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Quality Assessment for E-learning: a Benchmarking Approach (Third edition)
The primary purpose of this manual is to provide a set of benchmarks, quality criteria and notes for guidance against which e-learning programmes and their support systems may be judged. The manual should therefore be seen primarily as a reference tool for the assessment or review of e-learning programmes and the systems which support them.
However, the manual should also prove to be useful to staff in institutions concerned with the design, development, teaching, assessment and support of e-learning programmes. It is hoped that course developers, teachers and other stakeholders will see the manual as a useful development and/or improvement tool for incorporation in their own institutional systems of monitoring, evaluation and enhancement
Security and Privacy Issues of Big Data
This chapter revises the most important aspects in how computing
infrastructures should be configured and intelligently managed to fulfill the
most notably security aspects required by Big Data applications. One of them is
privacy. It is a pertinent aspect to be addressed because users share more and
more personal data and content through their devices and computers to social
networks and public clouds. So, a secure framework to social networks is a very
hot topic research. This last topic is addressed in one of the two sections of
the current chapter with case studies. In addition, the traditional mechanisms
to support security such as firewalls and demilitarized zones are not suitable
to be applied in computing systems to support Big Data. SDN is an emergent
management solution that could become a convenient mechanism to implement
security in Big Data systems, as we show through a second case study at the end
of the chapter. This also discusses current relevant work and identifies open
issues.Comment: In book Handbook of Research on Trends and Future Directions in Big
Data and Web Intelligence, IGI Global, 201
Biometric surveillance in schools : cause for concern or case for curriculum?
This article critically examines the draft consultation paper issued by the Scottish Government to local authorities on the use of biometric technologies in schools in September 2008 (see http://www.scotland.gov.uk/Publications/2008/09/08135019/0). Coming at a time when a number of schools are considering using biometric systems to register and confirm the identity of pupils in a number of settings (cashless catering systems, automated registration of pupils' arrival in school and school library automation), this guidance is undoubtedly welcome. The present focus seems to be on using fingerprints, but as the guidance acknowledges, the debate in future may encompass iris prints, voice prints and facial recognition systems, which are already in use in non-educational settings. The article notes broader developments in school surveillance in Scotland and in the rest of the UK and argues that serious attention must be given to the educational considerations which arise. Schools must prepare pupils for life in the newly emergent 'surveillance society', not by uncritically habituating them to the surveillance systems installed in their schools, but by critically engaging them in thought about the way surveillance technologies work in the wider world, the various rationales given to them, and the implications - in terms of privacy, safety and inclusion - of being a 'surveilled subject'
The New South Wales iVote System: Security Failures and Verification Flaws in a Live Online Election
In the world's largest-ever deployment of online voting, the iVote Internet
voting system was trusted for the return of 280,000 ballots in the 2015 state
election in New South Wales, Australia. During the election, we performed an
independent security analysis of parts of the live iVote system and uncovered
severe vulnerabilities that could be leveraged to manipulate votes, violate
ballot privacy, and subvert the verification mechanism. These vulnerabilities
do not seem to have been detected by the election authorities before we
disclosed them, despite a pre-election security review and despite the system
having run in a live state election for five days. One vulnerability, the
result of including analytics software from an insecure external server,
exposed some votes to complete compromise of privacy and integrity. At least
one parliamentary seat was decided by a margin much smaller than the number of
votes taken while the system was vulnerable. We also found protocol flaws,
including vote verification that was itself susceptible to manipulation. This
incident underscores the difficulty of conducting secure elections online and
carries lessons for voters, election officials, and the e-voting research
community
Identity Management in Information Age Government: Exploring Concepts, Definitions, Approaches and Solutions
Our research question is the following:
What could be a useful working definition of Identity Management in government at present?
a) What are conceptualisations, definitions and approaches of IDM in government according to academic literature?
b) Which e-authentication solutions have been developed in other jurisdictions
Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms
The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent âdevicesâ, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew âcognitive devicesâ are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
Privacy in Gaming
Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers.
After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices.
The paper concludes that transparency as to gaming companiesâ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how childrenâs privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices
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