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From deep fakes to crypto scams - six cybersecurity predictions for 2022
As we approach the holiday season, it is worth remembering that hackers never sleep.
Getting ambitious on the tech gender gap - #10KWāhine
Addressing the tech skills shortage is about opening our borders. Many women simply don't see technology or digital-focused roles as realistic options.
Government action on accessibility to ramp up next year
A new ministry for disabled people and new accessibility legislation will see digital accessibility issues in the spotlight in 2022.
Encryption keys can be stolen from Intel processors
Intel is once again in the spotlight this week after announcing a security flaw in a number of their computer processors. Peter Membrey unpacks what it means.
From crypto-jacking to doxing - the trouble with gaming
Video gamers are facing a wave of cyberattacks that is resulting in significant financial loss according to new research from Norton LifeLock.
Griffin on Tech: The Weta effect
The average Kiwi probably doesn't think of Weta Digital as a software company.
But it has developed a line-up of software animation tools that new owner Unity will take to the world.
Anti-money laundering start-up raises $30 million
A record year for start-up capital raising looks set to end on a strong note with Auckland-based FirstAML raising $30 million in a Series B funding round.
Griffin on Tech: Kiwis don't want to be monitored working from home
Here's the dilemma employers face as they look out over empty office cubicles because everyone is working from home - should they use monitoring tools to keep tabs on their employees?
Who are the country's top IT leaders?
This year's CIO50 Awards winners had to contend with the lingering impacts of Covid as they pushed through ambitious IT projects.
The US just hosted a major multinational cybersecurity summit - but will it help?
The attack on the US Colonial Pipeline company was simply too big for the government to ignore.
During Covid we turned to video games to stay entertained - and connected
Video games constituted the second more popular medium behind streaming video during the pandemic, according to new research from the Interactive Games and Entertainment Association.