49,501 research outputs found

    Case study:exploring childrenā€™s password knowledge and practices

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    Children use technology from a very young age, and often have to authenticate themselves. Yet very little attention has been paid to designing authentication specifically for this particular target group. The usual practice is to deploy the ubiquitous password, and this might well be a suboptimal choice. Designing authentication for children requires acknowledgement of child-specific developmental challenges related to literacy, cognitive abilities and differing developmental stages. Understanding the current state of play is essential, to deliver insights that can inform the development of child-centred authentication mechanisms and processes. We carried out a systematic literature review of all research related to children and authentication since 2000. A distinct research gap emerged from the analysis. Thus, we designed and administered a survey to school children in the United States (US), so as to gain insights into their current password usage and behaviors. This paper reports preliminary results from a case study of 189 children (part of a much larger research effort). The findings highlight age-related differences in childrenā€™s password understanding and practices. We also discovered that children confuse concepts of safety and security. We conclude by suggesting directions for future research. This paper reports on work in progress.<br/

    ā€œPasswords protect my stuffā€ - a study of childrenā€™s password practices

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    Children use technology from a very young age and often have to authenticate. The goal of this study is to explore childrenā€™s practices, perceptions, and knowledge regarding passwords. Given the limited work to date and that the worldā€™s cyber posture and culture will be dependent on todayā€™s youth, it is imperative to conduct cyber-security research with children. We conducted surveys of 189 3rd to 8th graders from two Midwest schools in the USA. We found that children have on average two passwords for school and three to four passwords for home. They kept their passwords private and did not share with others. They created passwords with an average length of 7 (3rd to 5th graders) and 10 (6ā€“8th graders). But, only about 13% of the children created very strong passwords. Generating strong passwords requires mature cognitive and linguistic capabilities which children at this developmental stage have not yet mastered. They believed that passwords provide access control, protect their privacy and keep their ā€œstuffā€ safe. Overall, children had appropriate mental models of passwords and demonstrated good password practices. Cyber-security education should strive to reinforce these positive practices while continuing to provide and promote age-appropriate developmental security skills. Given the studyā€™s sample size and limited generalizability, we are expanding our research to include children from 3rd to 12th graders across multiple US school districts

    Starting from scratch: experimenting with computer science in Flemish secondary education

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    In the Flemish secondary education curriculum, as in many countries and regions, computer science currently only gets an extremely limited coverage. Recently, in Flanders (and elsewhere), it has been proposed to change this, and try-outs are undertaken, both in and outside of schools. In this paper, we discuss some of those efforts, and in particular take a closer look at the preliminary results of one experiment involving different approaches to programming in grade 8. These experiments indicate that many students from secondary schools would welcome a more extensive treatment of computer science. Planning and implementing such a treatment, however, raises a number of issues, from which in this paper, we formulate a handful as calls for action for the computer science education research community

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Is there a net generation coming to university?

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    This paper reports the first phase of an ESRC funded research project to investigate first year students' use of technology in relation to the idea of young people born after 1983 forming a distinct age cohort described variously as the Net generation or Digital Natives. The research took place in five English universities in the spring of 2008. The research found a far more complex picture than that suggested by the rhetoric with student use of new technologies varying between different universities and courses. Some of the more discussed new technologies such as blogs, wikis and virtual worlds were shown to be less used by students than might have been expected. The Net generation appears if anything to be a collection of minorities with a small number of technophobic students and larger numbers of others making use of new technologies but in ways that did not fully correspond with many of the expectations built into the Net generation and Digital Natives theses

    Tangible storytelling: let children play with the bits

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    The use of tangible objects makes it possible to create interactions, or dynamics, which are alternatives to the mouse and keyboard in the process of communicating with the computer. The construction of these objects incorporating electronic components lets us bring that momentum to another level. This meeting with the technology allows children to take an active role, while there is a purpose of control over the objects, which becomes important to them. With the reinforcement of that control, the introduction of programmable digital electronic components also allows the child to develop, strengthen and feel the impact of their role as competent designer and creator of technology. Current technology allows the construction of these objects and the communication with computers at a low cost through micro-controllers, using, on one hand, the open source software and on the other the open hardware.info:eu-repo/semantics/publishedVersio
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