5,413 research outputs found
GRASE: Granulometry Analysis with Semi Eager Classifier to Detect Malware
Technological advancement in communication leading to 5G, motivates everyone to get connected to the internet including ‘Devices’, a technology named Web of Things (WoT). The community benefits from this large-scale network which allows monitoring and controlling of physical devices. But many times, it costs the security as MALicious softWARE (MalWare) developers try to invade the network, as for them, these devices are like a ‘backdoor’ providing them easy ‘entry’. To stop invaders from entering the network, identifying malware and its variants is of great significance for cyberspace. Traditional methods of malware detection like static and dynamic ones, detect the malware but lack against new techniques used by malware developers like obfuscation, polymorphism and encryption. A machine learning approach to detect malware, where the classifier is trained with handcrafted features, is not potent against these techniques and asks for efforts to put in for the feature engineering. The paper proposes a malware classification using a visualization methodology wherein the disassembled malware code is transformed into grey images. It presents the efficacy of Granulometry texture analysis technique for improving malware classification. Furthermore, a Semi Eager (SemiE) classifier, which is a combination of eager learning and lazy learning technique, is used to get robust classification of malware families. The outcome of the experiment is promising since the proposed technique requires less training time to learn the semantics of higher-level malicious behaviours. Identifying the malware (testing phase) is also done faster. A benchmark database like malimg and Microsoft Malware Classification challenge (BIG-2015) has been utilized to analyse the performance of the system. An overall average classification accuracy of 99.03 and 99.11% is achieved, respectively
Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.
Mobile heritage apps have become one of the most popular means for audience
engagement and curation of museum collections and heritage contexts. This
raises practical and ethical questions for both researchers and practitioners, such
as: what kind of audience engagement can be built using mobile apps? what are
the current approaches? how can audience engagement with these experience
be evaluated? how can those experiences be made more resilient, and in turn
sustainable? In this thesis I explore experience design scholarships together with
personal professional insights to analyse digital heritage practices with a view to
accelerating thinking about and critique of mobile apps in particular. As a result,
the chapters that follow here look at the evolution of digital heritage practices,
examining the cultural, societal, and technological contexts in which mobile
heritage apps are developed by the creative media industry, the academic
institutions, and how these forces are shaping the user experience design
methods. Drawing from studies in digital (critical) heritage, Human-Computer
Interaction (HCI), and design thinking, this thesis provides a critical analysis of
the development and use of mobile practices for the heritage. Furthermore,
through an empirical and embedded approach to research, the thesis also
presents auto-ethnographic case studies in order to show evidence that mobile
experiences conceptualised by more organic design approaches, can result in
more resilient and sustainable heritage practices. By doing so, this thesis
encourages a renewed understanding of the pivotal role of these practices in the
broader sociocultural, political and environmental changes.AHRC REAC
Deep generative models for network data synthesis and monitoring
Measurement and monitoring are fundamental tasks in all networks, enabling the down-stream management and optimization of the network.
Although networks inherently
have abundant amounts of monitoring data, its access and effective measurement is
another story. The challenges exist in many aspects. First, the inaccessibility of network monitoring data for external users, and it is hard to provide a high-fidelity dataset
without leaking commercial sensitive information. Second, it could be very expensive
to carry out effective data collection to cover a large-scale network system, considering the size of network growing, i.e., cell number of radio network and the number of
flows in the Internet Service Provider (ISP) network. Third, it is difficult to ensure fidelity and efficiency simultaneously in network monitoring, as the available resources
in the network element that can be applied to support the measurement function are
too limited to implement sophisticated mechanisms. Finally, understanding and explaining the behavior of the network becomes challenging due to its size and complex
structure. Various emerging optimization-based solutions (e.g., compressive sensing)
or data-driven solutions (e.g. deep learning) have been proposed for the aforementioned challenges. However, the fidelity and efficiency of existing methods cannot yet
meet the current network requirements.
The contributions made in this thesis significantly advance the state of the art in
the domain of network measurement and monitoring techniques. Overall, we leverage
cutting-edge machine learning technology, deep generative modeling, throughout the
entire thesis. First, we design and realize APPSHOT , an efficient city-scale network
traffic sharing with a conditional generative model, which only requires open-source
contextual data during inference (e.g., land use information and population distribution). Second, we develop an efficient drive testing system — GENDT, based on generative model, which combines graph neural networks, conditional generation, and quantified model uncertainty to enhance the efficiency of mobile drive testing. Third, we
design and implement DISTILGAN, a high-fidelity, efficient, versatile, and real-time
network telemetry system with latent GANs and spectral-temporal networks. Finally,
we propose SPOTLIGHT , an accurate, explainable, and efficient anomaly detection system of the Open RAN (Radio Access Network) system. The lessons learned through
this research are summarized, and interesting topics are discussed for future work in
this domain. All proposed solutions have been evaluated with real-world datasets and
applied to support different applications in real systems
Rights on news : expanding copyright on the internet
Defence date: 18 February 2020Examining Board: Prof. Giovanni Sartor, EUI (Supervisor); Prof. Pier Luigi Parcu, EUI; Prof. Lionel Bently, University of Cambridge; Prof. Christophe Geiger, University of StrasbourgThe internet and digital technologies have irreversibly changed the way we find and consume news. Legacy news organisations, publishers of newspapers, have moved to the internet. In the online news environment, however, they are no longer the exclusive suppliers of news. New digital intermediaries have emerged, search engines and news aggregators in particular. They select and display links and fragments of press publishers’ content as a part of their services, without seeking the news organisations’ prior consent. To shield themselves from exploitation by digital intermediaries, press publishers have begun to seek legal protection, and called for the introduction of a new right under the umbrella of copyright and related rights. Following these calls, the press publishers’ right was introduced into the EU copyright framework by the Directive on Copyright in the Digital Single Market in 2019
UMSL Bulletin 2023-2024
The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp
Effective player guidance in logic puzzles
Pen & paper puzzle games are an extremely popular pastime, often enjoyed by demographics normally not considered to be ‘gamers’. They are increasingly used as ‘serious games’ and there has been extensive research into computationally generating and efficiently solving them. However, there have been few academic studies that have focused on the players themselves. Presenting an appropriate level of challenge to a player is essential for both player enjoyment and engagement. Providing appropriate assistance is an essential mechanic for making a game accessible to a variety of players. In this thesis, we investigate how players solve Progressive Pen & Paper Puzzle Games (PPPPs) and how to provide meaningful assistance that allows players to recover from being stuck, while not reducing the challenge to trivial levels. This thesis begins with a qualitative in-person study of Sudoku solving. This study demonstrates that, in contrast to all existing assumptions used to model players, players were unsystematic, idiosyncratic and error-prone. We then designed an entirely new approach to providing assistance in PPPPs, which guides players towards easier deductions rather than, as current systems do, completing the next cell for them. We implemented a novel hint system using our design, with the assessment of the challenge being done using Minimal Unsatisfiable Sets (MUSs). We conducted four studies, using two different PPPPs, that evaluated the efficacy of the novel hint system compared to the current hint approach. The studies demonstrated that our novel hint system was as helpful as the existing system while also improving the player experience and feeling less like cheating. Players also chose to use our novel hint system significantly more often. We have provided a new approach to providing assistance to PPPP players and demonstrated that players prefer it over existing approaches
Is there a Relationship between Parents' Screen Usage and Young Children’s Development?
There has been growing concern over the links between children's screen time use and cognitive development (Halton, 2020). However, researchers have generally overlooked the possible impact of parental screen time, which might decrease the opportunities of learning and social interactions for young children. To address this gap, we investigated the relationship between parental screen use and toddlers’ development. However, the start of this thesis coincided with the Covid-19 pandemic, and a few experimental tasks had to be adapted online. Thus, this thesis examined first whether online paradigms can provide valid data (word recognition, word learning and language assessment). Second, the main objective was to explore the relationship between parental screen use and young children’s language skills, and to revisit the link between parental screen time and children’s empathy.
Findings from Chapter 2 provide support for the reliability of online testing with children. These experiments point to promising avenues of investigation in early language studies, and to possibilities for reaching out to families around the world.
Findings from Chapter 3 revealed no impact of parental phone text on children’s learning in a lab situation. However, they suggest that parental responses to technoference and attitudes towards smartphones may moderate the relationship between parental screen use and children’s development. When examining effects in real life, a first exploratory study indicated an effect of parental screen time (in real life) on children’s language vocabulary when assessed via a parental questionnaire, at least for children aged 16 months and above. A second study was conducted with more objective measures of screen time and children’s vocabulary knowledge, and no association was found between parental screen time and children’s language when assessed via a standardised face-to-face language test.
Findings from Chapter 4 showed a negative association between children’s alone screen time and their cognitive empathy abilities. However, parental screen time was not related to children’s cognitive empathy.
The experiments and studies reported in this thesis fail to reveal a robust association between parental screen time and early language, at least in the population that we have studied here. Importantly, the findings suggest how parental screen use may be a moderator in children’s development and not a causal factor. They demonstrate the need to investigate more precisely why and how parents use electronic devices such as mobile phones during interactions with their children, might directly influence early language and emotional development
Multidisciplinary perspectives on Artificial Intelligence and the law
This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio
Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement
Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR
Digitalization and Development
This book examines the diffusion of digitalization and Industry 4.0 technologies in Malaysia by focusing on the ecosystem critical for its expansion. The chapters examine the digital proliferation in major sectors of agriculture, manufacturing, e-commerce and services, as well as the intermediary organizations essential for the orderly performance of socioeconomic agents.
The book incisively reviews policy instruments critical for the effective and orderly development of the embedding organizations, and the regulatory framework needed to quicken the appropriation of socioeconomic synergies from digitalization and Industry 4.0 technologies. It highlights the importance of collaboration between government, academic and industry partners, as well as makes key recommendations on how to encourage adoption of IR4.0 technologies in the short- and long-term.
This book bridges the concepts and applications of digitalization and Industry 4.0 and will be a must-read for policy makers seeking to quicken the adoption of its technologies
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