616,393 research outputs found

    Migration control for mobile agents based on passport and visa

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    Research on mobile agents has attracted much attention as this paradigm has demonstrated great potential for the next-generation e-commerce. Proper solutions to security-related problems become key factors in the successful deployment of mobile agents in e-commerce systems. We propose the use of passport and visa (P/V) for securing mobile agent migration across communities based on the SAFER e-commerce framework. P/V not only serves as up-to-date digital credentials for agent-host authentication, but also provides effective security mechanisms for online communities to control mobile agent migration. Protection for mobile agents, network hosts, and online communities is enhanced using P/V. We discuss the design issues in details and evaluate the implementation of the proposed system

    Developing Gamification Research in Information Systems

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    Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, social media, online communities, and the gig economy. As a multidisciplinary research domain, gamification integrates elements of technology, human motivation, task design, human-computer-interface design, and algorithms/AI design, and is a fertile ground for IS researchers with a variety of different background. There are many challenges in conducting gamification research, including how to get started in this highly multidisciplinary domain, how to identify novel issues of practical and theoretical importance, how to navigate gamification design processes and avoid common pitfalls, and how to add theoretical contributions to the literature on gamification science. This panel is designed to bring together a team of experts on gamification research to explore these issues and other related issues from the audience

    Stakeholder involvement, motivation, responsibility, communication: How to design usable security in e-Science

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    e-Science projects face a difficult challenge in providing access to valuable computational resources, data and software to large communities of distributed users. Oil the one hand, the raison d'etre of the projects is to encourage members of their research communities to use the resources provided. Oil the other hand, the threats to these resources from online attacks require robust and effective Security to mitigate the risks faced. This raises two issues: ensuring that (I) the security mechanisms put in place are usable by the different users of the system, and (2) the security of the overall system satisfies the security needs of all its different stakeholders. A failure to address either of these issues call seriously jeopardise the success of e-Science projects.The aim of this paper is to firstly provide a detailed understanding of how these challenges call present themselves in practice in the development of e-Science applications. Secondly, this paper examines the steps that projects can undertake to ensure that security requirements are correctly identified, and security measures are usable by the intended research community. The research presented in this paper is based Oil four case studies of c-Science projects. Security design traditionally uses expert analysis of risks to the technology and deploys appropriate countermeasures to deal with them. However, these case studies highlight the importance of involving all stakeholders in the process of identifying security needs and designing secure and usable systems.For each case study, transcripts of the security analysis and design sessions were analysed to gain insight into the issues and factors that surround the design of usable security. The analysis concludes with a model explaining the relationships between the most important factors identified. This includes a detailed examination of the roles of responsibility, motivation and communication of stakeholders in the ongoing process of designing usable secure socio-technical systems such as e-Science. (C) 2007 Elsevier Ltd. All rights reserved

    Trans∗Vulnerability And Digital Research Ethics: A Qubit Ethical Analysis Of Transparency Activism

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    Trans communities across the United States are under assault. Researchers seeking to work with trans people and other multiply marginalized and underrepresented communities must attend to ethical research practices within the communities in which they participate. Digital research ethics is particularly murky with issues of embodiment, vulnerability, and unclear IRB guidance. Comparing two transparency activist organizations-Wikileaks and DDoSecrets-we introduce qubit ethics, a trans material, trans-corporeal ethics of care as praxis within vulnerable online communities. We then demonstrate how this unique approach to research design allows for the complex entanglements that is trans life, particularly digital life. Finally, we present clear take-Aways for qubit-ethics informed social justice research

    Technological and Community Factors that Influence Online Trust and Knowledge Sharing ——A Model Based on Virtual Community

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    Knowledge sharing is common place online nowadays. Drawing from trust literature, we find trust mechanism behind knowledge sharing behavior may lead to useful implications. However, there exists a gap between theoretical and managerial perspective on the role of trust especially in online knowledge transfer. This study will try to study how technological and community factors influence trust formation and lead to knowledge sharing behaviors in online virtual communities. By exploring how extrinsic drivers affect trust elements, we combine practical technology and community design issues with theoretical trust foundations. Empirical research is under way to confirm our hypotheses

    Open Learning Designs and Participatory Pedagogies for Graduate Student Online Publishing

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    Our open educational resource initiative amplifies co-design as a key element of open educational practice that supports graduate student learning in an online master’s program. We designed learning activities that helped students explore the ubiquitous influence and complexities of technology within a participatory pedagogical culture. Students investigated many ethical and technological issues that confront learning communities and developed, and published, chapters in a peer-reviewed open access textbook. Interview and survey data collected from students were analyzed, along with instructor reflections, course design, and learning artifacts. Our research provides useful themes and insights on the practices and impact of participatory pedagogical approaches to open and online learning designs for diverse graduate students’ co-design of open educational resources in higher education. Inviting graduate students into co-design relationships empowers and engages diverse learners as active agents in knowledge building, instead of reducing them to passive recipients of information

    Beyond Being Social: Prospects for Transformative Social Computing

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    An important analytical lens for considering future trajectories and research issues for social computing is the perspective of positive design, that is, the perspective that asks how collaborative technologies like wikis, e-mail, instant messaging, blogging, microblogging, tagging, social bookmarking, collaborative filtering, social networking services, and online communities of various sorts could support social endeavor in ways never before possible, how they can strengthen the extant strengths of human social interaction. This perspective contrasts with the approach of investigating how inherent limitations of collaborative technology can be ameliorated. This article describes recent design work addressing the challenge of supporting activity awareness in new ways with social computing technologies

    Documenting Downloadable Assistive Technologies

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    This major research project explores Downloadable Assistive Technologies (DAT) and the possibilities as well as the limitations of publishing and fabricating DAT through online 3D printing communities. A design probe was used for this research within the context of Thingiverse, in the form of a 3D printed dog wheelchair design probe – the FiGO Dog Wheelchair. FiGO enabled an exploration of issues of design and communication of DAT. Through research involving both end users as well as a health professional, as well as interactions within the FiGO project page on Thingiverse, criteria for communicating DAT published on Thingiverse were developed, and a second FiGO project page reflecting these criteria was prototyped and evaluated. It is concluded that DAT could potentially benefit most greatly from a structured set of guidelines of use and communication of risks in the form of a design brief, and that there are specific considerations to developing a meaningful design brief for DAT including: 1) Tell the story of the design, 2) Do not make assumptions about the end user, 3) Clear instruction about the design use, 4) Inclusion of source files to enable user participation and extension of the design

    Connecting Adult Learners through an Online Community: Challenges and Barriers

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    While online communities of various natures proliferate in cyber space, our understanding of the reasons underlying their success or failure is quite limited. Current study aims to contribute to this area through exploring motivating or inhibiting factors that influence adult learners’ participation in an online community. The virtual community under study was intentionally formed upon an existing physical community. Initiated by the Faculty, an online community was created to sustain and reinforce community of part-time doctoral students. Our study intends to explore into two questions: what are the critical factors determining members’ participation in the online community when it was built upon their existing physical group? What are the challenges or issues confronted by externally initiated communities? As matter of fact, there is a myriad of factors that might motivate or impede people’s participation in virtual community. Our research focuses on members’ need for and perception of online community which are considered as most crucial contributing factors of their participation. At the same time, we took into account users’ comfort level with and experience of using computer-mediated communication. Interview was used as the major instrument for data collection. Our study results will not only shed light on people’s perception and behavior in virtual realm, but also inform the design efforts to create nurturing environment for virtual communities.published_or_final_versio
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