2,287 research outputs found
Survey and Systematization of Secure Device Pairing
Secure Device Pairing (SDP) schemes have been developed to facilitate secure
communications among smart devices, both personal mobile devices and Internet
of Things (IoT) devices. Comparison and assessment of SDP schemes is
troublesome, because each scheme makes different assumptions about out-of-band
channels and adversary models, and are driven by their particular use-cases. A
conceptual model that facilitates meaningful comparison among SDP schemes is
missing. We provide such a model. In this article, we survey and analyze a wide
range of SDP schemes that are described in the literature, including a number
that have been adopted as standards. A system model and consistent terminology
for SDP schemes are built on the foundation of this survey, which are then used
to classify existing SDP schemes into a taxonomy that, for the first time,
enables their meaningful comparison and analysis.The existing SDP schemes are
analyzed using this model, revealing common systemic security weaknesses among
the surveyed SDP schemes that should become priority areas for future SDP
research, such as improving the integration of privacy requirements into the
design of SDP schemes. Our results allow SDP scheme designers to create schemes
that are more easily comparable with one another, and to assist the prevention
of persisting the weaknesses common to the current generation of SDP schemes.Comment: 34 pages, 5 figures, 3 tables, accepted at IEEE Communications
Surveys & Tutorials 2017 (Volume: PP, Issue: 99
Mobilising Monopoly:game design, place and social values
Location based games have seen the translation of popular boardgames into mixed reality settings through the integration of mobile phone technologies. This paper explores modifying the game of Monopoly from a boardgame to a locative mobile phone based game utilising NFC and QR code technologies to engage players with real world places. In doing so, the mechanics, rules and motivations for playing the game shifted in the prototyping of the game concept. Here, we outline the initial game design process, problems and possibilities in modifying such a well-known game to the city streets. We also detail how the mechanics of the game were updated to provide some solutions to ideas surrounding property values, social media values and player location in the new game design
Using big data for customer centric marketing
This chapter deliberates on âbig dataâ and provides a short overview of business intelligence and emerging analytics. It underlines the importance of data for customer-centricity in marketing. This contribution contends that businesses ought to engage in marketing automation tools and apply them to create relevant, targeted customer experiences. Todayâs business increasingly rely on digital media and mobile technologies as on-demand, real-time marketing has become more personalised than ever. Therefore, companies and brands are striving to nurture fruitful and long lasting relationships with customers. In a nutshell, this chapter explains why companies should recognise the value of data analysis and mobile applications as tools that drive consumer insights and engagement. It suggests that a strategic approach to big data could drive consumer preferences and may also help to improve the organisational performance.peer-reviewe
A Scenario Analysis of Wearable Interface Technology Foresight
Although the importance and value of wearable interface have gradually being realized, wearable interface related technologies and the priority of adopting these technologies have so far not been clearly recognized. To fill this gap, this paper focuses on the technology planning strategy of organizations that have an interest in developing or adopting wearable interface related technologies. Based on the scenario analysis approach, a technology planning strategy is proposed. In this analysis, thirty wearable interface technologies are classified into six categories, and the importance and risk factors of these categories are then evaluated under two possible scenarios. The main research findings include the discovery that most brain based wearable interface technologies are rated high to medium importance and high risk in all scenarios, and that scenario changes will have less impact on voice based as well as gesture based wearable interface technologies. These results provide a reference for organizations and vendors interested in adopting or developing wearable interface technologies
Mobilising Monopoly:game design, place and social values
Location based games have seen the translation of popular boardgames into mixed reality settings through the integration of mobile phone technologies. This paper explores modifying the game of Monopoly from a boardgame to a locative mobile phone based game utilising NFC and QR code technologies to engage players with real world places. In doing so, the mechanics, rules and motivations for playing the game shifted in the prototyping of the game concept. Here, we outline the initial game design process, problems and possibilities in modifying such a well-known game to the city streets. We also detail how the mechanics of the game were updated to provide some solutions to ideas surrounding property values, social media values and player location in the new game design
Non-personal Data Collection for Toy User Interfaces
Toy-user-interfaces (ToyUI) are computing devices or peripherals that leverage interactivity and connectivity with other devices to promote physical and social play. ToyUI products may collect both personal and non-personal data (NPD) on their users. We propose nine data patterns for NPD collection as part of ToyUI design based on the study of 297 ToyUI items from both the literature and industry. In addition, we introduce a printed circuit board (PCB) used for rapid prototyping that enabled NPD data collection concerning both objects and users by gathering non-personal identification, positioning system, and motion tracking. We demonstrate the effectiveness of our hardware architecture by embedding it into two design scenarios, namely, closed rules and open-ended rules solutions. The objectives here are to assist the ToyUI makers in creating more meaningful play experiences while ensuring the privacy of childrenâs and their parentsâ data
Tap it again, Sam: Harmonizing personal environments towards lifelong learning
The increasing number of mobile vendors releas- ing NFC-enabled devices to the market and their prominent adoption has moved this technology from a niche product to a product with a large market-share. NFC facilitates natural interactions between digital world and physical learning environments. The scaffolding of learning ecologies is a key aspect for lifelong learners in their challenge to integrate learning activities into busy daily life. The contribution of this manuscript is twofold: first, a review of scientific litera- ture in which NFC has been used with a direct or indirect purpose to learn is presented, and potential uses for learners are classified according to their type of interaction; based on these findings the NFC MediaPlayer is presented as an instantiation of an ecology of resources (EoR) in a lifelong learning context. Finally, shortcomings and best practices are highlighted in the conclusions, and future work is discussed
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