230 research outputs found

    CMAPS: A Chess-Based Multi-Facet Password Scheme for Mobile Devices

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    It has long been recognized, by both security researchers and human-computer interaction researchers, that no silver bullet for authentication exists to achieve security, usability, and memorability. Aiming to achieve the goals, we propose a Multi-fAcet Password Scheme (MAPS) for mobile authentication. MAPS fuses information from multiple facets to form a password, allowing MAPS to enlarge the password space and improve memorability by reducing memory interference, which impairs memory performance according to psychology interference theory. The information fusion in MAPS can increase usability, as fewer input gestures are required for passwords of the same security strength. Based on the idea of MAPS, we implement a Chess-based MAPS (CMAPS) for Android systems. Only two and six gestures are required for CMAPS to generate passwords with better security strength than 4-digit PINs and 8-character alphanumeric passwords, respectively. Our user studies show that CMAPS can achieve high recall rates while exceeding the security strength of standard 8-character alphanumeric passwords used for secure applications

    CMAPS: A Chess-Based Multi-Facet Password Scheme for Mobile Devices

    Get PDF
    It has long been recognized, by both security researchers and human-computer interaction researchers, that no silver bullet for authentication exists to achieve security, usability, and memorability. Aiming to achieve the goals, we propose a Multi-fAcet Password Scheme (MAPS) for mobile authentication. MAPS fuses information from multiple facets to form a password, allowing MAPS to enlarge the password space and improve memorability by reducing memory interference, which impairs memory performance according to psychology interference theory. The information fusion in MAPS can increase usability, as fewer input gestures are required for passwords of the same security strength. Based on the idea of MAPS, we implement a Chess-based MAPS (CMAPS) for Android systems. Only two and six gestures are required for CMAPS to generate passwords with better security strength than 4-digit PINs and 8-character alphanumeric passwords, respectively. Our user studies show that CMAPS can achieve high recall rates while exceeding the security strength of standard 8-character alphanumeric passwords used for secure applications

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Gamifying the visit to places with valuable landscapes

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    The landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.info:eu-repo/semantics/publishedVersio

    Encouraging password manager adoption by meeting adopter self-determination needs

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    Password managers are a potential solution to the password conundrum, but adoption is paltry. We investigated the impact of a recommender application that harnessed the tenets of self-determination theory to encourage adoption of password managers. This theory argues that meeting a person's autonomy, relatedness and competence needs will make them more likely to act. To test the power of meeting these needs, we conducted a factorial experiment, in the wild. We satisfied each of the three self determination factors, and all individual combinations thereof, and observed short-term adoption of password managers. The Android recommender application was used by 470 participants, who were randomly assigned to one of the experimental or control conditions. Our analysis revealed that when all self-determination factors were satisfied, adoption was highest, while meeting only the autonomy or relatedness needs individually significantly improved the likelihood of adoption

    06. Computer Science

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    Facilitação de Gamificação em Contextos de Seguros

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    A Gamificação é um método amplamente utilizado para aumentar o investimento de utilizadores, que tem evoluído constantemente na última década. As suas áreas de aplicação são diversas e, no caso específico dos produtos de seguro, a Gamificação começou a ser adotada para resolver vários problemas, sendo os mais relevantes a necessidade de aumentar as interações entre a empresa e o segurado e a redução da quantidade de dados não relatados à Companhia de Seguros, que causam cálculos de prémio menos exatos. A aplicação da Gamificação na área de seguros em geral foi analisada para fornecer uma solução de software que permita a sua implementação numa ampla variedade de áreas e produtos, para isso, analisaram-se Frameworks para Gamificação, assim como as possíveis áreas de aplicação no setor de seguros. Um design para um conjunto de aplicações é então apresentado, seguido por uma descrição detalhada da sua implementação. O trabalho foi desenvolvido na i2S de meados de janeiro a setembro de 2018 e tentou fornecer uma solução, com uma abordagem ampla, que fosse adaptável a vários tipos de apólices, utilizando seguro automóvel de tipo telemático, para fornecer um exemplo de uso. Este projeto foi utilizado para avaliar a viabilidade do desenvolvimento de um módulo independente para permitir a Gamificação de produtos de seguro, para comercialização pela i2S. Este módulo diferenciaria a empresa no mercado, já que as seguradoras estão a considerar começar a utilizar a Gamificação a médio prazo, para enriquecer os seus produtos.Gamification is a widely utilised method to increase of user engagement that has been steadily evolving over the last decade. It’s areas of application are diverse and in the specific case of insurance products Gamification has started to be adopted to solve various problems, the most prominent of which is the need to increase interactions between company and policy holder, reducing the amount of data unreported to the insurance company causing less exact premium calculations. The application of Gamification and the insurance area in general were analysed in order to provide a software solution to enable its implementation in a wide variety of areas and products. Frameworks for Gamification were analysed as are the possible areas of application in the insurance sector. A design for a set of applications is then presented followed by a detailed description of their implementation. The work was developed in i2S from mid-January to September 2018 and it attempted to provide a solution with a broad approach, being adaptable to many types of policy, utilizing auto insurance of a telematic kind to provide an example of usage. This project was utilized to assess the viability of developing an independent module to enable Gamification of insurance products to be commercialized by i2S. this would differentiate the company in the market as insurance companies are looking to utilize Gamification in the medium term to enhance their products
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