462 research outputs found

    New directions for preserving intangible cultural heritage through the use of mobile technologies

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    While many cultural heritage projects currently exist, few explore the full potential of mobile technologies as a mechanism to explore intangible heritage as a way to preserve culture. This paper outlines three distinct areas necessary for the design, development and application of mobile technologies within this domain. We represent these as: a) The documentation of traditions within their unique context, as articulated by the represented community—co-curated; b) The translation of traditions and their modes of expression into emerging technology-based designs; c) Co-design and ethnography as approaches to build meaningful mobile experiences

    Biomove: Biometric user identification from human kinesiological movements for virtual reality systems

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    © 2020 by the authors. Licensee MDPI, Basel, Switzerland. Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (\u3c50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems

    Biomove: Biometric user identification from human kinesiological movements for virtual reality systems

    Get PDF
    © 2020 by the authors. Licensee MDPI, Basel, Switzerland. Virtual reality (VR) has advanced rapidly and is used for many entertainment and business purposes. The need for secure, transparent and non-intrusive identification mechanisms is important to facilitate users’ safe participation and secure experience. People are kinesiologically unique, having individual behavioral and movement characteristics, which can be leveraged and used in security sensitive VR applications to compensate for users’ inability to detect potential observational attackers in the physical world. Additionally, such method of identification using a user’s kinesiological data is valuable in common scenarios where multiple users simultaneously participate in a VR environment. In this paper, we present a user study (n = 15) where our participants performed a series of controlled tasks that require physical movements (such as grabbing, rotating and dropping) that could be decomposed into unique kinesiological patterns while we monitored and captured their hand, head and eye gaze data within the VR environment. We present an analysis of the data and show that these data can be used as a biometric discriminant of high confidence using machine learning classification methods such as kNN or SVM, thereby adding a layer of security in terms of identification or dynamically adapting the VR environment to the users’ preferences. We also performed a whitebox penetration testing with 12 attackers, some of whom were physically similar to the participants. We could obtain an average identification confidence value of 0.98 from the actual participants’ test data after the initial study and also a trained model classification accuracy of 98.6%. Penetration testing indicated all attackers resulted in confidence values of less than 50% (\u3c50%), although physically similar attackers had higher confidence values. These findings can help the design and development of secure VR systems

    Scale Invariant Privacy Preserving Video via Wavelet Decomposition

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    Video surveillance has become ubiquitous in the modern world. Mobile devices, surveillance cameras, and IoT devices, all can record video that can violate our privacy. One proposed solution for this is privacy-preserving video, which removes identifying information from the video as it is produced. Several algorithms for this have been proposed, but all of them suffer from scale issues: in order to sufficiently anonymize near-camera objects, distant objects become unidentifiable. In this paper, we propose a scale-invariant method, based on wavelet decomposition

    Supporting Sensemaking of Complex Objects with Visualizations: Visibility and Complementarity of Interactions

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    Making sense of complex objects is difficult, and typically requires the use of external representations to support cognitive demands while reasoning about the objects. Visualizations are one type of external representation that can be used to support sensemaking activities. In this paper, we investigate the role of two design strategies in making the interactive features of visualizations more supportive of users’ exploratory needs when trying to make sense of complex objects. These two strategies are visibility and complementarity of interactions. We employ a theoretical framework concerned with human–information interaction and complex cognitive activities to inform, contextualize, and interpret the effects of the design strategies. The two strategies are incorporated in the design of Polyvise, a visualization tool that supports making sense of complex four-dimensional geometric objects. A mixed-methods study was conducted to evaluate the design strategies and the overall usability of Polyvise. We report the findings of the study, discuss some implications for the design of visualization tools that support sensemaking of complex objects, and propose five design guidelines. We anticipate that our results are transferrable to other contexts, and that these two design strategies can be used broadly in visualization tools intended to support activities with complex objects and information spaces

    On sumsets involving kkth power residues

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    In this paper, we study some topics concerning the additive decompostions of the set DkD_k of all kkth power residues modulo a prime pp. For example, we prove that limx+B(x)π(x)=0,\lim_{x\rightarrow+\infty}\frac{B(x)}{\pi(x)}=0, where π(x)\pi(x) is the number of primes x\le x and B(x)B(x) denotes the cardinality of the set \{p\le x: p\equiv1\pmod k; D_k\ \text{has a non-trivial 2-additive decomposition}\}.$

    On generalized Legendre matrices involving roots of unity over finite fields

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    In this paper, motivated by the work of Chapman, Vsemirnov and Sun et al., we investigate some arithmetic properties of the generalized Legendre matrices over finite fields. For example, letting a1,,a(q1)/2a_1,\cdots,a_{(q-1)/2} be all non-zero squares in the finite field Fq\mathbb{F}_q which contains qq elements with 2q2\nmid q, we give the explicit value of D(q1)/2=det[(ai+aj)(q3)/2]1i,j(q1)/2D_{(q-1)/2}=\det[(a_i+a_j)^{(q-3)/2}]_{1\le i,j\le (q-1)/2}. In particular, if q=pq=p is a prime greater than 33, then \left(\frac{\det D_{(p-1)/2}}{p}\right)= \begin{cases} 1 & \mbox{if}\ p\equiv1\pmod4, (-1)^{(h(-p)+1)/2} & \mbox{if}\ p\equiv 3\pmod4\ \text{and}\ p>3, \end{cases} where (/p)(\cdot/p) is the Legendre symbol and h(p)h(-p) is the class number of Q(p)\mathbb{Q}(\sqrt{-p}).Comment: 12 page

    Effective Tag Set Selection in Chinese Word Segmentation via Conditional Random Field Modeling

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    PACLIC 20 / Wuhan, China / 1-3 November, 200
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