490 research outputs found

    Usability and Trust in Information Systems

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    The need for people to protect themselves and their assets is as old as humankind. People's physical safety and their possessions have always been at risk from deliberate attack or accidental damage. The advance of information technology means that many individuals, as well as corporations, have an additional range of physical (equipment) and electronic (data) assets that are at risk. Furthermore, the increased number and types of interactions in cyberspace has enabled new forms of attack on people and their possessions. Consider grooming of minors in chat-rooms, or Nigerian email cons: minors were targeted by paedophiles before the creation of chat-rooms, and Nigerian criminals sent the same letters by physical mail or fax before there was email. But the technology has decreased the cost of many types of attacks, or the degree of risk for the attackers. At the same time, cyberspace is still new to many people, which means they do not understand risks, or recognise the signs of an attack, as readily as they might in the physical world. The IT industry has developed a plethora of security mechanisms, which could be used to mitigate risks or make attacks significantly more difficult. Currently, many people are either not aware of these mechanisms, or are unable or unwilling or to use them. Security experts have taken to portraying people as "the weakest link" in their efforts to deploy effective security [e.g. Schneier, 2000]. However, recent research has revealed at least some of the problem may be that security mechanisms are hard to use, or be ineffective. The review summarises current research on the usability of security mechanisms, and discusses options for increasing their usability and effectiveness

    Using serious games for learning sign language combining video, enhanced interactivity and VR technology

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    One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or they disordered they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a serious game (SG) that aims to close the communication gap between able hearing people and people with a hearing impediment by providing a tool that facilitates BSL learning targeting adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. It explains the experimental framework of the study and presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs and it presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource and future studies

    An Evaluation of Game Fiction-Enhanced Training: Using Narrative to Improve Trainee Reactions and Learning

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    Gamification is growing in popularity in instructional contexts like education and workplace training, but it is unclear which game elements are specifically conducive to improve learning outcomes. Narratives, which represent one way the game element “game fiction” is commonly implemented, have been used to improve learning outcomes over expository texts in the context of psycholinguistics, whereas the Technology-Enhanced Training Effectiveness Model (TETEM) proposes that certain individual differences impact the relationships between technology-enhanced training and learning outcomes. From this theoretical basis, this study gamified a training session with game fiction in order to improve reactions to training and learning over the original training content. Utilizing an experimental design, it was found that trainees were more satisfied with training enhanced with game fiction over the control text. Trainees did not differ in posttest declarative knowledge scores by condition. Pre-existing attitudes toward game-based learning and trainee experience with games were tested as moderators of the condition-learning outcome relationships using hierarchical multiple regression but were not supported. From this, it is concluded that game fiction may be used to improve reactions to training without decreasing learning using fairly simple and low-cost techniques

    Spartan Daily, August 27, 2003

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    Volume 121, Issue 2https://scholarworks.sjsu.edu/spartandaily/9868/thumbnail.jp

    Usable Authentication for Mobile Banking

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    Mobile banking is attractive because it allows people to do banking anytime, anywhere. One of the requirements of performing a mobile banking transaction is that users are required to login before use. The current mobile banking login method is PIN authentication; however, results from other research studies have found that there are usability concerns of using PINs. To overcome some of the concerns, researchers have suggested the use graphical passwords. In this research, we argue that another alternative input technique can be utilized. We explore a novel password input approach, called gesture passwords, of using 3-dimensional discrete gesture motions as password elements. As a result, three systems (PINs, graphical passwords and gesture passwords) were compared. This dissertation describes the design of two mobile authentication techniques: combinational graphical passwords and gesture passwords. These systems were implemented as prototypes. The prototypes along with a PIN authenticator were evaluated with users. User experience and password retention were evaluated to determine the usability and users’ acceptance of each system. Experiments were conducted to evaluate the above. Results from the experiments show that users were able to use all of the testing systems; however, the results reveal that users are more proficient and preferred to use PINs for mobile banking authentication than the other two systems

    Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology

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    One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or they disordered they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a serious game (SG) that aims to close the communication gap between able hearing people and people with a hearing impediment by providing a tool that facilitates BSL learning targeting adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. It explains the experimental framework of the study and presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs and it presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource and future studies

    Keystroke and Touch-dynamics Based Authentication for Desktop and Mobile Devices

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    The most commonly used system on desktop computers is a simple username and password approach which assumes that only genuine users know their own credentials. Once broken, the system will accept every authentication trial using compromised credentials until the breach is detected. Mobile devices, such as smart phones and tablets, have seen an explosive increase for personal computing and internet browsing. While the primary mode of interaction in such devices is through their touch screen via gestures, the authentication procedures have been inherited from keyboard-based computers, e.g. a Personal Identification Number, or a gesture based password, etc.;This work provides contributions to advance two types of behavioral biometrics applicable to desktop and mobile computers: keystroke dynamics and touch dynamics. Keystroke dynamics relies upon the manner of typing rather than what is typed to authenticate users. Similarly, a continual touch based authentication that actively authenticates the user is a more natural alternative for mobile devices.;Within the keystroke dynamics domain, habituation refers to the evolution of user typing pattern over time. This work details the significant impact of habituation on user behavior. It offers empirical evidence of the significant impact on authentication systems attempting to identify a genuine user affected by habituation, and the effect of habituation on similarities between users and impostors. It also proposes a novel effective feature for the keystroke dynamics domain called event sequences. We show empirically that unlike features from traditional keystroke dynamics literature, event sequences are independent of typing speed. This provides a unique advantage in distinguishing between users when typing complex text.;With respect to touch dynamics, an immense variety of mobile devices are available for consumers, differing in size, aspect ratio, operating systems, hardware and software specifications to name a few. An effective touch based authentication system must be able to work with one user model across a spectrum of devices and user postures. This work uses a locally collected dataset to provide empirical evidence of the significant effect of posture, device size and manufacturer on user authentication performance. Based on the results of this strand of research, we suggest strategies to improve the performance of continual touch based authentication systems

    Risks and potentials of graphical and gesture-based authentication for touchscreen mobile devices

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    While a few years ago, mobile phones were mainly used for making phone calls and texting short messages, the functionality of mobile devices has massively grown. We are surfing the web, sending emails and we are checking our bank accounts on the go. As a consequence, these internet-enabled devices store a lot of potentially sensitive data and require enhanced protection. We argue that authentication often represents the only countermeasure to protect mobile devices from unwanted access. Knowledge-based concepts (e.g., PIN) are the most used authentication schemes on mobile devices. They serve as the main protection barrier for many users and represent the fallback solution whenever alternative mechanisms fail (e.g., fingerprint recognition). This thesis focuses on the risks and potentials of gesture-based authentication concepts that particularly exploit the touch feature of mobile devices. The contribution of our work is threefold. Firstly, the problem space of mobile authentication is explored. Secondly, the design space is systematically evaluated utilizing interactive prototypes. Finally, we provide generalized insights into the impact of specific design factors and present recommendations for the design and the evaluation of graphical gesture-based authentication mechanisms. The problem space exploration is based on four research projects that reveal important real-world issues of gesture-based authentication on mobile devices. The first part focuses on authentication behavior in the wild and shows that the mobile context makes great demands on the usability of authentication concepts. The second part explores usability features of established concepts and indicates that gesture-based approaches have several benefits in the mobile context. The third part focuses on observability and presents a prediction model for the vulnerability of a given grid-based gesture. Finally, the fourth part investigates the predictability of user-selected gesture-based secrets. The design space exploration is based on a design-oriented research approach and presents several practical solutions to existing real-world problems. The novel authentication mechanisms are implemented into working prototypes and evaluated in the lab and the field. In the first part, we discuss smudge attacks and present alternative authentication concepts that are significantly more secure against such attacks. The second part focuses on observation attacks. We illustrate how relative touch gestures can support eyes-free authentication and how they can be utilized to make traditional PIN-entry secure against observation attacks. The third part addresses the problem of predictable gesture choice and presents two concepts which nudge users to select a more diverse set of gestures. Finally, the results of the basic research and the design-oriented applied research are combined to discuss the interconnection of design space and problem space. We contribute by outlining crucial requirements for mobile authentication mechanisms and present empirically proven objectives for future designs. In addition, we illustrate a systematic goal-oriented development process and provide recommendations for the evaluation of authentication on mobile devices.WĂ€hrend Mobiltelefone vor einigen Jahren noch fast ausschließlich zum Telefonieren und zum SMS schreiben genutzt wurden, sind die Anwendungsmöglichkeiten von MobilgerĂ€ten in den letzten Jahren erheblich gewachsen. Wir surfen unterwegs im Netz, senden E-Mails und ĂŒberprĂŒfen Bankkonten. In der Folge speichern moderne internetfĂ€higen MobilgerĂ€te eine Vielfalt potenziell sensibler Daten und erfordern einen erhöhten Schutz. In diesem Zusammenhang stellen Authentifizierungsmethoden hĂ€ufig die einzige Möglichkeit dar, um MobilgerĂ€te vor ungewolltem Zugriff zu schĂŒtzen. Wissensbasierte Konzepte (bspw. PIN) sind die meistgenutzten Authentifizierungssysteme auf MobilgerĂ€ten. Sie stellen fĂŒr viele Nutzer den einzigen Schutzmechanismus dar und dienen als Ersatzlösung, wenn alternative Systeme (bspw. Fingerabdruckerkennung) versagen. Diese Dissertation befasst sich mit den Risiken und Potenzialen gestenbasierter Konzepte, welche insbesondere die Touch-Funktion moderner MobilgerĂ€te ausschöpfen. Der wissenschaftliche Beitrag dieser Arbeit ist vielschichtig. Zum einen wird der Problemraum mobiler Authentifizierung erforscht. Zum anderen wird der Gestaltungsraum anhand interaktiver Prototypen systematisch evaluiert. Schließlich stellen wir generelle Einsichten bezĂŒglich des Einflusses bestimmter Gestaltungsaspekte dar und geben Empfehlungen fĂŒr die Gestaltung und Bewertung grafischer gestenbasierter Authentifizierungsmechanismen. Die Untersuchung des Problemraums basiert auf vier Forschungsprojekten, welche praktische Probleme gestenbasierter Authentifizierung offenbaren. Der erste Teil befasst sich mit dem Authentifizierungsverhalten im Alltag und zeigt, dass der mobile Kontext hohe AnsprĂŒche an die Benutzerfreundlichkeit eines Authentifizierungssystems stellt. Der zweite Teil beschĂ€ftigt sich mit der Benutzerfreundlichkeit etablierter Methoden und deutet darauf hin, dass gestenbasierte Konzepte vor allem im mobilen Bereich besondere VorzĂŒge bieten. Im dritten Teil untersuchen wir die Beobachtbarkeit gestenbasierter Eingabe und prĂ€sentieren ein Vorhersagemodell, welches die Angreifbarkeit einer gegebenen rasterbasierten Geste abschĂ€tzt. Schließlich beschĂ€ftigen wir uns mit der Erratbarkeit nutzerselektierter Gesten. Die Untersuchung des Gestaltungsraums basiert auf einem gestaltungsorientierten Forschungsansatz, welcher zu mehreren praxisgerechte Lösungen fĂŒhrt. Die neuartigen Authentifizierungskonzepte werden als interaktive Prototypen umgesetzt und in Labor- und Feldversuchen evaluiert. Im ersten Teil diskutieren wir Fettfingerattacken ("smudge attacks") und prĂ€sentieren alternative Authentifizierungskonzepte, welche effektiv vor diesen Angriffen schĂŒtzen. Der zweite Teil beschĂ€ftigt sich mit Angriffen durch Beobachtung und verdeutlicht wie relative Gesten dazu genutzt werden können, um blickfreie Authentifizierung zu gewĂ€hrleisten oder um PIN-Eingaben vor Beobachtung zu schĂŒtzen. Der dritte Teil beschĂ€ftigt sich mit dem Problem der vorhersehbaren Gestenwahl und prĂ€sentiert zwei Konzepte, welche Nutzer dazu bringen verschiedenartige Gesten zu wĂ€hlen. Die Ergebnisse der Grundlagenforschung und der gestaltungsorientierten angewandten Forschung werden schließlich verknĂŒpft, um die Verzahnung von Gestaltungsraum und Problemraum zu diskutieren. Wir prĂ€sentieren wichtige Anforderungen fĂŒr mobile Authentifizierungsmechanismen und erlĂ€utern empirisch nachgewiesene Zielvorgaben fĂŒr zukĂŒnftige Konzepte. ZusĂ€tzlich zeigen wir einen zielgerichteten Entwicklungsprozess auf, welcher bei der Entwicklung neuartiger Konzepte helfen wird und geben Empfehlungen fĂŒr die Evaluation mobiler Authentifizierungsmethoden
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