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Editing the Pitch: Patterns of Editing Strategies of Written Pitches in a Chilean Accelerator Program
AbstractâBackground: After a six-month training program in the Chilean public accelerator Start-Up Chile,
entrepreneurs are asked to update a short pitch they wrote in the submission stage to appear in the programâs online
portfolio. Literature review: We reviewed relevant literature related to the pitch as well as research aiming to track
changes within pitches. Research questions: 1. Which are the editing strategies used to change their pitch? 2. Do these
strategies conform to specific discursive patterns? Research methodology: To answer the research questions, we
designed an exploratory qualitative study to describe in depth the editing strategies used by two generations of
startups, corresponding to 148 pairs of written pitches. In order to contextualize the results, we conducted two
interviews with the program managers and analyzed the acceleratorâs official Playbook and Technical and
Administrative Requirements. Results: We identified 10 editing strategies. Of those editing strategies, âDeleting
technical descriptionsâ is by far the most common procedure. The identified patterns can be classified into two groups,
those simplifying, hedging, and focusing on certain elements of the first pitch, and those adding and specifying
information of the first version. Conclusions: We conclude by discussing the strengths of this methodological approach
for understanding such edits and for supporting successful edits in accelerator programs, as well as the potential for
better understanding entrepreneur coachability.IC2 Institut
ScreenTrack: Using a Visual History of a Computer Screen to Retrieve Documents and Web Pages
Computers are used for various purposes, so frequent context switching is
inevitable. In this setting, retrieving the documents, files, and web pages
that have been used for a task can be a challenge. While modern applications
provide a history of recent documents for users to resume work, this is not
sufficient to retrieve all the digital resources relevant to a given primary
document. The histories currently available do not take into account the
complex dependencies among resources across applications. To address this
problem, we tested the idea of using a visual history of a computer screen to
retrieve digital resources within a few days of their use through the
development of ScreenTrack. ScreenTrack is software that captures screenshots
of a computer at regular intervals. It then generates a time-lapse video from
the captured screenshots and lets users retrieve a recently opened document or
web page from a screenshot after recognizing the resource by its appearance. A
controlled user study found that participants were able to retrieve requested
information more quickly with ScreenTrack than under the baseline condition
with existing tools. A follow-up study showed that the participants used
ScreenTrack to retrieve previously used resources and to recover the context
for task resumption.Comment: CHI 2020, 10 pages, 7 figure
Risks and potentials of graphical and gesture-based authentication for touchscreen mobile devices
While a few years ago, mobile phones were mainly used for making phone calls and texting short messages, the functionality of mobile devices has massively grown. We are surfing the web, sending emails and we are checking our bank accounts on the go. As a consequence, these internet-enabled devices store a lot of potentially sensitive data and require enhanced protection. We argue that authentication often represents the only countermeasure to protect mobile devices from unwanted access.
Knowledge-based concepts (e.g., PIN) are the most used authentication schemes on mobile devices. They serve as the main protection barrier for many users and represent the fallback solution whenever alternative mechanisms fail (e.g., fingerprint recognition). This thesis focuses on the risks and potentials of gesture-based authentication concepts that particularly exploit the touch feature of mobile devices. The contribution of our work is threefold. Firstly, the problem space of mobile authentication is explored. Secondly, the design space is systematically evaluated utilizing interactive prototypes. Finally, we provide generalized insights into the impact of specific design factors and present recommendations for the design and the evaluation of graphical gesture-based authentication mechanisms.
The problem space exploration is based on four research projects that reveal important real-world issues of gesture-based authentication on mobile devices. The first part focuses on authentication behavior in the wild and shows that the mobile context makes great demands on the usability of authentication concepts. The second part explores usability features of established concepts and indicates that gesture-based approaches have several benefits in the mobile context. The third part focuses on observability and presents a prediction model for the vulnerability of a given grid-based gesture. Finally, the fourth part investigates the predictability of user-selected gesture-based secrets.
The design space exploration is based on a design-oriented research approach and presents several practical solutions to existing real-world problems. The novel authentication mechanisms are implemented into working prototypes and evaluated in the lab and the field. In the first part, we discuss smudge attacks and present alternative authentication concepts that are significantly more secure against such attacks. The second part focuses on observation attacks. We illustrate how relative touch gestures can support eyes-free authentication and how they can be utilized to make traditional PIN-entry secure against observation attacks. The third part addresses the problem of predictable gesture choice and presents two concepts which nudge users to select a more diverse set of gestures.
Finally, the results of the basic research and the design-oriented applied research are combined to discuss the interconnection of design space and problem space. We contribute by outlining crucial requirements for mobile authentication mechanisms and present empirically proven objectives for future designs. In addition, we illustrate a systematic goal-oriented development process and provide recommendations for the evaluation of authentication on mobile devices.WĂ€hrend Mobiltelefone vor einigen Jahren noch fast ausschlieĂlich zum Telefonieren und zum SMS schreiben genutzt wurden, sind die Anwendungsmöglichkeiten von MobilgerĂ€ten in den letzten Jahren erheblich gewachsen. Wir surfen unterwegs im Netz, senden E-Mails und ĂŒberprĂŒfen Bankkonten. In der Folge speichern moderne internetfĂ€higen MobilgerĂ€te eine Vielfalt potenziell sensibler Daten und erfordern einen erhöhten Schutz. In diesem Zusammenhang stellen Authentifizierungsmethoden hĂ€ufig die einzige Möglichkeit dar, um MobilgerĂ€te vor ungewolltem Zugriff zu schĂŒtzen.
Wissensbasierte Konzepte (bspw. PIN) sind die meistgenutzten Authentifizierungssysteme auf MobilgerĂ€ten. Sie stellen fĂŒr viele Nutzer den einzigen Schutzmechanismus dar und dienen als Ersatzlösung, wenn alternative Systeme (bspw. Fingerabdruckerkennung) versagen. Diese Dissertation befasst sich mit den Risiken und Potenzialen gestenbasierter Konzepte, welche insbesondere die Touch-Funktion moderner MobilgerĂ€te ausschöpfen. Der wissenschaftliche Beitrag dieser Arbeit ist vielschichtig. Zum einen wird der Problemraum mobiler Authentifizierung erforscht. Zum anderen wird der Gestaltungsraum anhand interaktiver Prototypen systematisch evaluiert. SchlieĂlich stellen wir generelle Einsichten bezĂŒglich des Einflusses bestimmter Gestaltungsaspekte dar und geben Empfehlungen fĂŒr die Gestaltung und Bewertung grafischer gestenbasierter Authentifizierungsmechanismen.
Die Untersuchung des Problemraums basiert auf vier Forschungsprojekten, welche praktische Probleme gestenbasierter Authentifizierung offenbaren. Der erste Teil befasst sich mit dem Authentifizierungsverhalten im Alltag und zeigt, dass der mobile Kontext hohe AnsprĂŒche an die Benutzerfreundlichkeit eines Authentifizierungssystems stellt. Der zweite Teil beschĂ€ftigt sich mit der Benutzerfreundlichkeit etablierter Methoden und deutet darauf hin, dass gestenbasierte Konzepte vor allem im mobilen Bereich besondere VorzĂŒge bieten. Im dritten Teil untersuchen wir die Beobachtbarkeit gestenbasierter Eingabe und prĂ€sentieren ein Vorhersagemodell, welches die Angreifbarkeit einer gegebenen rasterbasierten Geste abschĂ€tzt. SchlieĂlich beschĂ€ftigen wir uns mit der Erratbarkeit nutzerselektierter Gesten.
Die Untersuchung des Gestaltungsraums basiert auf einem gestaltungsorientierten Forschungsansatz, welcher zu mehreren praxisgerechte Lösungen fĂŒhrt. Die neuartigen Authentifizierungskonzepte werden als interaktive Prototypen umgesetzt und in Labor- und Feldversuchen evaluiert. Im ersten Teil diskutieren wir Fettfingerattacken ("smudge attacks") und prĂ€sentieren alternative Authentifizierungskonzepte, welche effektiv vor diesen Angriffen schĂŒtzen. Der zweite Teil beschĂ€ftigt sich mit Angriffen durch Beobachtung und verdeutlicht wie relative Gesten dazu genutzt werden können, um blickfreie Authentifizierung zu gewĂ€hrleisten oder um PIN-Eingaben vor Beobachtung zu schĂŒtzen. Der dritte Teil beschĂ€ftigt sich mit dem Problem der vorhersehbaren Gestenwahl und prĂ€sentiert zwei Konzepte, welche Nutzer dazu bringen verschiedenartige Gesten zu wĂ€hlen.
Die Ergebnisse der Grundlagenforschung und der gestaltungsorientierten angewandten Forschung werden schlieĂlich verknĂŒpft, um die Verzahnung von Gestaltungsraum und Problemraum zu diskutieren. Wir prĂ€sentieren wichtige Anforderungen fĂŒr mobile Authentifizierungsmechanismen und erlĂ€utern empirisch nachgewiesene Zielvorgaben fĂŒr zukĂŒnftige Konzepte. ZusĂ€tzlich zeigen wir einen zielgerichteten Entwicklungsprozess auf, welcher bei der Entwicklung neuartiger Konzepte helfen wird und geben Empfehlungen fĂŒr die Evaluation mobiler Authentifizierungsmethoden
The Roles of Video in the Design, Development, and Use of Interactive Electronic Conference Proceedings
In this paper, we discuss the design and development of a particular type of electronic publication that has gained recent popularity: electronic conference proceedings. We suggest that modern electronic proceedings should provide a high degree of interactivity. To support such interactivity, proceedings should include an extensive collection of features and diverse multimedia components. Features appropriate for electronic proceedings include annotation, presentation, and retrieval mechanisms. Conference papers and multimedia reproductions of conference presentations with features that allow readers to manipulate these reproductions particularly enhance the interactivity of electronic proceedings. Experience from interactive proceedings the authors have designed is also discussed. Special attention is given to the multiple roles video elements can and should play in interactive proceedings
Zapp: learning about the distant landscape
A successful application area of mobile technology for learning has been to provide location-based guides that inform students or tourists about their immediate surroundings. In this paper we extend this location-based learning to the distant landscape, so that a visitor to an unfamiliar area can ask âwhat can I see over there?â, or can annotate the landscape by taking photos of distant features and adding text or audio notes that are the automatically located as points on a digital map. We describe a system, named Zapp, for learning about the distant landscape. It uses a line of sight algorithm computed over a digital surface model stored on a smartphone to determine which distant feature is showing in the centre of the smartphone camera screen. In âqueryâ mode the system can inform the user about pre-stored elements of a landscape such as names of rock formations. In âcaptureâ mode the user can store a note about a distant feature, linked to a photo and to its map coordinates. A trial of the system with university students has demonstrated its usability and usefulness in interpreting the geology of a rural landscape
Rhetorical question comprehension by ItalianâGerman bilingual children
This study investigates for the first time the comprehension of rhetorical questions (RhQs) in
bilingual children. RhQs are non-canonical questions, as they are not used to request information,
but to express the speakerâs belief that the answer is already obvious. This special pragmatic
meaning often arises by means of specific prosodic and lexical-syntactic cues. Being childhood
learners, children have to acquire the concept of rhetoricity, but being bilinguals, they further need
to acquire the different cues marking RhQs in their two languages. We tested 85 bilingual children
(aged 6â9 years) with Italian as heritage language (HL) and German as majority language (ML) in
both of their languages, using a forced-choice comprehension task. Our results show that RhQ
comprehension improves with age in both languages. Bilingual children are able to exploit prosodic
and syntactic cues to comprehend RhQs in their ML and HL with a slight advantage in the ML. This
advantage could be either an effect of the cues used in the experiments in the two languages or
of a higher proficiency in the ML. In addition, our results point to a later acquisition of prosodic
rhetorical cues, which has implications for bilingual acquisition of non-canonicity in general
A Workflow Approach to Visualization-Based Storytelling with Cultural Heritage Data
Stories are as old as human history - and a powerful means for the engaging
communication of information, especially in combination with visualizations.
The InTaVia project is built on this intersection and has developed a platform
which supports the workflow of cultural heritage experts to create compelling
visualization-based stories: From the search for relevant cultural objects and
actors in a cultural knowledge graph, to the curation and visual analysis of
the selected information, and to the creation of stories based on these data
and visualizations, which can be shared with the interested public.Comment: VIS4DH 202
The powers in PowerPoint: Embedded authorities, documentary tastes, and institutional (second) orders in corporate Korea
Microsoft PowerPoint is both the bane and banality of contemporary South Korean office work. Corporate workers spend countless hours refining and crafting plans, proposals, and reports in PowerPoint that often lead to conflicts with coworkers and overtime work. This article theorizes the excessive attention to documents in modern office contexts. Where scholars have been under the impression that institutional documents align with institutional purposes, I describe a context in which making documents for individual purposes and making them for work exist under a basic tension. Based on fieldwork in corporate Korea between 2013 and 2015, I describe how Korean office workers calibrate documents to the tastes of superiors who populate the managerial chain. These practices leave little trace of real "work" on paper, but they are productive for navigating complex internal labor markets and demonstrating a higher order value of attention toward others. These findings suggest that institutional and individual authorities are not competing projects inside organizations but become entangled in increasingly complex participatory encounters, even as they are channeled through a seemingly simple software like PowerPoint. [documents, expertise, authority, technology, South Korea
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