86 research outputs found

    The Applications of Blockchain To Cybersecurity

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    A blockchain is a decentralized public ledger facilitating secure transactions between untrusted network nodes. It has garnered significant recognition for its pivotal role in cryptocurrency systems, where it ensures secure and decentralized transaction records. Over the past decade, blockchain has attracted considerable attention from various industries, as it holds the potential to revolutionize multiple sectors, including cybersecurity. However, this field of study is relatively new, and numerous questions remain unanswered regarding the effectiveness of blockchain in cybersecurity. This research adopted a qualitative research design to investigate the current implementations of blockchain-based security and their applicability in the current cybersecurity context. Additionally, this work explored the mechanisms employed by blockchain to uphold the security triad. Findings indicate that blockchain exhibits substantial potential in addressing existing challenges in cybersecurity, particularly those related to the Internet of Things, data integrity and ownership, and network security. Nonetheless, widespread adoption faces limitations due to technological immaturity, high-cost complexity, and regulatory hurdles. Therefore, utilizing blockchain-based solutions in cybersecurity necessitates a thorough analysis of their applicability to an organization\u27s specific needs, a clear definition of implementation goals, and careful navigation of challenges

    Augmented reality and scene examination

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    The research presented in this thesis explores the impact of Augmented Reality on human performance, and compares this technology with Virtual Reality using a head-mounted video-feed for a variety of tasks that relate to scene examination. The motivation for the work was the question of whether Augmented Reality could provide a vehicle for training in crime scene investigation. The Augmented Reality application was developed using fiducial markers in the Windows Presentation Foundation, running on a wearable computer platform; Virtual Reality was developed using the Crytek game engine to present a photo-realistic 3D environment; and a video-feed was provided through head-mounted webcam. All media were presented through head-mounted displays of similar resolution to provide the sole source of visual information to participants in the experiments. The experiments were designed to increase the amount of mobility required to conduct the search task, i.e., from rotation in the horizontal or vertical plane through to movement around a room. In each experiment, participants were required to find objects and subsequently recall their location. It is concluded that human performance is affected not merely via the medium through which the world is perceived but moreover, the constraints governing how movement in the world is controlled

    Telekomunikacja i Techniki Informacyjne, 2013, nr 3

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