2,823 research outputs found
A Quantitative Study of Risk Scores and the Effectiveness of AI-Based Cybersecurity Awareness Training Programs
Cybersecurity awareness training plays a dynamic role for organizations in certifying resources\u27 accessibility. This paper determines the correlation between an employee\u27s risk score and the effectiveness of AI-based security awareness training that deals with cyber threats. The research uses the Unified Theory of Acceptance and Use of Technology to update prior research, revealing that at-risk employees\u27 behavior and information security awareness training implementation make up successful interventions. However, those studies did not discuss AI training, and so this research fills that literature gap. This study used a quantitative research design. The researcher analyzed survey responses using Pearson\u27s Correlation and an independent t-test to determine statistically significant relationships and differences between employees\u27 risk scores and an AI-based security awareness training programs\u27 effectiveness. The calculations came from a sample of 200 participants from two different organizations. The Pearson product correlation of employee\u27s risk scores and the effectiveness of the security awareness training program was statistically significant. The researcher also conducted an independent-samples t-test to compare the employees\u27 risk scores by gender. There were no significant differences in scores. Male was higher than female ones. The mean difference was minimal. The findings herein help interpret the role of information security awareness training in the workplace, promoting behavioral changes that would impede data violations by including the users\u27 vulnerability and the severity of intimidation, and the response to a threat in prognosticating behavior intentions
09192 Abstracts Collection -- From Quality of Service to Quality of Experience
From 05.05. to 08.05.2009, the Dagstuhl Seminar 09192 ``From Quality of Service to Quality of Experience\u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective.
The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines.
From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
10141 Abstracts Collection -- Distributed Usage Control
From 06.04. to 09.04.2010, the Dagstuhl Seminar 10141 ``Distributed Usage Control \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
A telepresence environment for concurrent life-cycle design and construction
Construction projects normally involve transient 'virtual organisations', where a multidisciplinary
project team works together on the design and construction of a facility. Many of
these participants often work independently while taking decisions that inevitably affect
others. The research described in the thesis involved examining the adoption of concurrent
engineering (CE) principles by the construction industry as a way to reduce the problems
posed by the fragmentation of the industry, and to enhance its competitiveness. An important
aspect of concurrent engineering in construction is the need for effective communication of
design information between all members of the project team and across all stages of the
constructed facility's life-cycle. The thesis describes the development of a communications
infrastructure for Concurrent Life-Cycle Design and Construction. [Continues.
Enterprise Architecture Context Analysis Proposal
The enterprise architecture (EA) is defined as a coherent and consistent set of principles and rules that guide system design. In the EA modelling methods, an enterprise is identified with institution, business or administrative unit. The EA development methods mostly focus on the EA internal problem visualization, as well as on the procedural and different viewpoint approaches. However, in this paper, author would like to emphasize the EA context specification. The first part of the paper covers presentation of different meanings of context in information science. Next, the discussion on the EA context in related publications is included. The third part comprises a proposal of considering EA stakeholders, principles and other information technology (IT) systems as an EA context. Finally, a short case study is included for the context visualization
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The mobile information access experience - A user perspective
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Mobile technologies, such as mobile phones, smartphones and Palmtop computers,
are in an upwards trend and earliest models of such devices are already available to
end-users to communicate and access multimedia content on-the-move. As a logical
outcome of this development in mobile technologies and devices, content provider
companies have already started investing and piloting mobile multimedia content
distribution and broadcasting technologies. Nevertheless, no matter how cutting-edge
technology is and no matter how stylish the mobile devices are, the ultimate success
of wireless communication technologies and devices are directly associated with the
user adoption and embrace of these new equipment and technologies. In this perspective, since multimedia content, for mobile or not, is ultimately
produced for the education and/or enjoyment of viewers, the user's perspective
concerning the presentation quality is surely of equal importance as objective Quality
of Service (QoS) technical parameters, to defining distributed multimedia quality. In
order to comprehensively understand user experiences whilst accessing information
using mobile devices and technologies, we investigate user-mobile device interaction
and look into the surrounding issues in a uniform manner by combining multiple
aspects: user initial device experience (Out-of-Box Experience), mobile information
access in a real-world context, device impact on user information access and
perceptually tailored multimedia content impact on user information assimilation and
satisfaction. Accordingly, an extensive experimental investigation has been
undertaken to see how user experiences varied based on device familiarity, device
type, real-world context and variable locations. The findings has shown that the
overall perception, and effectively the user information access experience, is affected
and improved when multimedia content is tailored according to user device type and
context. Thus highlights that the future of mobile computing necessitates two-faceted
research, which should combine both a user as well as a technical perspective
Tagging amongst friends: an exploration of social media exchange on mobile devices
Mobile social software tools have great potential in transforming the way users communicate
on the move, by augmenting their everyday environment with pertinent information from
their online social networks. A fundamental aspect to the success of these tools is in
developing an understanding of their emergent real-world use and also the aspirations of
users; this thesis focuses on investigating one facet of this: the exchange of social media. To
facilitate this investigation, three mobile social tools have been developed for use on locationaware
smartphone handsets. The first is an exploratory social game, 'Gophers' that utilises
task oriented gameplay, social agents and GSM cell positioning to create an engaging
ecosystem in which users create and exchange geotagged social media. Supplementing this is
a pair of social awareness and tagging services that integrate with a user's existing online
social network; the 'ItchyFeet' service uses GPS positioning to allow the user and their social
network peers to collaboratively build a landscape of socially important geotagged locations,
which are used as indicators of a user's context on their Facebook profile; likewise
'MobiClouds' revisits this concept by exploring the novel concept of Bluetooth 'people
tagging' to facilitate the creation of tags that are more indicative of users' social surroundings.
The thesis reports on findings from formal trials of these technologies, using groups of
volunteer social network users based around the city of Lincoln, UK, where the incorporation
of daily diaries, interviews and automated logging precisely monitored application use.
Through analysis of trial data, a guide for designers of future mobile social tools has been
devised and the factors that typically influence users when creating tags are identified. The
thesis makes a number of further contributions to the area. Firstly, it identifies the natural
desire of users to update their status whilst mobile; a practice recently popularised by
commercial 'check in' services. It also explores the overarching narratives that developed over
time, which formed an integral part of the tagging process and augmented social media with a
higher level meaning. Finally, it reveals how social media is affected by the tag positioning
method selected and also by personal circumstances, such as the proximity of social peers
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
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Distributed multimedia quality: The user perspective
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Distributed multimedia supports a symbiotic infotainment duality, i.e. the ability to transfer information to the user, yet also provide the user with a level of satisfaction. As multimedia is ultimately produced for the education and / or enjoyment of viewers, the user’s-perspective concerning the presentation quality is surely of equal importance as objective Quality of Service (QoS) technical parameters, to defining distributed multimedia quality. In order to extensively measure the user-perspective of multimedia video quality, we introduce an extended model of distributed multimedia quality that segregates quality into three discrete levels: the network-level, the media-level and content-level, using two distinct quality perspectives: the user-perspective and the technical-perspective.
Since experimental questionnaires do not provide continuous monitoring of user attention, eye tracking was used in our study in order to provide a better understanding of the role that the human element plays in the reception, analysis and synthesis of multimedia data. Results showed that video content adaptation, results in disparity in user video eye-paths when: i) no single / obvious point of focus exists; or ii) when the point of attention changes dramatically.
Accordingly, appropriate technical- and user-perspective parameter adaptation is implemented, for all quality abstractions of our model, i.e. network-level (via simulated delay and jitter), media-level (via a technical- and user-perspective manipulated region-of-interest attentive display) and content-level (via display-type and video clip-type). Our work has shown that user perception of distributed multimedia quality cannot be achieved by means of purely technical-perspective QoS parameter adaptation
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