simulated experience that can be similar to or completely different from the real world.
- 12. An enhanced version of reality where computer-generated information is overlaid on the real world.
- 13. The online representation of an individual's identity, based on data attributes and activities associated with that individual.
- 16. Electronic mail sent and received via the internet.
- 19. The virtual environment created by interconnected computer systems.
- 23. Transfer data from a local device to a remote computer.
- 26. The delivery of computing services—such as servers, storage, databases, networking, software, and analytics—over the internet.
- 27. The act of playing electronic games, often on devices such as computers, consoles, or mobile phones.
- 29. Transmitting or receiving data, typically audio or video, over a computer network in real-time.
- 30. Software used to access and view websites on the internet.
- 31. Websites and applications that enable users to create and share content or participate in social networking.