67,234 research outputs found

    A family of droids -- Android malware detection via behavioral modeling: static vs dynamic analysis

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    Following the increasing popularity of mobile ecosystems, cybercriminals have increasingly targeted them, designing and distributing malicious apps that steal information or cause harm to the device's owner. Aiming to counter them, detection techniques based on either static or dynamic analysis that model Android malware, have been proposed. While the pros and cons of these analysis techniques are known, they are usually compared in the context of their limitations e.g., static analysis is not able to capture runtime behaviors, full code coverage is usually not achieved during dynamic analysis, etc. Whereas, in this paper, we analyze the performance of static and dynamic analysis methods in the detection of Android malware and attempt to compare them in terms of their detection performance, using the same modeling approach. To this end, we build on MaMaDroid, a state-of-the-art detection system that relies on static analysis to create a behavioral model from the sequences of abstracted API calls. Then, aiming to apply the same technique in a dynamic analysis setting, we modify CHIMP, a platform recently proposed to crowdsource human inputs for app testing, in order to extract API calls' sequences from the traces produced while executing the app on a CHIMP virtual device. We call this system AuntieDroid and instantiate it by using both automated (Monkey) and user-generated inputs. We find that combining both static and dynamic analysis yields the best performance, with F-measure reaching 0.92. We also show that static analysis is at least as effective as dynamic analysis, depending on how apps are stimulated during execution, and, finally, investigate the reasons for inconsistent misclassifications across methods.Accepted manuscrip

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Ordered Preference Elicitation Strategies for Supporting Multi-Objective Decision Making

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    In multi-objective decision planning and learning, much attention is paid to producing optimal solution sets that contain an optimal policy for every possible user preference profile. We argue that the step that follows, i.e, determining which policy to execute by maximising the user's intrinsic utility function over this (possibly infinite) set, is under-studied. This paper aims to fill this gap. We build on previous work on Gaussian processes and pairwise comparisons for preference modelling, extend it to the multi-objective decision support scenario, and propose new ordered preference elicitation strategies based on ranking and clustering. Our main contribution is an in-depth evaluation of these strategies using computer and human-based experiments. We show that our proposed elicitation strategies outperform the currently used pairwise methods, and found that users prefer ranking most. Our experiments further show that utilising monotonicity information in GPs by using a linear prior mean at the start and virtual comparisons to the nadir and ideal points, increases performance. We demonstrate our decision support framework in a real-world study on traffic regulation, conducted with the city of Amsterdam.Comment: AAMAS 2018, Source code at https://github.com/lmzintgraf/gp_pref_elici

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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