6 research outputs found

    The enchanted house:An analysis of the interaction of intelligent personal home assistants (IPHAs) with the private sphere and its legal protection

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    Abstract In less than five years, Alexa has become a familiar presence in many households, and even those who do not own one have stumbled into it, be it at a friend’s house or in the news. Amazon Alexa and its friend Google Assistant represent an evolution of IoT: they have an advanced ‘intelligence’ based on Cloud computing and Machine Learning; they collect data and process them to profile and understand users, and they are placed inside our home. I refer to them as intelligent personal and home assistants, or IPHAs.  This research applies multidisciplinary resources to explore the phenomenon of IPHAs from two perspectives. From a more socio-technical angle, the research reflects upon what happens to the private sphere and the home once IPHAs enter it. To do so, it looks at theories and concepts borrowed from history, behavioural science, STSs, philosophy, and behavioural design. All these disciplines contribute to highlight different attributes that individuals and society associate with the private sphere and the home. When the functioning of IPHAs is mapped against these attributes it is possible to identify where Alexa and Assistant might have an impact: there is a potential conflict between the privacy expectations and norms existing in the home (as sanctuary of the private sphere) and the marketing interests introduced in the home by IPHAs’ profiling. Because of the voice-interaction, IPHAs are also potentially highly persuasive, can influence and manipulate users and affect their autonomy and control in their daily lives. From the legal perspective, the research explores the application of the GDPR and proposal for e-Privacy Regulation to IPHAs, as legislative tools for the protection of the private sphere in horizontal relationships. The analysis focuses in particular on those provisions whose application to IPHAs is more challenging, based on the technology but also on the sociotechnical analysis above. Special attention is dedicated to the consent of users to the processing, the general principles of the GDPR, attributing the role of controllers or processors to the stakeholders involved, profiling and automated decisions, data protection by design and default, as well as spam and robocalls. For some of the issues, suggestions are offered on how to interpret and apply the legal framework, in order to mitigate undesired effects. This is the case, for instance, of determining whether the owners of IPHAs should be considered controllers vis-à-vis the data of their guests, or of the implications of data protection by design and default on the design of IPHAs. Some questions, however, require a wider debate at societal and political level. This is the case of the behavioural design techniques used to entice users and stimulate them to use the vocal assistants, which present high levels of persuasion and can affect the agency and autonomy of individuals. The research brings forward the necessity to determine where the line should be drawn between acceptable practices and unacceptable ones

    Active aging in place supported by caregiver-centered modular low-cost platform

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    Aging in place happens when people age in the residence of their choice, usually their homes because is their preference for living as long as possible. This research work is focused on the conceptualization and implementation of a platform to support active aging in place with a particular focus on the caregivers and their requirements to accomplish their tasks with comfort and supervision. An engagement dimension is also a plus provided by the platform since it supports modules to make people react to challenges, stimulating them to be naturally more active. The platform is supported by IoT, using low-cost technology to increment the platform modularly. Is a modular platform capable of responding to specific needs of seniors aging in place and their caregivers, obtaining data regarding the person under supervision, as well as providing conditions for constant and more effective monitoring, through modules and tools that support decision making and tasks realization for active living. The constant monitoring allows knowing the routine of daily activities of the senior. The use of machine learning techniques allows the platform to identify, in real-time, situations of potential risk, allowing to trigger triage processes with the older adult, and consequently trigger the necessary actions so that the caregiver can intervene in useful time.O envelhecimento no local acontece quando as pessoas envelhecem na residência da sua escolha, geralmente nas suas próprias casas porque é a sua preferência para viver o máximo de tempo possível. Este trabalho de investigação foca-se na conceptualização e implementação de uma plataforma de apoio ao envelhecimento ativo no local, com particular enfoque nos cuidadores e nas suas necessidades para cumprir as suas tarefas com conforto e supervisão. Uma dimensão de engajamento também é um diferencial da plataforma, pois esta integra módulos de desafios para fazer as pessoas reagirem aos mesmos, estimulando-as a serem naturalmente mais ativas. A plataforma é suportada por IoT, utilizando tecnologia de baixo custo para incrementar a plataforma de forma modular. É uma plataforma modular capaz de responder às necessidades específicas do envelhecimento dos idosos no local e dos seus cuidadores, obtendo dados relativos à pessoa sob supervisão, bem como fornecendo condições para um acompanhamento constante e mais eficaz, através de módulos e ferramentas que apoiam a tomada de decisões e realização de tarefas para a vida ativa. A monitorização constante permite conhecer a rotina das atividades diárias do idoso, permitindo que, com a utilização de técnicas de machine learning, a plataforma seja capaz de detetar em tempo real situações de risco potencial, permitindo desencadear um processo de triagem junto do idoso, e consequentemente despoletar as ações necessárias para que o prestador de cuidados possa intervir em tempo útil

    Copyright in music- an analysis of emerging legal trends.

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    Technological innovations have always influenced the ways in which music is made and consumed in societies. Now that music has entered the digital realm a new revolution is underway. The near perfect duplication facilitated by digital technology in conspiracy with the ease of exchange provided by the Internet threaten to render copyright law into a redundant relic, while at the same time changing the way in which millions across the globe listen to music. A new music culture has been born –driven by technology advances, hindered only by copyright law. The combination of the Internet and digital technology presents copyright law with what has been described as a digital dilemma. The availability of digital music in the form of MP3s has allowed for songs and albums to be easily compressed into manageable digital file sizes while maintaining very high audio fidelity. Millions of individuals across the world have created MP3s by „ripping‟ music albums into digital files of this format and made them available to others in cyberspace. Millions of others have searched for and downloaded these tracks without having to go a bricks –and –mortar retail establishment and purchase them on CD, and have shared them widely through online transfers and by burning them on recordable CDs.3Digital copy of Ph.D thesis.University of Kashmir

    Authentication Aura: A cooperative and distributed approach to user authentication on mobile devices

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    As information technology pervades our lives we have increasingly come to rely on these evermore sophisticated and ubiquitous items of equipment. Portability and the desire to be connected around the clock has driven the rapid growth in adoption of mobile devices that enable us to talk, message, tweet and inform at will, whilst providing a means to shop and administer bank accounts. These high value, high risk, desirable devices are increasingly the target of theft and improvement in their protection is actively sought by Governments and security agencies. Although forms of security are in place they are compromised by human reluctance and inability to administer them effectively. With typical users operating across multiple devices, including traditional desktop PCs, laptops, tablets and smartphones, they can regularly find themselves having a variety of devices open concurrently. Even if the most basic security is in place, there is a resultant need to repeatedly authenticate, representing a potential source of hindrance and frustration. This thesis explores the need for a novel approach to user authentication, which will reduce the authentication burden whilst providing a secure yet adaptive security mechanism; a so called Authentication Aura. It proposes that the latent security potential contained in surrounding devices and possessions in everyday life can be leveraged to augment security, and provides a framework for a distributed and cooperative approach. An experiment was performed to ascertain the technological infrastructure, devices and inert objects that surround individuals throughout the day. Using twenty volunteers, over a fourteen-day period a dataset of 1.57 million recorded observations was gathered, which confirmed that between 6am and 12pm a significant device or possession is in near proximity 97.84% of the time. Using the data provided by the experiment as the basis for a simulation of the framework, it suggests a reduction of up to 80.36% in the daily number of required authentications for a user operating a device once every 30 minutes, with a 10 minute screen lock in place. Examining the influence of location alone indicated a reduction of 50.74% in user interventions lowering the average from 32 to 15.76, the addition of the surroundings reducing this further to 13.00. The analysis also investigated how a user’s own authentication status could be used to negate the need to repeatedly manually authenticate and it was found that it delayed the process for up to 90 minutes for an individual user. Ultimately, it confirms that during device activation it is possible to remove the need to authenticate with the Authentication Aura providing sufficient assurance.Orange/France Teleco

    43rd Annual Judge Robert H. Staton Indiana Law Update

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    Meeting proceedings of a seminar by the same name, held September 21-22, 2021

    Playermaking: the institutional production of digital game players

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    This thesis investigates how the digital games industry conceptualises its audiences in both the United States and the United Kingdom. Drawing upon research focused on other media industries, it argues in favour of a constructionist view of the audience that emphasises its discursive form and institutional uses. The term “player” is institutionally constructed in the same way, not referring to the actual people playing games, but to an imagined entity utilised to guide industrial decisions. Using both desk research and information gathered from expert interviews with digital game development professionals, this thesis looks at how ideas about players are formed and held by individual workers, transformed to become relevant for game production, and embedded into broader institutional conceptions that are shared and negotiated across a variety of institutional stakeholders. Adapting the term “audiencemaking” from mass communication research, this thesis identifies three key phases of the “playermaking” process in the digital games industry. First, information about players is gathered through both informal means and highly technologised audience measurement systems. Institutional stakeholders then translate this information into player, product and platform images that can be utilised during production. The remainder of the thesis looks at the more broad third phase in which these images are negotiated amongst a variety of institutional stakeholders as determined by power relations. These negotiations happen between individual workers who hold differing views of the player during development, companies and organisations struggling over position and value across the production chain, and the actual people playing games who strive to gain more influence over the creation of the images meant to represent their interests. These negotiations also reflect national policy contexts within a highly competitive global production network, visible in the comparison between the US neoliberal definition of both the industry and players as primarily market entities and the UK creative industries approach struggling to balance cultural concerns while safeguarding domestic production and inward investment. Ultimately, this thesis argues that conceptions of players are a central force structuring the shape and operation of a digital games industry in the midst of rapid technological, industrial, political and sociocultural change
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