1,813 research outputs found
VIF: Virtual Interactive Fiction (with a twist)
Nowadays computer science can create digital worlds that deeply immerse
users; it can also process in real time brain activity to infer their inner
states. What marvels can we achieve with such technologies? Go back to
displaying text. And unfold a story that follows and molds users as never
before.Comment: Pervasive Play - CHI '16 Workshop, May 2016, San Jose, United State
Adolescents' Cyber Victimization : The Influence of Technologies, Gender, and Gender Stereotype Traits
The purpose of the present study was to investigate the role of gender and gender stereotype traits (masculinity, femininity) in cyber victimization behaviors (cyber relational victimization, cyber verbal victimization, hacking) through different technologies (mobile phones, gaming consoles, social networking sites). There were 456 8th graders (226 females; M age = 13.66, SD = 0.41) from two midwestern middle schools in the United States included in this study. They completed questionnaires on their endorsement of masculine and feminine traits, and self-reported cyber victimization through different technologies. The findings revealed main effects of types of cyber victimization for boys and of technology for girls. In particular, boys with feminine traits experienced the most victimization by cyber verbal aggression, cyber relational aggression, and hacking when compared to the other groups of boys. Girls with feminine traits experienced the most cyber victimization through social networking sites, gaming consoles, and mobile phones in comparison to the other groups of girls. For girls with feminine traits, they reported more cyber relational victimization and cyber verbal victimization through mobile phones and social networking sites, as well as more hacking via social networking sites. Such findings underscore the importance of considering gender stereotype traits, types of victimization, and technologies when examining cyber victimization
Technology inspired design for pervasive healthcare
Pervasive healthcare technologies are increasingly using novel sensory devices that are able to measure phenomena that could not be measured before. To develop novel healthcare applications that use these largely untested technologies, it is important to have a design process that allows proper exploration of the capabilities of the novel technologies. We focus on the technology-inspired design process that was used in the development of a system to support posture and provide guidance by nudging people, and how this has lead us to explore pervasive healthcare applications
Fock-Goncharov dual cluster varieties and Gross-Siebert mirrors
Cluster varieties come in pairs: for any cluster variety there
is an associated Fock-Goncharov dual cluster variety. On the
other hand, in the context of mirror symmetry, associated with any log
Calabi-Yau variety is its mirror dual, which can be constructed using the
enumerative geometry of rational curves in the framework of the Gross-Siebert
program. In this paper we bridge the theory of cluster varieties with the
algebro-geometric framework of Gross-Siebert mirror symmetry. Particularly, we
show that the mirror to the cluster variety is a degeneration of
the Fock-Goncharov dual cluster variety and vice versa. To do
this, we investigate how the cluster scattering diagram of
Gross-Hacking-Keel-Kontsevich compares with the canonical scattering diagram
defined by Gross-Siebert to construct mirror duals in arbitrary dimensions.
Consequently, we derive an enumerative interpretation of the cluster scattering
diagram. Along the way, we prove the Frobenius structure conjecture for a class
of log Calabi-Yau varieties obtained as blow-ups of toric varieties.Comment: 51 pages, revised version published in Journal f\"ur die reine und
angewandte Mathematik (Crelles Journal
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(E)motion and creativity: Hacking the function of motor expressions in emotion regulation to augment creativity
Positive emotion can help augment human creativity. To utilize this potential in an interactive system, we propose that such a system should be designed to regulate the emotions that are caused by a creative task. We argue that this can be done by hacking the function of motor expressions in emotion regulation. To this end, we have conceived and made an interactive system that is designed to regulate positive emotion during an idea generation and an insight problem solving task. The system regulates emotion by letting users interact using arm gestures that are designed based on motor expressions, choreographed in a way that enables emotion regulation. Using this interactive system we experimentally test the hypotheses that positive approaching, rather than negative avoiding arm gestures, used to interact with a system, can heighten positive emotion, and augment creativity. The findings demonstrate that an interactive system can be designed to use the function of motor expressions in emotion regulation to help people perform better on certain creative tasks
The Viral Concept: the Winning Ticket of the Romanian Online Advertising Industry
The connection between the steady development of the Internet in Romania in the last five years, as channel of transmitting the marketing message, and the viral concept, as method of transmitting the message, may become the winning ticket for the Romanian online advertising market. Thus, in the current socio-economic context, any company who wishes to be successful in the virtual space cannot ignore the viral marketing techniques for several reasons. Firstly, we are talking about the profile of Internet users who tend to constitute a new social group. Secondly, we are talking about the thirst for information. And, last but not least, we are talking about the appetite for online chatting, statistics showing that 62% of the Roma-nian Internet users consider it a very "savory" information channel. This article tries to explain, in brief, what viral marketing is, which are its peculiarities, advantages, risks, as well as the limitations of its use, and which the strategies of a viral marketing campaign are. We will illustrate by giving successful examples from the Romanian online market.viral marketing, Internet, promotion, campaign.
Characterizing Cyber Attacks against Space Systems with Missing Data: Framework and Case Study
Cybersecurity of space systems is an emerging topic, but there is no single
dataset that documents cyber attacks against space systems that have occurred
in the past. These incidents are often scattered in media reports while missing
many details, which we dub the missing-data problem. Nevertheless, even
"low-quality" datasets containing such reports would be extremely valuable
because of the dearth of space cybersecurity data and the sensitivity of space
systems which are often restricted from disclosure by governments. This prompts
a research question: How can we characterize real-world cyber attacks against
space systems? In this paper, we address the problem by proposing a framework,
including metrics, while also addressing the missing-data problem, by
"extrapolating" the missing data in a principled fashion. To show the
usefulness of the framework, we extract data for 72 cyber attacks against space
systems and show how to extrapolate this "low-quality" dataset to derive 4,076
attack technique kill chains. Our findings include: cyber attacks against space
systems are getting increasingly sophisticated; and, successful protection
against on-path and social engineering attacks could have prevented 80% of the
attacks.Comment: Accepted for publication: IEEE International Conference on
Communications and Network Security 2023 (IEEE CNS
Prototyping tangibles : exploring form and interaction
In order to better explore the opportunities for tangible interaction in new areas such as the home or cultural heritage sites, we used multiple rapidly-developed
prototypes that take advantage of existing technology. Physical prototypes allow us to give form to ideas and to evaluate the integration of form and function, two core components of tangible interaction. We discuss potentials and pitfalls when using off-the-shelf digital devices (by embedding a device, cracking it open and building on it, or collating board and parts) through six prototypes developed in two studies. Hacking devices to materialize our ideas proved excellent for fast prototyping. Technology imposed constraints and prompted different design solutions than initially intended offering unexpected ways to engage. On the basis of this experience we outline a process and offer guidelines for the fast prototyping of tangible interactions
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