3,429 research outputs found
Oblivion: Mitigating Privacy Leaks by Controlling the Discoverability of Online Information
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
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
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
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
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 âtraditional â 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
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
The weak password problem: chaos, criticality, and encrypted p-CAPTCHAs
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
Using Incentives to Obtain Truthful Information
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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