9,958 research outputs found

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    A ‘criminal personas’ approach to countering criminal creativity

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    This paper describes a pilot study of a ‘criminal personas’ approach to countering criminal creativity. The value of the personas approach has been assessed by comparing the identification of criminal opportunity, through ‘traditional’ brainstorming and then through ‘criminal personas’ brainstorming The method involved brainstorm sessions with Computer Forensics Practitioners and with Product Designers, where they were required to generate criminal scenarios, select the most serious criminal opportunities, and propose means of countering them. The findings indicated that there was merit in further research in the development and application of the ‘criminal personas’ approach. The generation of criminal opportunity ideas and proposal of counter criminal solutions were both greater when the brainstorm approach involved the group responding through their given criminal personas

    Profiling is Politically \u27Correct\u27: Agent-Based Modeling of Ethno-Political Conflict

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    A holy grail for military, diplomatic, and intelligence analysis is a valid set of software agent models that act as the desired ethno-political factions so that one can test the effects that may arise from alternative courses of action in different lands. This article enumerates the challenges of such a testbed and describes best-of-breed leader and follower profiling models implemented to improve the realism and validity of the agent. Realistic, \u27descriptive\u27 agents are contrasted to rational actor theory in terms of the different equilibria one would expect to emerge in conflict games. These predictions are examined in two real world cases (Iraq and SE Asia) where the agent models are subjected to validity tests and a policy experiment is then run. We conclude by arguing that substantial effort on game realism, best-of-breed social science models, and agent validation efforts is essential if analytic experiments are to effectively explore conflicts and alternative ways to influence outcomes. Such efforts are likely to improve behavioral game theory as well

    Association between subjective rating and behaviour coding and the role of experience in making video assessments on the personality of the domestic dog (Canis familiaris)

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    In this paper our first aim was to investigate the association between behaviour coding based on a test battery called the FIDO Personality test for dogs (Canis familiaris) and a subjective rating given by dog owners. For the latter we asked dog owners to fin in the Dog Personality Questionnaire (DPQ) which established four personality traits for dogs: Stranger-directed Sociability, Activity, Aggressiveness and Trainability. The FIDO Personality test consists of a series of subtests in which we utilised an ethogram and measured different aspects of dog behaviour. Prior to this study we established a set of possible associations between the behavioural and the questionnaire variables. With regard to Trainability no correlation could be detected between any of the questionnaire variables and the hypothetically corresponding test battery variables. In the case of Stranger-directed Sociability, we revealed correlation between owners' reports and the dogs' behaviour during the test situation. Those dogs which were reported 'initiative' and 'not mistrustful with unfamiliar humans' approached the experimenter with shorter latency (r = -0.25, p < 0.01; r = 0.24, p < 0.01) and played more with her than those who were scored lower on these questionnaire items (r = -0.27, p < 0.01). For the factor Activity, no correlation was found between the owners' report and the behaviour of dogs displayed in the Spontaneous activity phase of the test battery. Association was revealed between the owners' report regarding the dogs' preference for ball games and playing and their behaviour in the corresponding subtest. Those dogs which were reported to like ball games and like playing with the owner played with the ball as well as with a tug more in the test situation than those which were scored lower on the questionnaire variable 'likes fetching balls' (r = 0.47, p < 0.001; r = 0.25, p < 0.01). As regards the factor Aggressiveness, the questionnaire variable 'shows a tendency to bark' correlated with the dogs' aggressive reactions (growl, bite, attack) (r = 0.25, p < 0.01) in the Bone take-away subtest and with the 'latency of getting the DNA sample' (r = 0.30, p < 0.001) in the Getting DNA sample subtest. The results show that despite of the investigated associations there is a need for more effort to refine both questionnaire-based and behaviour-based assessment of dog personality. The second aim of our experiments was to reveal whether owner ratings on the above personality factors converged with the ratings of independent groups of observers based on the video recordings of the FIDO Personality test. First, in the case of each factor, we compared the degrees of ratings given by the owners and by the three rater groups with different levels of hands-on experience with dogs. We found no difference in the case of Stranger-directed Sociability, Activity and Trainability (F(3, 128) = 1.17, p = 0.17; F(3, 128) = 0.99, p = 0.4; F(3, 128) = 1.6,p = 0.18 respectively) but there was a significant variability in judging Aggressiveness (F(3, 128)= 2.86, p = 0.04). In the case of Stranger-directed Sociability, Activity and Aggressiveness the owner's report correlated with the assessments of all the three rater groups and the assessments of the rater groups correlated with each other as well. As regards Trainability, the owners' report did not correlate with the assessments of any of the rating groups, but the assessments of all the rating groups correlated with each other. Our investigations provide a contribution to the field of research on comparing behaviour coding based on test batteries and subjective rating based on questionnaire studies as methods for establishing the personality factors of individual animals

    Modeling Factions for \u27Effects Based Operations\u27: Part I Leader and Follower Behaviors

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    This paper presents a synthetic approach for generating role playing simulation games intended to support analysts (and trainees) interested in testing alternative competing courses of action (operations) and discovering what effects they are likely to precipitate in potential ethno-political conflict situations. Simulated leaders and followers capable of playing these games are implemented in a cognitive modeling framework, called PMFserv, which covers value systems, personality and cultural factors, emotions, relationships, perception, stress/coping style and decision making. Of direct interest, as Sect. 1.1 explains, is mathematical representation and synthesis of best-of-breed behavioral science models within this framework to reduce dimensionality and to improve the realism and internal validity of the agent implementations. Sections 2 and 3 present this for leader profiling instruments and group membership decision-making, respectively. Section 4 serves as an existence proof that the framework has generated several training and analysis tools, and Sect. 5 concludes with lessons learned. Part II turns to the question of assessment of the synthesis and its usage in course of action studies
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