6,877 research outputs found

    iBUST: An intelligent behavioural trust model for securing industrial cyber-physical systems

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    To meet the demand of the world's largest population, smart manufacturing has accelerated the adoption of smart factories—where autonomous and cooperative instruments across all levels of production and logistics networks are integrated through a Cyber-Physical Production System (CPPS). However, these networks are comprised of various heterogeneous devices with varying computational power and memory capabilities. As a result, many secure communication protocols – that demand considerably high computational power and memory – can not be verbatim employed on these networks, and thereby, leaving them more vulnerable to security threats and attacks over conventional networks. These threats can largely be tackled by employing a Trust Management Model (TMM) by exploiting the behavioural patterns of nodes to identify their trust class. In this context, ML-based models are best suited due to their ability to capture hidden patterns in data, learning and improving the pattern detection accuracy over time to counteract and tackle threats of a dynamic nature, which is absent in most of the conventional models. However, among the existing ML-based solutions in detecting attack patterns, many of them are computationally expensive, require a long training time, and a considerably large amount of training data—which are seldom available. An aid to this is the association rule learning (ARL) paradigm, whose models are computationally inexpensive and do not require a long training time. Therefore, this paper proposes an ARL-based intelligent Behavioural Trust Model (iBUST) for securing the CPPS. For this intelligent TMM, a variant of Frequency Pattern Growth (FP-Growth), called enhanced FP-Growth (EFP-Growth) algorithm is developed by altering the internal data structures for faster execution and by developing a modified exponential decay function (MEDF) to automatically calculate minimum supports for adapting trust evolution characteristics. In addition, a new optimisation model for finding optimum parameter values in the MEDF and an algorithm for transmuting a 1D quantitative feature into a respective categorical feature are developed to facilitate the model. Afterwards, the trust class of an object is identified employing the Naïve Bayes classifier. This proposed model is evaluated on a trust evolution-supported experimental environment along with other compared models taking a benchmark dataset into consideration, where it outperforms its counterparts

    Development of an Event Management Web Application For Students: A Focus on Back-end

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    Managing schedules can be challenging for students, with different calendars on various platforms leading to confusion and missed events. To address this problem, this thesis presents the development of an event management website designed to help students stay organized and motivated. With a focus on the application's back-end, this thesis explores the technology stack used to build the website and the implementation details of each chosen technology. By providing a detailed case study of the website development process, this thesis serves as a helpful resource for future developers looking to build their web applications

    Deteção de intrusÔes de rede baseada em anomalias

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    Dissertação de mestrado integrado em EletrĂłnica Industrial e ComputadoresAo longo dos Ășltimos anos, a segurança de hardware e software tornou-se uma grande preocupação. À medida que a complexidade dos sistemas aumenta, as suas vulnerabilidades a sofisticadas tĂ©cnicas de ataque tĂȘm proporcionalmente escalado. Frequentemente o problema reside na heterogenidade de dispositivos conectados ao veĂ­culo, tornando difĂ­cil a convergĂȘncia da monitorização de todos os protocolos num Ășnico produto de segurança. Por esse motivo, o mercado requer ferramentas mais avançadas para a monitorizar ambientes crĂ­ticos Ă  vida humana, tais como os nossos automĂłveis. Considerando que existem vĂĄrias formas de interagir com os sistemas de entretenimento do automĂłvel como o Bluetooth, o Wi-fi ou CDs multimĂ©dia, a necessidade de auditar as suas interfaces tornou-se uma prioridade, uma vez que elas representam um sĂ©rio meio de aceeso Ă  rede interna do carro. Atualmente, os mecanismos de segurança de um carro focam-se na monitotização da rede CAN, deixando para trĂĄs as tecnologias referidas e nĂŁo contemplando os sistemas nĂŁo crĂ­ticos. Como exemplo disso, o Bluetooth traz desafios diferentes da rede CAN, uma vez que interage diretamente com o utilizador e estĂĄ exposto a ataques externos. Uma abordagem alternativa para tornar o automĂłvel num sistema mais robusto Ă© manter sob supervisĂŁo as comunicaçÔes que com este sĂŁo estabelecidas. Ao implementar uma detecção de intrusĂŁo baseada em anomalias, esta dissertação visa analisar o protocolo Bluetooth no sentido de identificar interaçÔes anormais que possam alertar para uma situação fora dos padrĂ”es de utilização. Em Ășltima anĂĄlise, este produto de software embebido incorpora uma grande margem de auto-aprendizagem, que Ă© vital para enfrentar quaisquer ameaças desconhecidas e aumentar os nĂ­veis de segurança globais. Ao longo deste documento, apresentamos o estudo do problema seguido de uma metodologia alternativa que implementa um algoritmo baseado numa LSTM para prever a sequĂȘncia de comandos HCI correspondentes a trĂĄfego Bluetooth normal. Os resultados mostram a forma como esta abordagem pode impactar a deteção de intrusĂ”es nestes ambientes ao demonstrar uma grande capacidade para identificar padrĂ”es anĂłmalos no conjunto de dados considerado.In the last few years, hardware and software security have become a major concern. As the systems’ complexity increases, its vulnerabilities to several sophisticated attack techniques have escalated likewise. Quite often, the problem lies in the heterogeneity of the devices connected to the vehicle, making it difficult to converge the monitoring systems of all existing protocols into one security product. Thereby, the market requires more refined tools to monitor life-risky environments such as personal vehicles. Considering that there are several ways to interact with the car’s infotainment system, such as Wi-fi, Bluetooth, or CD player, the need to audit these interfaces has become a priority as they represent a serious channel to reach the internal car network. Nowadays, security in car networks focuses on CAN bus monitoring, leaving behind the aforementioned technologies and not contemplating other non-critical systems. As an example of these concerns, Bluetooth brings different challenges compared to CAN as it interacts directly with the user, being exposed to external attacks. An alternative approach to converting modern vehicles and their set of computers into more robust systems is to keep track of established communications with them. By enforcing anomaly-based intrusion detection this dissertation aims to analyze the Bluetooth protocol to identify abnormal user interactions that may alert for a non conforming pattern. Ultimately, such embedded software product incorporates a self-learning edge, which is vital to face newly developed threats and increasing global security levels. Throughout this document, we present the study case followed by an alternative methodology that implements an LSTM based algorithm to predict a sequence of HCI commands corresponding to normal Bluetooth traffic. The results show how this approach can impact intrusion detection in such environments by expressing a high capability of identifying abnormal patterns in the considered data

    Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

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    This practice-based research inquiry examines the impact of an epistemic shift, brought about by the dawning of the information age and advances in networked communication technologies, on physical knowledge institutions - focusing on museums. The research charts adapting knowledge schemas used in museum knowledge organisation and discusses the potential for a new knowledge schema, the network, to establish a new epistemology for museums that reflects contemporary hyperlinked and networked knowledge. The research investigates the potential for networked and shared virtual reality spaces to reveal new ‘knowledge monuments’ reflecting the epistemic values of the network society and the space of flows. The central practice for this thesis focuses on two main elements. The first is applying networks and visual complexity to reveal multi-linearity and adapting perspectives in relational knowledge networks. This concept was explored through two discursive design projects, the Museum Collection Engine, which uses data visualisation, cloud data, and image recognition within an immersive projection dome to create a dynamic and searchable museum collection that returns new and interlinking constellations of museum objects and knowledge. The second discursive design project was Shared Pasts: Decoding Complexity, an AR app with a unique ‘anti-personalisation’ recommendation system designed to reveal complex narratives around historic objects and places. The second element is folksonomy and co-design in developing new community-focused archives using the community's language to build the dataset and socially tagged metadata. This was tested by developing two discursive prototypes, Women Reclaiming AI and Sanctuary Stories

    A Closer Look into Recent Video-based Learning Research: A Comprehensive Review of Video Characteristics, Tools, Technologies, and Learning Effectiveness

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    People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it is still not clear what characteristics a video should have to be an effective learning medium. In this paper, we present a comprehensive review of 257 articles on video-based learning for the period from 2016 to 2021. One of the aims of the review is to identify the video characteristics that have been explored by previous work. Based on our analysis, we suggest a taxonomy which organizes the video characteristics and contextual aspects into eight categories: (1) audio features, (2) visual features, (3) textual features, (4) instructor behavior, (5) learners activities, (6) interactive features (quizzes, etc.), (7) production style, and (8) instructional design. Also, we identify four representative research directions: (1) proposals of tools to support video-based learning, (2) studies with controlled experiments, (3) data analysis studies, and (4) proposals of design guidelines for learning videos. We find that the most explored characteristics are textual features followed by visual features, learner activities, and interactive features. Text of transcripts, video frames, and images (figures and illustrations) are most frequently used by tools that support learning through videos. The learner activity is heavily explored through log files in data analysis studies, and interactive features have been frequently scrutinized in controlled experiments. We complement our review by contrasting research findings that investigate the impact of video characteristics on the learning effectiveness, report on tasks and technologies used to develop tools that support learning, and summarize trends of design guidelines to produce learning video

    Enabling changeability with typescript and microservices architecture in web applications

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    Changeability is a non-functional property of software that affects the length of its lifecycle. In this work, the microservices architectural pattern and TypeScript are studied through a literature review, focusing on how they enable the changeability of a web application. The modularity of software is a key factor in enabling changeability. The micro-services architectural pattern and the programming language TypeScript can impact the changeability of web applications with modularity. Microservices architecture is a well-suited architectural pattern for web applications, as it allows for the creation of modular service components that can be modified and added to the system individually. TypeScript is a programming language that adds a type system and class-based object-oriented programming to JavaScript offering an array of features that enable modularity. Through discussion on relationships between the changeability of web applications and their three key characteristics, scalability, robustness, and security, this work demonstrates the importance of designing for change to ensure that web applications remain maintainable, extensible, restructurable, and portable over time. Combined, the micro-services architecture and TypeScript can enhance the modularity and thus changeability of web applications

    Assessing Text Representation Methods on Tag Prediction Task for StackOverflow

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    A large part of knowledge evolves outside of the operations of an organization. Question and answer online social platforms provide an important source of information to explore the underlying communities. StackOverflow (SO) is one of the most popular question and answer platforms for developers, with more than 23 million questions asked. Organizing and categorizing data is crucial to manage knowledge in such large quantities. Questions posted on SO are assigned a set of tags and textual content of each question may contain coding syntax. In this paper, we evaluate the performance of multiple text representation methods in the task of predicting tags for SO questions and empirically prove the impact of code syntax in text representations. The SO dataset was sampled and questions without code syntax were identified. Two classical text representation methods consisting of BoW and TF-IDF were selected along four other methods based on pre-trained models including Fasttext, USE, Sentence-BERT and Sentence-RoBERTa. Multi-label k'th Nearest Neighbors classifier was used to learn and predict tags based on the similarities between feature-vector representations of the input data. Our results indicate a consistent superiority of the representations generated from Sentence-RoBERTa. Overall, the classifier achieved a 17% or higher improvement on F1 score when predicting tags for questions without any code syntax in content

    The Politics of Platformization: Amsterdam Dialogues on Platform Theory

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    What is platformization and why is it a relevant category in the contemporary political landscape? How is it related to cybernetics and the history of computation? This book tries to answer such questions by engaging in multidisciplinary dialogues about the first ten years of the emerging fields of platform studies and platform theory. It deploys a narrative and playful approach that makes use of anecdotes, personal histories, etymologies, and futurable speculations to investigate both the fragmented genealogy that led to platformization and the organizational and economic trends that guide nowadays platform sociotechnical imaginaries

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyƍron KĆ«kan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics
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