10 research outputs found

    A Novel Gesture-based CAPTCHA Design for Smart Devices

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    CAPTCHAs have been widely used in Web applications to prevent service abuse. With the evolution of computing environment from desktop computing to ubiquitous computing, more and more users are accessing Web applications on smart devices where touch based interactions are dominant. However, the majority of CAPTCHAs are designed for use on computers and laptops which do not reflect the shift of interaction style very well. In this paper, we propose a novel CAPTCHA design to utilise the convenience of touch interface while retaining the needed security. This is achieved through using a hybrid challenge to take advantages of human’s cognitive abilities. A prototype is also developed and found to be more user friendly than conventional CAPTCHAs in the preliminary user acceptance test

    SECURITY AND USER EXPERIENCE: A HOLISTIC MODEL FOR CAPTCHA USABILITY ISSUES

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    CAPTCHA is a widely adopted security measure in the Web, and is designed to effectively distinguish humans and bots by exploiting human’s ability to recognize patterns that an automated bot is incapable of. To counter this, bots are being designed to recognize patterns in CAPTCHAs. As a result, CAPTCHAs are now being designed to maximize the difficulty for bots to pass human interaction proof tests, while making it quite an arduous task even for humans as well. The approachability of CAPTCHA is increasingly being questioned because of the inconvenience it causes to legitimate users. Irrespective of the popularity, CAPTCHA is indispensable if one wants to avoid potential security threats. We investigated the usability issues associated with CAPTCHA. We built a holistic model by identifying the important concepts associated with CAPTCHAs and its usability. This model can be used as a guide for the design and evaluation of CAPTCHAs

    Loyalty cards and the problem of CAPTCHA: 2nd tier security and usability issues for senior citizens

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    Information Security often works in antipathy to access and useability in communities of older citizens. Whilst security features are required to prevent the disclosure of information, some security tools have a deleterious effect upon users, resulting in insecure practices. Security becomes unfit for purpose where users prefer to abandon applications and online benefits in favour of non-digital authentication and verification requirements. For some, the ability to read letters and symbols from a distorted image is a decidedly more difficult task than for others, and the resulting level of security from CAPTCHA tests is not consistent from person to person. This paper discusses the changing paradigm regarding second tier applications where non-essential benefits are forgone in order to avoid the frustration, uncertainty and humiliation of repeated failed attempts to access online software by means of CAPTCHA

    CAPTCHaStar! A novel CAPTCHA based on interactive shape discovery

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    Over the last years, most websites on which users can register (e.g., email providers and social networks) adopted CAPTCHAs (Completely Automated Public Turing test to tell Computers and Humans Apart) as a countermeasure against automated attacks. The battle of wits between designers and attackers of CAPTCHAs led to current ones being annoying and hard to solve for users, while still being vulnerable to automated attacks. In this paper, we propose CAPTCHaStar, a new image-based CAPTCHA that relies on user interaction. This novel CAPTCHA leverages the innate human ability to recognize shapes in a confused environment. We assess the effectiveness of our proposal for the two key aspects for CAPTCHAs, i.e., usability, and resiliency to automated attacks. In particular, we evaluated the usability, carrying out a thorough user study, and we tested the resiliency of our proposal against several types of automated attacks: traditional ones; designed ad-hoc for our proposal; and based on machine learning. Compared to the state of the art, our proposal is more user friendly (e.g., only some 35% of the users prefer current solutions, such as text-based CAPTCHAs) and more resilient to automated attacks.Comment: 15 page

    Using machine learning to identify common flaws in CAPTCHA design: FunCAPTCHA case analysis

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    Human Interactive Proofs (HIPs 1 or CAPTCHAs 2) have become a first-level security measure on the Internet to avoid automatic attacks or minimize their effects. All the most widespread, successful or interesting CAPTCHA designs put to scrutiny have been successfully broken. Many of these attacks have been side-channel attacks. New designs are proposed to tackle these security problems while improving the human interface. FunCAPTCHA is the first commercial implementation of a gender classification CAPTCHA, with reported improvements in conversion rates. This article finds weaknesses in the security of FunCAPTCHA and uses simple machine learning (ML) analysis to test them. It shows a side-channel attack that leverages these flaws and successfully solves FunCAPTCHA on 90% of occasions without using meaningful image analysis. This simple yet effective security analysis can be applied with minor modifications to other HIPs proposals, allowing to check whether they leak enough information that would in turn allow for simple side-channel attacks

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    On the necessity of user-friendly CAPTCHA

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