16,188 research outputs found
A Software-Based Trust Framework for Distributed Industrial Management Systems
One of the major problems in industrial security management is that most organizations or enterprises do not provide adequate guidelines or well-defined policy with respect to trust management, and trust is still an afterthought in most security engineering projects. With the increase of handheld devices, managers of business organizations tend to use handheld devices to access the information systems. However, the connection or access to an information system requires appropriate level of trust. In this paper, we present a flexible, manageable, and configurable software-based trust framework for the handheld devices of mangers to access distributed information systems. The presented framework minimizes the effects of malicious recommendations related to the trust from other devices or infrastructures. The framework allows managers to customize trust-related settings depending on network environments in an effort to create a more secure and functional network. To cope with the organizational structure of a large enterprise, within this framework, handheld devices of managers are broken down into different categories based upon available resources and desired security functionalities. The framework is implemented and applied to build a number of trust sensitive applications such as health care
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Landscape Study in Wireless and Mobile Learning in the post-16 sector
In the post-16 sector (further and higher education, and adult and community learning) there is a need to understand how wireless and mobile technologies can contribute to improving the student experience of learning, and help institutions fulfil their missions in an age of incomparably fast technological change. In the context of this interest and growing need, a Landscape Study project was commissioned by JISC through the Innovation strand of the JISC e-Learning Programme in 2004-5. Our project aims were to take a birds-eye view of developments and practice in the UK and internationally, and to communicate our findings to a broad and varied audience. The Summary report is accompanied by 3 associated reports on 'Current Uses', 'Potential Uses' and 'Strategic Aspects'. (The four reports are available in one single document here.
Drivers for wireless handheld technology: views from Queensland nurses
[Abstract]:
The use of wireless hand held devices is becoming popular in healthcare due to its flexibility and mobility. In the nursing domain, the use of handheld devices, a specific
component of wireles technology appears to be beneficial for data collection and other information management functions nurses may undertake. Studies in nursing
literature have indicated that handheld devices deliver advantages and benefits at the point of care. In this study a set of 30 interviews with Queensland Nursing Staff in one district health centre was conducted over a period of three months to establish the drivers for the introduction of wireless technology among nurses. The outcome of these interviews is developed into a preliminary model and reported in this paper
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
The system architecture of the Pocket Companion
In the Moby Dick project we design the architecture of a so-called Pocket Companion. It is a small personal portable computer with wireless communication facilities for every day use. The typical use of the Pocket Companion induces a number of requirements concerning security, performance, energy consumption, communication and size. We have shown that these requirements are interrelated and can only be met optimal with one single architecture. The Pocket Companion architecture consists of a central switch with a security module surrounded by several modules. The Pocket Companion is a personal machine. Communication, and particularly wireless communication, is essential for the system to support electronic transactions. Such a system requires a good security infrastructure not only for safeguarding personal data, but also to allow safe (financial) transactions. The integration of a security module in the Pocket Companion architecture provides the basis for a secure environment.\ud
Because battery life is limited and battery weight is an important factor for the size and the weight of the Pocket Companion, energy consumption plays a crucial role in the architecture. An important theme of the architecture is: enough performance for minimal energy consumption
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Recording Victim Video Statements as Evidence to Advance Legal Outcomes in Family Violence Cases (ReVEAL)
This Implementation Guide provides an overview of the video-recording practices currently in place across several Texas jurisdictions. It provides guidance and considerations for jurisdictions in the collection and use of video evidence in family violence cases. This guide is divided into seven sections, including this Background and Overview. The second section includes information for law enforcement on the purpose of video statements, how to develop and implement a video program, and considerations for sustaining a program. The third section focuses on prosecutorial practices for the use of video statements including legal considerations, coordination with partners, and victim engagement around the video statement. The fourth section provides specific information for victim advocates and includes considerations for victim privacy and confidentiality. The fifth section focuses on technology and equipment, with information on type of equipment, technology infrastructure, and efficient transfer of evidence between agencies. The sixth section is the Summary Report of the ReVEAL project. The Summary Report is a technical overview of the evaluation that includes major findings and links to the ReVEAL reports that were previously released. The seventh and final section is comprised of the appendices and provides sample protocols, site overviews, equipment charts, and additional resources that may be helpful to users of this guide. Throughout this guide, there are several examples of cases and practices that illustrate the specific issues that may present themselves when launching a video-recording program. These
examples highlight the complexities of the practice while using real world examples of how video impacts family violence cases,
victim safety, and privacy.IC2 Institut
A Prisoners\u27 Island: Teaching Australian Incarcerated Students in the Digital Age
While incarcerated students have always faced many obstacles to full and effective participation in university study, the global shift toward paperless e-learning environments has created new challenges for prisoners without direct internet access. Based on prison focus groups with Australian incarcerated students and direct participant observation while tutoring tertiary students within four Queensland correctional centres, this paper explores the obstacles and constraints faced by incarcerated students in light of the increasing digitisation of materials and methods in higher education. This paper also reviews the outcomes, limitations and challenges of recent Australian projects trialling new internet-independent technologies developed to improve access for incarcerated tertiary students. This paper argues that technology-centred approaches alone will not adequately address the challenges of access for incarcerated students unless such interventions are also informed by an understanding of the sociocultural nature of learning and teaching within correctional centres
Innovative Evaluation System â IESM: An Architecture for the Database Management System for Mobile Application
As the mobile applications are constantly facing a rapid development in the recent years especially in the academic environment such as student response system [1-8] used in universities and other educational institutions; there has not been reported an effective and scalable Database Management System to support fast and reliable data storage and retrieval. This paper presents Database Management Architecture for an Innovative Evaluation System based on Mobile Learning Applications. The need for a relatively stable, independent and extensible data model for faster data storage and retrieval is analyzed and investigated. It concludes by emphasizing further investigation for high throughput so as to support multimedia data such as video clips, images and documents
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