56 research outputs found

    Design of a videogame to explore morality

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    A number of video games involve moral narratives or require the player to make moral decisions and research from psychologists has helped to understand the effects video game content can have on how individuals behave. Recent research has started to examine the role of morality in video games: however, there are many inconsistencies in the findings. We propose that some of these inconsistencies could be due to using commercial video games for research purposes, which contain biases such as familiarity with the game and favourite characters. The process of playing video games requires consideration of Human Computer Interaction (HCI); i.e., how the game is designed and then how it is received by the player. The aim of this poster is to highlight the work being conducted to design a game in order to investigate how moral decisions are made in video games. The design of video games usually draws on an understanding of HCI to produce play that is entertaining and engaging for the player. The game development process in this research draws on a fusion of psychology and HCI, and by drawing on theories of morality the design of the game will be grounded in psychology, as well as entertainment. Through fusing video game design principles, HCI and psychology, this work is novel in terms of a methodological as well as theoretical contribution to the area

    Human-centered specification exemplars for critical infrastructure environments.

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    Specification models of critical infrastructure focus on parts of a larger environment. However, to consider the security of critical infrastructure systems, we need approaches for modelling the sum of these parts; these include people and activities, as well as technology. This paper presents human-centered specification exemplars that capture the nuances associated with interactions between people, technology, and critical infrastructure environments. We describe requirements each exemplar needs to satisfy, and present preliminary results in developing and evaluating them

    Persona-driven information security awareness.

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    Because human factors are a root cause of security breaches in many organisations, security awareness activities are often used to address problematic behaviours and improve security culture. Previous work has found that personas are useful for identifying audience needs and goals, when designing and implementing awareness campaigns. We present a six-step security awareness process both driven by and centred around the use of personas. This can be embedded into business-as-usual activities, with 90-day cycles of awareness themes. We evaluated this process by using it to devise a security awareness campaign for a digital agency. Our results suggest a persona-centred security awareness approach is adaptable to business constraints, and contributes towards addressing security risks

    Ethical hazards and safeguards in penetration testing.

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    Penetration testing entails attacking a system to identify and report insecurity, but doing so without harming the system nor encroaching on the dignity of those affected by it. To improve the interaction between penetration testers and their processes and technology, we need to understand the factors that affect decisions they make with ethical import. This paper presents four ethical hazards faced by penetration testers, and three safeguards that address them. We also present preliminary results validating the hazards and safeguards

    SmartAbility: Detection of reduced physical abilities through smartphone sensors

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    This paper describes a developed Android application to accompany the SmartAbility Framework, in order to recommend technologies for people with reduced physical ability. The framework is a culmination of previously conducted research, including requirements elicitation and technology trials. The application is based on a previous prototype version that required manual input of user abilities. The presented version detects the action that users are able to perform independently through the adoption of sensor technologies that are built-into Android devices, such as the accelerometer and step counter. The knowledge contained within the framework is subsequently used to derive recommendations of technology that could be suitable for the user. Future enhancements to the application will enable complete automatic detection, without the requirement for manual input. The exploitation of the SmartAbility application is anticipated to increase technology awareness amongst the user community, as well as providing a means for assistive technology manufacturers to promote their products

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    Creating a FACETS digital toolkit to promote quality of life of people with multiple sclerosis through Participatory Design

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    In this paper, we report on the first stages of creating a stand-alone digital toolkit focusing on the homework elements of FACETS (Fatigue: Applying Cognitive behavioural and Energy effectiveness Techniques to lifeStyle). FACETS is an evidence-based face-to-face fatigue management group programme for people with multiple sclerosis. This paper details the participatory design process from requirements elicitation to initial prototyping and how offline activities linked to each session have been mapped in the digitised solution (mobile app)

    An Ontological Approach to Inform HMI Designs for Minimizing Driver Distractions with ADAS

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    ADAS (Advanced Driver Assistance Systems) are in-vehicle systems designed to enhance driving safety and efficiency as well as comfort for drivers in the driving process. Recent studies have noticed that when Human Machine Interface (HMI) is not designed properly, an ADAS can cause distraction which would affect its usage and even lead to safety issues. Current understanding of these issues is limited to the context-dependent nature of such systems. This paper reports the development of a holistic conceptualisation of how drivers interact with ADAS and how such interaction could lead to potential distraction. This is done taking an ontological approach to contextualise the potential distraction, driving tasks and user interactions centred on the use of ADAS. Example scenarios are also given to demonstrate how the developed ontology can be used to deduce rules for identifying distraction from ADAS and informing future designs

    Designing Mobile Friendly CAPTCHAs: An Exploratory Study.

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    CAPTCHAs (Completely Automated Public Turing Test to Tell Computers and Humans Apart) are one of the most widely used authentication mechanisms that help to prevent online service abuse. With the advent of mobile computing, mobile devices such as smartphones and tablets have become the primary way people access the Internet. As a result, increasing attention has been paid to designing CAPTCHAs that are mobile friendly. Although such CAPTCHAs generally show their advantages over traditional ones, it is still unclear what the best practices are for designing a CAPTCHA scheme that is easy to use on mobile devices. In this paper, we present an exploratory study that focuses on developing a more holistic view of usability issues with interactive CAPTCHAs to inform design guidance. This is done through investigating the usability performance of seven mobile friendly CAPTCHA schemes representing five different CAPTCHA types

    Flow and immersion in video games: The aftermath of a conceptual challenge

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    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude that immersion and flow do not substantially differ in current studies and that more evidence is needed to justify their separatio
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