3,429 research outputs found

    Oblivion: Mitigating Privacy Leaks by Controlling the Discoverability of Online Information

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    Search engines are the prevalently used tools to collect information about individuals on the Internet. Search results typically comprise a variety of sources that contain personal information -- either intentionally released by the person herself, or unintentionally leaked or published by third parties, often with detrimental effects on the individual's privacy. To grant individuals the ability to regain control over their disseminated personal information, the European Court of Justice recently ruled that EU citizens have a right to be forgotten in the sense that indexing systems, must offer them technical means to request removal of links from search results that point to sources violating their data protection rights. As of now, these technical means consist of a web form that requires a user to manually identify all relevant links upfront and to insert them into the web form, followed by a manual evaluation by employees of the indexing system to assess if the request is eligible and lawful. We propose a universal framework Oblivion to support the automation of the right to be forgotten in a scalable, provable and privacy-preserving manner. First, Oblivion enables a user to automatically find and tag her disseminated personal information using natural language processing and image recognition techniques and file a request in a privacy-preserving manner. Second, Oblivion provides indexing systems with an automated and provable eligibility mechanism, asserting that the author of a request is indeed affected by an online resource. The automated ligibility proof ensures censorship-resistance so that only legitimately affected individuals can request the removal of corresponding links from search results. We have conducted comprehensive evaluations, showing that Oblivion is capable of handling 278 removal requests per second, and is hence suitable for large-scale deployment

    An introduction to crowdsourcing for language and multimedia technology research

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    Language and multimedia technology research often relies on large manually constructed datasets for training or evaluation of algorithms and systems. Constructing these datasets is often expensive with significant challenges in terms of recruitment of personnel to carry out the work. Crowdsourcing methods using scalable pools of workers available on-demand offers a flexible means of rapid low-cost construction of many of these datasets to support existing research requirements and potentially promote new research initiatives that would otherwise not be possible

    LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT

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    The Internet of Things (IoT) is opening new possibilities for sensing, monitoring and actuating in urban environments. They sup port a shift to a hybrid network of humans and things collaborating in production, transmission and processing of data through low-cost and low power devices connected via long-range (LoRa) wide area networks (WAN). This paper describes a 2-player duel game based on IoT con trollers and LoRa radio communication protocol. Here we report on the main evaluation dimensions of this new design space for games, namely: (i) game usability (SUS) leading to an above average score; (ii) affective states of the players (SAM) depicting pleasant and engaging gameplay, while players retain control; (iii) radio coverage perception (RCP) show ing that most participants did not change their perception of the radio distance after playing. Finally, we discuss the findings and propose future interactive applications to take advantage of this design space.info:eu-repo/semantics/publishedVersio

    Naturally Rehearsing Passwords

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    We introduce quantitative usability and security models to guide the design of password management schemes --- systematic strategies to help users create and remember multiple passwords. In the same way that security proofs in cryptography are based on complexity-theoretic assumptions (e.g., hardness of factoring and discrete logarithm), we quantify usability by introducing usability assumptions. In particular, password management relies on assumptions about human memory, e.g., that a user who follows a particular rehearsal schedule will successfully maintain the corresponding memory. These assumptions are informed by research in cognitive science and validated through empirical studies. Given rehearsal requirements and a user's visitation schedule for each account, we use the total number of extra rehearsals that the user would have to do to remember all of his passwords as a measure of the usability of the password scheme. Our usability model leads us to a key observation: password reuse benefits users not only by reducing the number of passwords that the user has to memorize, but more importantly by increasing the natural rehearsal rate for each password. We also present a security model which accounts for the complexity of password management with multiple accounts and associated threats, including online, offline, and plaintext password leak attacks. Observing that current password management schemes are either insecure or unusable, we present Shared Cues--- a new scheme in which the underlying secret is strategically shared across accounts to ensure that most rehearsal requirements are satisfied naturally while simultaneously providing strong security. The construction uses the Chinese Remainder Theorem to achieve these competing goals

    Using Games to Create Language Resources: Successes and Limitations of the Approach

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    Abstract One of the more novel approaches to collaboratively creating language resources in recent years is to use online games to collect and validate data. The most significant challenges collaborative systems face are how to train users with the necessary expertise and how to encourage participation on a scale required to produce high quality data comparable with data produced by “traditional ” experts. In this chapter we provide a brief overview of collaborative creation and the different approaches that have been used to create language resources, before analysing games used for this purpose. We discuss some key issues in using a gaming approach, including task design, player motivation and data quality, and compare the costs of each approach in terms of development, distribution and ongoing administration. In conclusion, we summarise the benefits and limitations of using a gaming approach to resource creation and suggest key considerations for evaluating its utility in different research scenarios

    Nonequilibrium Forces Between Neutral Atoms Mediated by a Quantum Field

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    We study all known and as yet unknown forces between two neutral atoms, modeled as three dimensional harmonic oscillators, arising from mutual influences mediated by an electromagnetic field but not from their direct interactions. We allow as dynamical variables the center of mass motion of the atom, its internal degrees of freedom and the quantum field treated relativistically. We adopt the method of nonequilibrium quantum field theory which can provide a first principle, systematic and unified description including the intrinsic field fluctuations and induced dipole fluctuations. The inclusion of self-consistent back-actions makes possible a fully dynamical description of these forces valid for general atom motion. In thermal equilibrium we recover the known forces -- London, van der Waals and Casimir-Polder forces -- between neutral atoms in the long-time limit but also discover the existence of two new types of interatomic forces. The first, a `nonequilibrium force', arises when the field and atoms are not in thermal equilibrium, and the second, which we call an `entanglement force', originates from the correlations of the internal degrees of freedom of entangled atoms.Comment: 16 pages, 2 figure

    Enforcing Email Addresses Privacy Using Tokens

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    The weak password problem: chaos, criticality, and encrypted p-CAPTCHAs

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    Vulnerabilities related to weak passwords are a pressing global economic and security issue. We report a novel, simple, and effective approach to address the weak password problem. Building upon chaotic dynamics, criticality at phase transitions, CAPTCHA recognition, and computational round-off errors we design an algorithm that strengthens security of passwords. The core idea of our method is to split a long and secure password into two components. The first component is memorized by the user. The second component is transformed into a CAPTCHA image and then protected using evolution of a two-dimensional dynamical system close to a phase transition, in such a way that standard brute-force attacks become ineffective. We expect our approach to have wide applications for authentication and encryption technologies.Comment: 5 pages, 6 figer

    MACE – Enriching Architectural Learning Objects for Experience Multiplication

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    Using Incentives to Obtain Truthful Information

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    There are many scenarios where we would like agents to report their observations or expertise in a truthful way. Game-theoretic principles can be used to provide incentives to do so. I survey several approaches to eliciting truthful information, in particular scoring rules, peer prediction methods and opinion polls, and discuss possible applications
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