319,825 research outputs found

    Impact Analysis of Malware Based on Call Network API with Heuristic Detection Method

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    Malware is a program that has a negative influence on computer systems that don\u27t have user permissions. The purpose of making malware by hackers is to get profits in an illegal way. Therefore, we need a malware analysis. Malware analysis aims to determine the specifics of malware so that security can be built to protect computer devices. One method for analyzing malware is heuristic detection. Heuristic detection is an analytical method that allows finding new types of malware in a file or application. Many malwares are made to attack through the internet because of technological advancements. Based on these conditions, the malware analysis is carried out using the API call network with the heuristic detection method. This aims to identify the behavior of malware that attacks the network. The results of the analysis carried out are that most malware is spyware, which is lurking user activity and retrieving user data without the user\u27s knowledge. In addition, there is also malware that is adware, which displays advertisements through pop-up windows on computer devices that interfaces with user activity. So that with these results, it can also be identified actions that can be taken by the user to protect his computer device, such as by installing antivirus or antimalware, not downloading unauthorized applications and not accessing unsafe websites. &nbsp

    Computer anxiety\u27s impact on computer user documentation

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    Computer anxiety is the fear or avoidance of the computer and the environment it represents. The anxiety can manifest in all computer users regardless of their experience or complexity of the tasks they must complete. The anxiety can be alleviated on one task, but as technology changes and advances, the user\u27s comfort level is compromised and the anxiety reappears. Understanding computer anxiety as it relates to computer user documentation is a compelling research question. Although there have been many efforts to understand computer anxiety, there has been no clear way for technical communicators to resolve this problem in their approach to writing computer user documentation. This study will determine the impact of computer anxiety on the preparation of computer user documentation as well as attempt to apply Carl Rogers Rogerian theory to computer anxiety as a means of describing what needs to happen in fostering a positive interaction between the user and the computer. In addition, a discussion of the Minimalist Manual, as an effective computer user documentation strategy will show a parallel between features of minimalism and the Rogerian theory

    Modelling human-computer interaction

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    Human-computer interaction (HCI) can effectively be understood as a continuous process of cyclic interaction between the user and the environment. The action the user takes leads to changes to the system or the environment. These are evaluated by the user, and then this evaluation results in changes to goals, and then the user takes another action based on the changes to goals. In order to effectively describe the continuous process of cyclic interaction, a notation that a user interface designer could reason about the interactivity is needed. This paper claims that a cyclic notation is able to account for the intimate connection between goal, action and the environment, allowing a user interface designer to make explicit what a process achieves, as well as what triggers that process. It is thus possible for designers to build interactive versions of the designs so as to assess the assumptions made or being made regarding the interaction between the user and the system

    SymbolDesign: A User-centered Method to Design Pen-based Interfaces and Extend the Functionality of Pointer Input Devices

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    A method called "SymbolDesign" is proposed that can be used to design user-centered interfaces for pen-based input devices. It can also extend the functionality of pointer input devices such as the traditional computer mouse or the Camera Mouse, a camera-based computer interface. Users can create their own interfaces by choosing single-stroke movement patterns that are convenient to draw with the selected input device and by mapping them to a desired set of commands. A pattern could be the trace of a moving finger detected with the Camera Mouse or a symbol drawn with an optical pen. The core of the SymbolDesign system is a dynamically created classifier, in the current implementation an artificial neural network. The architecture of the neural network automatically adjusts according to the complexity of the classification task. In experiments, subjects used the SymbolDesign method to design and test the interfaces they created, for example, to browse the web. The experiments demonstrated good recognition accuracy and responsiveness of the user interfaces. The method provided an easily-designed and easily-used computer input mechanism for people without physical limitations, and, with some modifications, has the potential to become a computer access tool for people with severe paralysis.National Science Foundation (IIS-0093367, IIS-0308213, IIS-0329009, EIA-0202067

    How much control is enough? Optimizing fun with unreliable input

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    Brain-computer interfaces (BCI) provide a valuable new input modality within human- computer interaction systems, but like other body-based inputs, the system recognition of input commands is far from perfect. This raises important questions, such as: What level of control should such an interface be able to provide? What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for perfect control, or is the optimum elsewhere? In this experiment the user plays a simple game in which a hamster has to be guided to the exit of a maze, in which the amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user �lled out a short questionnaire on fun and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although in the beginning fun does increase with improved control, the level of fun drops again just before perfect control is reached. This poses new insights for developers of games wanting to incorporate some form of BCI in their game: for creating a fun game, unreliable input can be used to create a challenge for the user

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    IPCL1- An Interactive Process Control Language

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    This report documents a Process Control Language. It was written to provide an easy-to-use, user-friendly language to control a manufacturing-type process. It is not assumed the user is proficient or even familiar with any computer languages. The user should be able to grasp the simple set of commands available and begin writing user programs in a short period of time. Emphasis has been placed on error messages to inform the user of the type of error and enough information to correct it. The language was written in PDP-11 assembly language and run on a 11/34 computer in the Microcomputer Laboratory at the University of Central Florida
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