9,251 research outputs found
Evaluation Methodologies in Software Protection Research
Man-at-the-end (MATE) attackers have full control over the system on which
the attacked software runs, and try to break the confidentiality or integrity
of assets embedded in the software. Both companies and malware authors want to
prevent such attacks. This has driven an arms race between attackers and
defenders, resulting in a plethora of different protection and analysis
methods. However, it remains difficult to measure the strength of protections
because MATE attackers can reach their goals in many different ways and a
universally accepted evaluation methodology does not exist. This survey
systematically reviews the evaluation methodologies of papers on obfuscation, a
major class of protections against MATE attacks. For 572 papers, we collected
113 aspects of their evaluation methodologies, ranging from sample set types
and sizes, over sample treatment, to performed measurements. We provide
detailed insights into how the academic state of the art evaluates both the
protections and analyses thereon. In summary, there is a clear need for better
evaluation methodologies. We identify nine challenges for software protection
evaluations, which represent threats to the validity, reproducibility, and
interpretation of research results in the context of MATE attacks
Facilitating prosociality through technology: Design to promote digital volunteerism
Volunteerism covers many activities involving no financial rewards for volunteers but which contribute
to the common good. There is existing work in designing technology for volunteerism in HumanComputer Interaction (HCI) and related disciplines that focuses on motivation to improve
performance, but it does not account for volunteer wellbeing. Here, I investigate digital volunteerism
in three case studies with a focus on volunteer motivation, engagement, and wellbeing. My research
involved volunteers and others in the volunteering context to generate recommendations for a
volunteer-centric design for digital volunteerism. The thesis has three aims:
1. To investigate motivational aspects critical for enhancing digital volunteers’ experiences
2. To identify digital platform attributes linked to volunteer wellbeing
3. To create guidelines for effectively supporting volunteer engagement in digital volunteering
platforms
In the first case study I investigate the design of a chat widget for volunteers working in an
organisation with a view to develop a design that improves their workflow and wellbeing. The second
case study investigates the needs, motivations, and wellbeing of volunteers who help medical
students improve their medical communication skills. An initial mixed-methods study was followed by
an experiment comparing two design strategies to improve volunteer relatedness; an important
indicator of wellbeing. The third case study looks into volunteer needs, experiences, motivations, and
wellbeing with a focus on volunteer identity and meaning-making on a science-based research
platform. I then analyse my findings from these case studies using the lens of care ethics to derive
critical insights for design.
The key contributions of this thesis are design strategies and critical insights, and a volunteer-centric
design framework to enhance the motivation, wellbeing and engagement of digital volunteers
A Decision Support System for Economic Viability and Environmental Impact Assessment of Vertical Farms
Vertical farming (VF) is the practice of growing crops or animals using the vertical dimension via multi-tier racks or vertically inclined surfaces. In this thesis, I focus on the emerging industry of plant-specific VF. Vertical plant farming (VPF) is a promising and relatively novel practice that can be conducted in buildings with environmental control and artificial lighting. However, the nascent sector has experienced challenges in economic viability, standardisation, and environmental sustainability. Practitioners and academics call for a comprehensive financial analysis of VPF, but efforts are stifled by a lack of valid and available data.
A review of economic estimation and horticultural software identifies a need for a decision support system (DSS) that facilitates risk-empowered business planning for vertical farmers. This thesis proposes an open-source DSS framework to evaluate business sustainability through financial risk and environmental impact assessments. Data from the literature, alongside lessons learned from industry practitioners, would be centralised in the proposed DSS using imprecise data techniques. These techniques have been applied in engineering but are seldom used in financial forecasting. This could benefit complex sectors which only have scarce data to predict business viability.
To begin the execution of the DSS framework, VPF practitioners were interviewed using a mixed-methods approach. Learnings from over 19 shuttered and operational VPF projects provide insights into the barriers inhibiting scalability and identifying risks to form a risk taxonomy. Labour was the most commonly reported top challenge. Therefore, research was conducted to explore lean principles to improve productivity.
A probabilistic model representing a spectrum of variables and their associated uncertainty was built according to the DSS framework to evaluate the financial risk for VF projects. This enabled flexible computation without precise production or financial data to improve economic estimation accuracy. The model assessed two VPF cases (one in the UK and another in Japan), demonstrating the first risk and uncertainty quantification of VPF business models in the literature. The results highlighted measures to improve economic viability and the viability of the UK and Japan case.
The environmental impact assessment model was developed, allowing VPF operators to evaluate their carbon footprint compared to traditional agriculture using life-cycle assessment. I explore strategies for net-zero carbon production through sensitivity analysis. Renewable energies, especially solar, geothermal, and tidal power, show promise for reducing the carbon emissions of indoor VPF. Results show that renewably-powered VPF can reduce carbon emissions compared to field-based agriculture when considering the land-use change.
The drivers for DSS adoption have been researched, showing a pathway of compliance and design thinking to overcome the ‘problem of implementation’ and enable commercialisation. Further work is suggested to standardise VF equipment, collect benchmarking data, and characterise risks. This work will reduce risk and uncertainty and accelerate the sector’s emergence
Educating Sub-Saharan Africa:Assessing Mobile Application Use in a Higher Learning Engineering Programme
In the institution where I teach, insufficient laboratory equipment for engineering education pushed students to learn via mobile phones or devices. Using mobile technologies to learn and practice is not the issue, but the more important question lies in finding out where and how they use mobile tools for learning. Through the lens of Kearney et al.’s (2012) pedagogical model, using authenticity, personalisation, and collaboration as constructs, this case study adopts a mixed-method approach to investigate the mobile learning activities of students and find out their experiences of what works and what does not work. Four questions are borne out of the over-arching research question, ‘How do students studying at a University in Nigeria perceive mobile learning in electrical and electronic engineering education?’ The first three questions are answered from qualitative, interview data analysed using thematic analysis. The fourth question investigates their collaborations on two mobile social networks using social network and message analysis. The study found how students’ mobile learning relates to the real-world practice of engineering and explained ways of adapting and overcoming the mobile tools’ limitations, and the nature of the collaborations that the students adopted, naturally, when they learn in mobile social networks. It found that mobile engineering learning can be possibly located in an offline mobile zone. It also demonstrates that investigating the effectiveness of mobile learning in the mobile social environment is possible by examining users’ interactions. The study shows how mobile learning personalisation that leads to impactful engineering learning can be achieved. The study shows how to manage most interface and technical challenges associated with mobile engineering learning and provides a new guide for educators on where and how mobile learning can be harnessed. And it revealed how engineering education can be successfully implemented through mobile tools
Instrumentation and validation of a robotic cane for transportation and fall prevention in patients with affected mobility
Dissertação de mestrado integrado em Engenharia FÃsica, (especialização em Dispositivos, Microssistemas e Nanotecnologias)O ato de andar é conhecido por ser a forma primitiva de locomoção do ser humano, sendo que este
traz muitos benefÃcios que motivam um estilo de vida saudável e ativo. No entanto, há condições de saúde
que dificultam a realização da marcha, o que por consequência pode resultar num agravamento da saúde,
e adicionalmente, levar a um maior risco de quedas. Nesse sentido, o desenvolvimento de um sistema de
deteção e prevenção de quedas, integrado num dispositivo auxiliar de marcha, seria essencial para reduzir
estes eventos de quedas e melhorar a qualidade de vida das pessoas. Para ultrapassar estas necessidades
e limitações, esta dissertação tem como objetivo validar e instrumentar uma bengala robótica, denominada
Anti-fall Robotic Cane (ARCane), concebida para incorporar um sistema de deteção de quedas e um
mecanismo de atuação que possibilite a prevenção de quedas, ao mesmo tempo que assiste a marcha.
Para esse fim, foi realizada uma revisão do estado da arte em bengalas robóticas para adquirir um
conhecimento amplo e aprofundado dos componentes, mecanismos e estratégias utilizadas, bem como os
protocolos experimentais, principais resultados, limitações e desafios em dispositivos existentes.
Numa primeira fase, foi estipulado o objetivo de: (i) adaptar a missão do produto; (ii) estudar as
necessidades do consumidor; e (iii) atualizar as especificações alvo da ARCane, continuação do trabalho de
equipa, para obter um produto com design e engenharia compatÃvel com o mercado. Foi depois estabelecida
a arquitetura de hardware e discutidos os componentes a ser instrumentados na ARCane. Em seguida foram
realizados testes de interoperabilidade a fim de validar o funcionamento singular e coletivo dos componentes.
Relativamente ao controlo de movimento, foi desenvolvido um sistema inovador, de baixo custo e
intuitivo, capaz de detetar a intenção do movimento e de reconhecer as fases da marcha do utilizador. Esta
implementação foi validada com seis voluntários saudáveis que realizaram testes de marcha com a ARCane
para testar sua operabilidade num ambiente de contexto real. Obteve-se uma precisão de 97% e de 90% em
relação à deteção da intenção de movimento e ao reconhecimento da fase da marcha do utilizador.
Por fim, foi projetado um método de deteção de quedas e mecanismo de prevenção de quedas para
futura implementação na ARCane. Foi ainda proposta uma melhoria do método de deteção de quedas, de
modo a superar as limitações associadas, bem como a proposta de dispositivos de deteção a serem
implementados na ARCane para obter um sistema completo de deteção de quedas.The act of walking is known to be the primitive form of the human being, and it brings many benefits
that motivate a healthy and active lifestyle. However, there are health conditions that make walking difficult,
which, consequently, can result in worse health and, in addition, lead to a greater risk of falls. Thus, the
development of a fall detection and prevention system integrated with a walking aid would be essential to
reduce these fall events and improve people quality of life. To overcome these needs and limitations, this
dissertation aims to validate and instrument a cane-type robot, called Anti-fall Robotic Cane (ARCane),
designed to incorporate a fall detection system and an actuation mechanism that allow the prevention of
falls, while assisting the gait. Therefore, a State-of-the-Art review concerning robotic canes was carried out to
acquire a broad and in-depth knowledge of the used components, mechanisms and strategies, as well as
the experimental protocols, main results, limitations and challenges on existing devices.
On a first stage, it was set an objective to (i) enhance the product's mission statement; (ii) study the
consumer needs; and (iii) update the target specifications of the ARCane, extending teamwork, to obtain a
product with a market-compatible design and engineering that meets the needs and desires of the ARCane
users. It was then established the hardware architecture of the ARCane and discussed the electronic
components that will instrument the control, sensory, actuator and power units, being afterwards subjected
to interoperability tests to validate the singular and collective functioning of cane components altogether.
Regarding the motion control of robotic canes, an innovative, cost-effective and intuitive motion
control system was developed, providing user movement intention recognition, and identification of the user's
gait phases. This implementation was validated with six healthy volunteers who carried out gait trials with
the ARCane, in order to test its operability in a real context environment. An accuracy of 97% was achieved
for user motion intention recognition and 90% for user gait phase recognition, using the proposed motion
control system.
Finally, it was idealized a fall detection method and fall prevention mechanism for a future
implementation in the ARCane, based on methods applied to robotic canes in the literature. It was also
proposed an improvement of the fall detection method in order to overcome its associated limitations, as
well as detection devices to be implemented into the ARCane to achieve a complete fall detection system
Cable-driven parallel robot for curtain wall module installation
A cable-driven parallel robot (CDPR) was developed for the installation of curtain wall modules (CWM). The research addressed the question of whether the CDPR was capable installing CWMs with sufficient accuracy while being competitive compared to conventional manual methods. In order to develop and test such a system, a conceptual framework that consisted of three sub-systems was defined. The tests, carried out in two close-to-real demonstration buildings, revealed an absolute accuracy of the CWM installation of 4 to 23 mm. The working time for installing a CWM was reduced to 0.51 h. The results also show that the system is competitive for a workspace greater than 96 m2 compared to conventional manual methods. However, improvements such as reducing the hours for setting up the CDPR on the one hand and achieving a faster and more robust MEE on the other hand will be still necessary in the future.This project has received funding from the European Union’s Horizon 2020 research and innovation program under grant
agreement No. 73251
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The Child in Games: From the Meek, to the Mighty, to the Monstrous
Drawing across game studies, childhood studies, and children’s literature studies, this thesis catalogues and critiques the representation of children in contemporary video games.
It poses two questions:
1) How are children represented in contemporary video games?
2) In what ways do the representations of children in video games affirm or
challenge dominant Western beliefs about the figure of the child?
To answer these questions, I combine a large-scale content analysis of over 500 games published between 2009 and 2019 with a series of autoethnographic close readings. My content analysis is designed to provide a quantitative snapshot of the representation of children in games. I use statistical analysis to assemble data points as meaningful constellations. I use the axes of race, gender, and age, as well as genre, age-rating, and publication year, to identify patterns in representation. I distil my findings as a set of seven archetypes: The Blithe Child, The Heroic Child, The Human Becoming, The Child Sacrifice, The Side Kid, The Waif, and The Little Monster. This typology is not intended to work against the granular detail of the information recorded in the dataset, but to draw attention to patterns of coherence and divergence that occur between particular examples, as well as to intersections with representational tropes about children identified in other media.
I select four of these seven archetypes to structure my autoethnographic close readings. While content analysis is a useful tool for documenting the presence, absence, and dominant function of child-characters in games, close reading allows for a more intersectional approach that can attend to the nuances of representation across identity markers, creating opportunities to examine internal contradictions, ironies, and the polysemy generated through interpretive gaps. I develop my own close reading method building on the autoethnographic approaches of Carr (2019), Vossen (2020), McArthur (2018), and Jennings (2021), which I call critical ekphrasis. Chapter one argues that the Blithe Child triangulates ‘children’, ‘toys’, and ‘paidia’. It suggests that both childhood and play can be conceptualised as a ‘magic circle’, and that the immateriality of the Blithe Child implies childhood can be a mode of being unconnected to anatomical markers or chronological age. Chapter two explores how the Heroic Child challenges the apparent affinity between video games and traditional hero
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narratives. It argues that the dependence of the childly protagonist undermines dualistic thinking and instead celebrates cooperation, compromise, and connection. Chapter three compares the Child Sacrifice to the woman-in-the-refrigerator trope, arguing that it functions to justify aggressive, hypermasculine, militarised violence. The final chapter compares the Little Monster and the Waif to examine how the uncanny child raises metareferential questions about autonomy in interactive media and agency in intergenerational relationships.
My research project concludes by suggesting that virtual children in simulated worlds point to the active construction and delimitation of ‘the child’ in society and can reveal that much of what is assumed to be natural, obvious, and universal about the figure of ‘the child’ is in fact ideological. It hints at the possibility that just as virtual children are used as rhetorical figures to explain and justify the rules, mechanics, and moral systems of a digital game, so too is the figure of ‘the child’ used to routinise and vindicate the rules, workings, and moral systems of Euro-American culture.AHR
Graphical scaffolding for the learning of data wrangling APIs
In order for students across the sciences to avail themselves of modern data streams, they must first know how to wrangle data: how to reshape ill-organised, tabular data into another format, and how to do this programmatically, in languages such as Python and R. Despite the cross-departmental demand and the ubiquity of data wrangling in analytical workflows, the research on how to optimise the instruction of it has been minimal. Although data wrangling as a programming domain presents distinctive challenges - characterised by on-the-fly syntax lookup and code example integration - it also presents opportunities. One such opportunity is how tabular data structures are easily visualised. To leverage the inherent visualisability of data wrangling, this dissertation evaluates three types of graphics that could be employed as scaffolding for novices: subgoal graphics, thumbnail graphics, and parameter graphics. Using a specially built e-learning platform, this dissertation documents a multi-institutional, randomised, and controlled experiment that investigates the pedagogical effects of these. Our results indicate that the graphics are well-received, that subgoal graphics boost the completion rate, and that thumbnail graphics improve navigability within a command menu. We also obtained several non-significant results, and indications that parameter graphics are counter-productive. We will discuss these findings in the context of general scaffolding dilemmas, and how they fit into a wider research programme on data wrangling instruction
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