310 research outputs found

    Blackberry playbook backup forensic analysis

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    Abstract. Due to the numerous complicating factors in the field of small scale digital device forensics, physical acquisition of the storage of such devices is often not possible (at least not without destroying the device). As an alternative, forensic examiners often gather digital evidence from small scale digital devices through logical acquisition. This paper focuses on analyzing the backup file generated for the BlackBerry PlayBook device, using the BlackBerry Desktop Management software to perform the logical acquisition. Our work involved analyzing the generated ".bbb" file looking for traces and artifacts of user activity on the device. Our results identified key files that can assist in creating a profile of the device's usage. Information about BlackBerry smart phone devices connected to the tablet was also recovered

    Impact of switching costs and network effects on adoption of mobile platforms

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    Objectives of the Study: The purpose of this thesis is to evaluate the switching costs while adopting a new mobile platform and examine the network effects on the user switching behavior of the mobile platforms. In addition, this thesis examines whether it is more difficult to shift to a new cloud service provider or mobile platform. Windows, Android and iOS are the three platforms that are analyzed in this study. Academic background and methodology: To achieve the purpose of this study the qualitative research technique involving focus group interviews was utilized. The background literature outlined current understanding of the switching costs and divided them into five categories: search costs, costs of transaction, learning costs, complementary investments and brand relationship costs. Additional concepts were defined to get better understanding of the network effects, cloud services and mobile platforms. Three largest mobile platform providers, Microsoft, Apple and Google were analyzed using the (IISIn) model. The impact of the switching costs and network effects was analyzed from the user's perspective through four different focus groups with participants from different professional occupations. Thereafter the interviews were transcribed and qualitatively analyzed. The results of this study are presented in the form of propositions that can be tested in the future research. Findings and conclusions: The research shows that the most prominent barriers when adopting new mobile platforms are: time and effort required to learn how to use the new platform, loss of non-transferable goods and services, and emotional attachments to the brand. Furthermore, user's social circle, for example family and friends, play an important role in pre-adoption decision because of recommendations through word of mouth. Members that live in the same household might adopt the same mobile platform due to greater product compatibility. The high number of application developers in a platform is crucial to retain consumers in the post-adoption phase. Specifically, lack of available applications is one of the primary causes for negative user experience that can lead to switching. Finally, there is no consensus among users if switching mobile platform is harder than switching cloud service provider. There are multiple user characteristics that determine the outcome: extent of use of the cloud services, knowledge about converters to transfer data between cloud providers and monetary investments made into a mobile platform

    The Design of UDOO Boards: Contributing to the Appropriation of Digital Technology

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    The domain of Human-Computer Interaction does not concern just the design of technology that is easy to use, useful, and fancy – it has to do with our role in shaping our environment, our ecological niche that today involves the whole earth. A key concept in the interaction between humans and computing resources is that of appropriation originally proposed by Aleksei Nikolaevich Leontiev. In the present paper we will first review the concept of appropriation and will present bricolage as a key activity for fostering appropriation. Then we will present the Makers Movement as a socio-cultural movement relevant for the process of appropriation of digital technology. Finally, we will describe our approach and vision in the design of the UDOO, a single board computer, and of a specific developing environment, UAPPI, for enabling the appropriation through meaningful activities of digital technologies

    iGeneration Students\u27 Approach to Technology as a Learning Tool, With an Affinity for Social Media Technology

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    The purpose of this survey design study, with a qualitative follow-up component of teachers’ perspectives, was to determine if educators’ assumptions about iGeneration students’ use of technology reflects the students’ actual behaviors when using technology inside and outside the classroom. The literature review highlighted relevant assumptions in regard to behaviors of the iGeneration students and their attitude towards technology from a holistic point of view. A survey design study was conducted to identify the interaction effect between teachers and students with consideration to different teaching approaches and delivery of content as use of educational technology per teacher differs. The methods of data collection were questionnaires, surveys, observations, interviews, and a pilot group with a validation process via triangulation, a process that aligns conceptual and methodological illustrations of human behavior when collecting measurable and comparative data. The conclusion provided an insight of how iGeneration students view modern day technology usage in the traditional classroom setting

    Design and evaluation of mobile computer-assisted pronunciation training tools for second language learning

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    The quality of speech technology (automatic speech recognition, ASR, and textto- speech, TTS) has considerably improved and, consequently, an increasing number of computer-assisted pronunciation (CAPT) tools has included it. However, pronunciation is one area of teaching that has not been developed enough since there is scarce empirical evidence assessing the effectiveness of tools and games that include speech technology in the field of pronunciation training and teaching. This PhD thesis addresses the design and validation of an innovative CAPT system for smart devices for training second language (L2) pronunciation. Particularly, it aims to improve learner’s L2 pronunciation at the segmental level with a specific set of methodological choices, such as learner’s first and second language connection (L1– L2), minimal pairs, a training cycle of exposure–perception–production, individualistic and social approaches, and the inclusion of ASR and TTS technology. The experimental research conducted applying these methodological choices with real users validates the efficiency of the CAPT prototypes developed for the four main experiments of this dissertation. Data is automatically gathered by the CAPT systems to give an immediate specific feedback to users and to analyze all results. The protocols, metrics, algorithms, and methods necessary to statistically analyze and discuss the results are also detailed. The two main L2 tested during the experimental procedure are American English and Spanish. The different CAPT prototypes designed and validated in this thesis, and the methodological choices that they implement, allow to accurately measuring the relative pronunciation improvement of the individuals who trained with them. Both rater’s subjective scores and CAPT’s objective scores show a strong correlation, being useful in the future to be able to assess a large amount of data and reducing human costs. Results also show an intensive practice supported by a significant number of activities carried out. In the case of the controlled experiments, students who worked with the CAPT tool achieved better pronunciation improvement values than their peers in the traditional in-classroom instruction group. In the case of the challenge-based CAPT learning game proposed, the most active players in the competition kept on playing until the end and achieved significant pronunciation improvement results.Departamento de Informática (Arquitectura y Tecnología de Computadores, Ciencias de la Computación e Inteligencia Artificial, Lenguajes y Sistemas Informáticos)Doctorado en Informátic

    Digital writing technologies in higher education : theory, research, and practice

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    This open access book serves as a comprehensive guide to digital writing technology, featuring contributions from over 20 renowned researchers from various disciplines around the world. The book is designed to provide a state-of-the-art synthesis of the developments in digital writing in higher education, making it an essential resource for anyone interested in this rapidly evolving field. In the first part of the book, the authors offer an overview of the impact that digitalization has had on writing, covering more than 25 key technological innovations and their implications for writing practices and pedagogical uses. Drawing on these chapters, the second part of the book explores the theoretical underpinnings of digital writing technology such as writing and learning, writing quality, formulation support, writing and thinking, and writing processes. The authors provide insightful analysis on the impact of these developments and offer valuable insights into the future of writing. Overall, this book provides a cohesive and consistent theoretical view of the new realities of digital writing, complementing existing literature on the digitalization of writing. It is an essential resource for scholars, educators, and practitioners interested in the intersection of technology and writing

    Learning Code Transformations via Neural Machine Translation

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    Source code evolves – inevitably – to remain useful, secure, correct, readable, and efficient. Developers perform software evolution and maintenance activities by transforming existing source code via corrective, adaptive, perfective, and preventive changes. These code changes are usually managed and stored by a variety of tools and infrastructures such as version control, issue trackers, and code review systems. Software Evolution and Maintenance researchers have been mining these code archives in order to distill useful insights on the nature of such developers’ activities. One of the long-lasting goal of Software Engineering research is to better support and automate different types of code changes performed by developers. In this thesis we depart from classic manually crafted rule- or heuristic-based approaches, and propose a novel technique to learn code transformations by leveraging the vast amount of publicly available code changes performed by developers. We rely on Deep Learning, and in particular on Neural Machine Translation (NMT), to train models able to learn code change patterns and apply them to novel, unseen, source code. First, we tackle the problem of generating source code mutants for Mutation Testing. In contrast with classic approaches, which rely on handcrafted mutation operators, we propose to automatically learn how to mutate source code by observing real faults. We mine millions of bug fixing commits from GitHub, process and abstract their source code. This data is used to train and evaluate an NMT model to translate fixed code into buggy code (i.e., the mutated code). In the second project, we rely on the same dataset of bug-fixes to learn code transformations for the purpose of Automated Program Repair (APR). This represents one of the most challenging research problem in Software Engineering, whose goal is to automatically fix bugs without developers’ intervention. We train a model to translate buggy code into fixed code (i.e., learning patches) and, in conjunction with Beam Search, generate many different potential patches for a given buggy method. In our empirical investigation we found that such a model is able to fix thousands of unique buggy methods in the wild.Finally, in our third project we push our novel technique to the limits and enlarge the scope to consider not only bug-fixing activities, but any type of meaningful code changes performed by developers. We focus on accepted and merged code changes that undergone a Pull Request (PR) process. We quantitatively and qualitatively investigate the code transformations learned by the model to build a taxonomy. The taxonomy shows that NMT can replicate a wide variety of meaningful code changes, especially refactorings and bug-fixing activities. In this dissertation we illustrate and evaluate the proposed techniques, which represent a significant departure from earlier approaches in the literature. The promising results corroborate the potential applicability of learning techniques, such as NMT, to a variety of Software Engineering tasks

    Community-Oriented Policing and Technological Innovations

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    Community-Oriented Policing; Police Studies; Policing and Technology; Predictive Policing; Policing Innovations; Crime Prevention and Intervention; Crime Detection; Fear of Crime; Urban Securit

    Co-located Collaborative Information-based Ideation through Embodied Cross-Surface Curation

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    We develop an embodied cross-surface curation environment to support co-located, collaborative information-based ideation. Information-based ideation (IBI) refers to tasks and activities in which people generate and develop significant new ideas while working with information. Curation is the process of gathering and assembling objects in order to express ideas. The linear media and separated screens of prior curation environments constrain expression. This research utilizes information composition of rich bookmarks as the medium of curation. Visual representation of elements and ability to combine them in a freeform, spatial manner mimics how objects appear and can be manipulated in the physical world. Metadata of rich bookmarks leverages capabilities of the WWW. We equip participants with personal IBI environments, each on a mobile device, as a base for contributing to curation on a larger, collaborative surface. We hypothesize that physical representations for the elements and assemblage of curation, layered with physical techniques of interaction, will facilitate co-located IBI. We hypothesize that consistent physical and spatial representations of information and means for manipulating rich bookmarks on and across personal and collaborative surfaces will support IBI. We hypothesize that the small size and weight of personal devices will facilitate participants shifting their attention from their own work to each other and collaboration. We evaluated the curation environment by inviting couples to participate in a home makeover design task in a living-room lab. We demonstrated that our embodied cross-surface curation environment supports creative thinking, facilitates communication, and stimulates engagement and creativity in collaborative IBI

    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection
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