5,082 research outputs found
Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection
Communication channel established from a display to a device's camera is
known as visual channel, and it is helpful in securing key exchange protocol.
In this paper, we study how visual channel can be exploited by a network
terminal and mobile device to jointly verify information in an interactive
session, and how such information can be jointly presented in a user-friendly
manner, taking into account that the mobile device can only capture and display
a small region, and the user may only want to authenticate selective
regions-of-interests. Motivated by applications in Kiosk computing and
multi-factor authentication, we consider three security models: (1) the mobile
device is trusted, (2) at most one of the terminal or the mobile device is
dishonest, and (3) both the terminal and device are dishonest but they do not
collude or communicate. We give two protocols and investigate them under the
abovementioned models. We point out a form of replay attack that renders some
other straightforward implementations cumbersome to use. To enhance
user-friendliness, we propose a solution using visual cues embedded into the 2D
barcodes and incorporate the framework of "augmented reality" for easy
verifications through visual inspection. We give a proof-of-concept
implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure
Confidentiality of 2D Code using Infrared with Cell-level Error Correction
Optical information media printed on paper use printing materials to absorb visible light. There is a 2D code, which may be encrypted but also can possibly be copied. Hence, we envisage an information medium that cannot possibly be copied and thereby offers high security. At the surface, the normal 2D code is printed. The inner layers consist of 2D codes printed using a variety of materials, which absorb certain distinct wavelengths, to form a multilayered 2D code. Information can be distributed among the 2D codes forming the inner layers of the multiplex. Additionally, error correction at cell level can be introduce
Gamification of Cyber Security Awareness : A Systematic Review of Games
The frequency and severity of cyber-attacks have increased over the years with damaging consequences such as financial loss, reputational damage, and loss of sensitive data. Most of these attacks can be attributed to user error. To minimize these errors, cyber security awareness training is conducted to improve user awareness. Cyber security awareness training that is engaging, fun, and motivating is required to ensure that the awareness message gets through to users. Gamification is one such method by which cyber security awareness training can be made fun, engaging, and motivating. This thesis presents the state of the art of games used in cyber security awareness. In this regard, a systematic review of games following PRISMA guidelines was conducted on the relevant papers published between 2010 to 2021. The games were analyzed based on their purpose, cyber security topics taught, target audience, deployment methods, game genres implemented and learning mechanics applied. Analysis of these games revealed that cyber security awareness games are mostly deployed as computer games, targeted at the general public to create awareness in a wide range of cyber security topics. Most of the games implement the role-playing genre and apply demonstration learning mechanics to deliver their cyber security awareness message effectively
Viewfinder: final activity report
The VIEW-FINDER project (2006-2009) is an 'Advanced Robotics' project that seeks to apply a semi-autonomous robotic system to inspect ground safety in the event of a fire. Its primary aim is to gather data (visual and chemical) in order to assist rescue personnel. A base station combines the gathered information with information retrieved from off-site sources.
The project addresses key issues related to map building and reconstruction, interfacing local command information with external sources, human-robot interfaces and semi-autonomous robot navigation.
The VIEW-FINDER system is a semi-autonomous; the individual robot-sensors operate autonomously within the limits of the task assigned to them, that is, they will autonomously navigate through and inspect an area. Human operators monitor their operations and send high level task requests as well as low level commands through the interface to any nodes in the entire system. The human interface has to ensure the human supervisor and human interveners are provided a reduced but good and relevant overview of the ground and the robots and human rescue workers therein
The Road Ahead for Networking: A Survey on ICN-IP Coexistence Solutions
In recent years, the current Internet has experienced an unexpected paradigm
shift in the usage model, which has pushed researchers towards the design of
the Information-Centric Networking (ICN) paradigm as a possible replacement of
the existing architecture. Even though both Academia and Industry have
investigated the feasibility and effectiveness of ICN, achieving the complete
replacement of the Internet Protocol (IP) is a challenging task.
Some research groups have already addressed the coexistence by designing
their own architectures, but none of those is the final solution to move
towards the future Internet considering the unaltered state of the networking.
To design such architecture, the research community needs now a comprehensive
overview of the existing solutions that have so far addressed the coexistence.
The purpose of this paper is to reach this goal by providing the first
comprehensive survey and classification of the coexistence architectures
according to their features (i.e., deployment approach, deployment scenarios,
addressed coexistence requirements and architecture or technology used) and
evaluation parameters (i.e., challenges emerging during the deployment and the
runtime behaviour of an architecture). We believe that this paper will finally
fill the gap required for moving towards the design of the final coexistence
architecture.Comment: 23 pages, 16 figures, 3 table
Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays
Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work
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