4,007 research outputs found
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
Authentication enhancement in command and control networks: (a study in Vehicular Ad-Hoc Networks)
Intelligent transportation systems contribute to improved traffic safety by facilitating real time communication between vehicles. By using wireless channels for communication, vehicular networks are susceptible to a wide range of attacks, such as impersonation, modification, and replay. In this context, securing data exchange between intercommunicating terminals, e.g., vehicle-to-everything (V2X) communication, constitutes a technological challenge that needs to be addressed. Hence, message authentication is crucial to safeguard vehicular ad-hoc networks (VANETs) from malicious attacks. The current state-of-the-art for authentication in VANETs relies on conventional cryptographic primitives, introducing significant computation and communication overheads. In this challenging scenario, physical (PHY)-layer authentication has gained popularity, which involves leveraging the inherent characteristics of wireless channels and the hardware imperfections to discriminate between wireless devices. However, PHY-layerbased authentication cannot be an alternative to crypto-based methods as the initial legitimacy detection must be conducted using cryptographic methods to extract the communicating terminal secret features. Nevertheless, it can be a promising complementary solution for the reauthentication problem in VANETs, introducing what is known as “cross-layer authentication.” This thesis focuses on designing efficient cross-layer authentication schemes for VANETs, reducing the communication and computation overheads associated with transmitting and verifying a crypto-based signature for each transmission. The following provides an overview of the proposed methodologies employed in various contributions presented in this thesis.
1. The first cross-layer authentication scheme: A four-step process represents this approach: initial crypto-based authentication, shared key extraction, re-authentication via a PHY challenge-response algorithm, and adaptive adjustments based on channel conditions. Simulation results validate its efficacy, especially in low signal-to-noise ratio (SNR) scenarios while proving its resilience against active and passive attacks.
2. The second cross-layer authentication scheme: Leveraging the spatially and temporally correlated wireless channel features, this scheme extracts high entropy shared keys that can be used to create dynamic PHY-layer signatures for authentication. A 3-Dimensional (3D) scattering Doppler emulator is designed to investigate the scheme’s performance at different speeds of a moving vehicle and SNRs. Theoretical and hardware implementation analyses prove the scheme’s capability to support high detection probability for an acceptable false alarm value ≤ 0.1 at SNR ≥ 0 dB and speed ≤ 45 m/s.
3. The third proposal: Reconfigurable intelligent surfaces (RIS) integration for improved authentication: Focusing on enhancing PHY-layer re-authentication, this proposal explores integrating RIS technology to improve SNR directed at designated vehicles. Theoretical analysis and practical implementation of the proposed scheme are conducted using a 1-bit RIS, consisting of 64 × 64 reflective units. Experimental results show a significant improvement in the Pd, increasing from 0.82 to 0.96 at SNR = − 6 dB for multicarrier communications.
4. The fourth proposal: RIS-enhanced vehicular communication security: Tailored for challenging SNR in non-line-of-sight (NLoS) scenarios, this proposal optimises key extraction and defends against denial-of-service (DoS) attacks through selective signal strengthening. Hardware implementation studies prove its effectiveness, showcasing improved key extraction performance and resilience against potential threats.
5. The fifth cross-layer authentication scheme: Integrating PKI-based initial legitimacy detection and blockchain-based reconciliation techniques, this scheme ensures secure data exchange. Rigorous security analyses and performance evaluations using network simulators and computation metrics showcase its effectiveness, ensuring its resistance against common attacks and time efficiency in message verification.
6. The final proposal: Group key distribution: Employing smart contract-based blockchain technology alongside PKI-based authentication, this proposal distributes group session keys securely. Its lightweight symmetric key cryptography-based method maintains privacy in VANETs, validated via Ethereum’s main network (MainNet) and comprehensive computation and communication evaluations.
The analysis shows that the proposed methods yield a noteworthy reduction, approximately ranging from 70% to 99%, in both computation and communication overheads, as compared to the conventional approaches. This reduction pertains to the verification and transmission of 1000 messages in total
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
Digital Technologies for Teaching English as a Foreign/Second Language: a collective monograph
Колективна монографія розкриває різні аспекти використання цифрових технологій у навчанні англійської мови як іноземної/другої мови (цифровий сторітелінг, мобільні застосунки, інтерактивне навчання і онлайн-ігри, тощо) та надає освітянам і дослідникам ресурс для збагачення їхньої професійної діяльності. Окрема увага приділена цифровим інструментам для впровадження соціально-емоційного навчання та інклюзивної освіти на уроках англійської мови.
Для вчителів англійської мови, методистів, викладачів вищих закладів освіти, науковців, здобувачів вищої освіти
Mapping the Focal Points of WordPress: A Software and Critical Code Analysis
Programming languages or code can be examined through numerous analytical lenses. This project is a critical analysis of WordPress, a prevalent web content management system, applying four modes of inquiry. The project draws on theoretical perspectives and areas of study in media, software, platforms, code, language, and power structures. The applied research is based on Critical Code Studies, an interdisciplinary field of study that holds the potential as a theoretical lens and methodological toolkit to understand computational code beyond its function. The project begins with a critical code analysis of WordPress, examining its origins and source code and mapping selected vulnerabilities. An examination of the influence of digital and computational thinking follows this. The work also explores the intersection of code patching and vulnerability management and how code shapes our sense of control, trust, and empathy, ultimately arguing that a rhetorical-cultural lens can be used to better understand code\u27s controlling influence. Recurring themes throughout these analyses and observations are the connections to power and vulnerability in WordPress\u27 code and how cultural, processual, rhetorical, and ethical implications can be expressed through its code, creating a particular worldview. Code\u27s emergent properties help illustrate how human values and practices (e.g., empathy, aesthetics, language, and trust) become encoded in software design and how people perceive the software through its worldview. These connected analyses reveal cultural, processual, and vulnerability focal points and the influence these entanglements have concerning WordPress as code, software, and platform. WordPress is a complex sociotechnical platform worthy of further study, as is the interdisciplinary merging of theoretical perspectives and disciplines to critically examine code. Ultimately, this project helps further enrich the field by introducing focal points in code, examining sociocultural phenomena within the code, and offering techniques to apply critical code methods
La traduzione specializzata all’opera per una piccola impresa in espansione: la mia esperienza di internazionalizzazione in cinese di Bioretics© S.r.l.
Global markets are currently immersed in two all-encompassing and unstoppable processes: internationalization and globalization. While the former pushes companies to look beyond the borders of their country of origin to forge relationships with foreign trading partners, the latter fosters the standardization in all countries, by reducing spatiotemporal distances and breaking down geographical, political, economic and socio-cultural barriers. In recent decades, another domain has appeared to propel these unifying drives: Artificial Intelligence, together with its high technologies aiming to implement human cognitive abilities in machinery. The “Language Toolkit – Le lingue straniere al servizio dell’internazionalizzazione dell’impresa” project, promoted by the Department of Interpreting and Translation (Forlì Campus) in collaboration with the Romagna Chamber of Commerce (Forlì-Cesena and Rimini), seeks to help Italian SMEs make their way into the global market. It is precisely within this project that this dissertation has been conceived. Indeed, its purpose is to present the translation and localization project from English into Chinese of a series of texts produced by Bioretics© S.r.l.: an investor deck, the company website and part of the installation and use manual of the Aliquis© framework software, its flagship product. This dissertation is structured as follows: Chapter 1 presents the project and the company in detail; Chapter 2 outlines the internationalization and globalization processes and the Artificial Intelligence market both in Italy and in China; Chapter 3 provides the theoretical foundations for every aspect related to Specialized Translation, including website localization; Chapter 4 describes the resources and tools used to perform the translations; Chapter 5 proposes an analysis of the source texts; Chapter 6 is a commentary on translation strategies and choices
Smart object-oriented access control: Distributed access control for the Internet of Things
Ensuring that data and devices are secure is of critical importance to information technology. While access control has held a key role in traditional computer security, its role in the evolving Internet of Things is less clear. In particular, the access control literature has suggested that new challenges, such as multi-user controls, fine-grained controls, and dynamic controls, prompt a foundational re-thinking of access control. We analyse these challenges, finding instead that the main foundational challenge posed by the Internet of Things involves decentralization: accurately describing access control in Internet of Things environments (e.g., the Smart Home) requires a new model of multiple, independent access control systems. To address this challenge, we propose a meta-model (i.e., a model of models): Smart Object-Oriented Access Control (SOOAC). This model is an extension of the XACML framework, built from principles relating to modularity adapted from object-oriented programming and design.
SOOAC draws attention to a new class of problem involving the resolution of policy conflicts that emerge from the interaction of smart devices in the home. Contrary to traditional (local) policy conflicts, these global policy conflicts emerge when contradictory policies exist across multiple access control systems. We give a running example of a global policy conflict involving transitive access. To automatically avoid global policy conflicts before they arise, we extend SOOAC with a recursive algorithm through which devices communicate access requests before allowing or denying access themselves. This algorithm ensures that both individual devices and the collective smart home are secure. We implement SOOAC within a prototype smart home and assess its validity in terms of effectiveness and efficiency. Our analysis shows that SOOAC is successful at avoiding policy conflicts before they emerge, in real time. Finally, we explore improvements that can be made to SOOAC and suggest directions for future work
Under construction: infrastructure and modern fiction
In this dissertation, I argue that infrastructural development, with its technological promises but widening geographic disparities and social and environmental consequences, informs both the narrative content and aesthetic forms of modernist and contemporary Anglophone fiction. Despite its prevalent material forms—roads, rails, pipes, and wires—infrastructure poses particular formal and narrative problems, often receding into the background as mere setting. To address how literary fiction theorizes the experience of infrastructure requires reading “infrastructurally”: that is, paying attention to the seemingly mundane interactions between characters and their built environments. The writers central to this project—James Joyce, William Faulkner, Karen Tei Yamashita, and Mohsin Hamid—take up the representational challenges posed by infrastructure by bringing transit networks, sanitation systems, and electrical grids and the histories of their development and use into the foreground. These writers call attention to the political dimensions of built environments, revealing the ways infrastructures produce, reinforce, and perpetuate racial and socioeconomic fault lines. They also attempt to formalize the material relations of power inscribed by and within infrastructure; the novel itself becomes an imaginary counterpart to the technologies of infrastructure, a form that shapes and constrains what types of social action and affiliation are possible
- …