4,030 research outputs found

    Biomove: Biometric user identification from human kinesiological movements for virtual reality systems

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    © 2020 by the authors. Licensee MDPI, Basel, Switzerland. Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (\u3c50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems

    Nowhere Man: Autoethnographic Reflections on Identity, Family, and Leadership.

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    The purpose of this self study was to discover the values and attitudes I model as a leader to support people in doing their best work. Specifically, do I practice leadership intimacy as defined in this study? Leadership intimacy is defined by addressing these research questions: What values do I lead by? And, what attitudes and practices do I model as a leader? Autoethnography is a qualitative genre of research I used in this study. It describes the researcher and his or her personal experiences within a social context, in this case a research university. Autoethnography is often described as exploring a particular life, to understand a way of life.\u27 In this study, I reflected upon vignettes that illustrate how my values and attitudes as a leader have been shaped. These formed the basis for deeper reflection, discussions, and interviews to explain my practice. Interviews were conducted using the 360 degree model to collect data. The data were then analyzed using idea units. Idea units are discrete ideas that can be found in writing regardless of the language used to describe them. Coding for idea units in any narrative follows the same pattern or procedure regardless of the idea being coded. The attitudes and values most often cited were those demonstrating metanoia, humility, and solicitude. I learned each one of these values from my children. As I reviewed each of these values, it became clear that a framework where life informs work informs life is the engine that drives leadership intimacy.\u2

    The Impact of Motivation and Conflict Escalation on the Five Zone Model for Preferred Conflict Handling and Managerial Decision Making

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    ABSTRACT THE IMPACT OF MOTIVATION AND CONFLICT ESCALATION ON THE FIVE ZONE MODEL FOR PREFERRED CONFLICT HANDLING AND MANAGERIAL DECISION MAKING BY DEWEY WILSON TODD JULY 2005 Committee Chairmen: Dr. Peter Zhang and Dr. Craig Hill Major Department: Managerial Sciences (Decision Sciences) The Todd-Cambridge Preferred Conflict-Handling Mode (PCHM) Instrument is an example of a two-dimensional, five zone model, similar to the Thomas-Kilmann Conflict Mode Instrument, used to explain how individuals deal with situations in which their desires are in conflict with another individual or group. The instrument, developed for this research, was based on the Managerial Grid (Van de Vliert & Kabanoff, 1990). The two variables in the PCHM model are Assertiveness and Cooperativeness. Two additional interacting, independent variables (Motivation and Conflict Escalation) were posited to affect a sudden change in subject action under situations wherein there are different views of recommended decisions. The third variable being explored by this research is “Motivation”. This represents a measure of one’s degree of attachment with respect to a decision. Motivation may originate in compensation, personal regard or an emotional attachment. The primary theory was that while assertiveness and cooperativeness may be statistically uncorrelated, although interdependent for the purposes of categorization (Van de Vliert & Kabanoff, 1990), motivation creates an interaction effect with the other two variables and can be shown by inserting either a negative or positive motivational vignette between two administrations of the PCHM instrument. In other words, when one is highly motivated on a decision component there will be a predictable change in PCHM. Five of ten hypotheses were supported (null rejected) in investigating the effect of motivation. The fourth variable explored was “Conflict Escalation” – also introduced in the form of a vignette. The purpose was to determine the effect on PCHM when a normal group decision making environment suddenly intensified in conflict. Individuals are classified according to the five preference categories, with one primary preference generally emerging. The research question here was, “…as conflict escalates, does the dominant preference score of the individual change significantly?” This could potentially affect communication and make participants more disparate. In two of the five hypotheses, this theory was supported. The conclusion was that, although PCHM has traditionally been considered static, it can be affected suddenly and with a degree of predictability. This can be evidenced through motivation and conflict escalation

    Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing

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    The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP. The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction

    Empathetic computing for inclusive application design

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    Sharing Computer Network Logs for Security and Privacy: A Motivation for New Methodologies of Anonymization

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    Logs are one of the most fundamental resources to any security professional. It is widely recognized by the government and industry that it is both beneficial and desirable to share logs for the purpose of security research. However, the sharing is not happening or not to the degree or magnitude that is desired. Organizations are reluctant to share logs because of the risk of exposing sensitive information to potential attackers. We believe this reluctance remains high because current anonymization techniques are weak and one-size-fits-all--or better put, one size tries to fit all. We must develop standards and make anonymization available at varying levels, striking a balance between privacy and utility. Organizations have different needs and trust other organizations to different degrees. They must be able to map multiple anonymization levels with defined risks to the trust levels they share with (would-be) receivers. It is not until there are industry standards for multiple levels of anonymization that we will be able to move forward and achieve the goal of widespread sharing of logs for security researchers.Comment: 17 pages, 1 figur

    Eye Gaze and Cortisol Levels in Socially Anxious Young Adults During an Interactive Real World Task

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    Social anxiety is a disorder where people fear social interactions and is associated with physiological changes. Eye tracking studies have shown that people with social anxiety spent more time gazing at emotional faces presented on a computer screen and spent more time gazing at the eye region. There has been limited studies on tracking eye gaze in a real-life setting interacting with another person. We used a wearable eye tracker during a brief one-on-one interview about participants’ challenges faced at work or school. Along with self-report psychological measures about social anxiety and shyness, we also measured participants’ salivary cortisol as a metric for physiological stress. We hypothesized that socially anxious individuals would have higher cortisol levels and spent more time gazing at the face. However, there was no change in cortisol levels before and after the interview. In addition, socially anxious individuals had lower cortisol levels than less anxious people. Furthermore, the time spent fixating on the region of interest (ROI), which was the face, was not correlated with social anxiety, anxiety or shyness. Paradoxically, the more socially anxious participants seem to have had a lower physiological stress response than less socially anxious participants
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