Biblio
Individualization of anonymous identities using artificial intelligence - enables innovative human-computer interaction through the personalization of communication which is, at the same time, individual and anonymous. This paper presents possible approach for individualization of anonymous identities in real time. It uses computer vision and artificial intelligence to automatically detect and recognize person's age group, gender, human body measures, proportions and other specific personal characteristics. Collected data constitutes the so-called person's biometric footprint and are linked to a unique (but still anonymous) identity that is recorded in the computer system, along with other information that make up the profile of the person. Identity anonymization can be achieved by appropriate asymmetric encryption of the biometric footprint (with no additional personal information being stored) and integrity can be ensured using blockchain technology. Data collected in this manner is GDPR compliant.
This paper focuses on the creation of information centric Cyber-Human Learning Frameworks involving Virtual Reality based mediums. A generalized framework is proposed, which is adapted for two educational domains: one to support education and training of residents in orthopedic surgery and the other focusing on science learning for children with autism. Users, experts and technology based mediums play a key role in the design of such a Cyber-Human framework. Virtual Reality based immersive and haptic mediums were two of the technologies explored in the implementation of the framework for these learning domains. The proposed framework emphasizes the importance of Information-Centric Systems Engineering (ICSE) principles which emphasizes a user centric approach along with formalizing understanding of target subjects or processes for which the learning environments are being created.
This work presents the design and implementation of a large curved display system in a virtual reality (VR) environment that supports visualization of 2D datasets (e.g., images, buttons and text). By using this system, users are allowed to interact with data in front of a wide field of view and gain a high level of perceived immersion. We exhibit two use cases of this system, including (1) a virtual image wall as the display component of a 3D user interface, and (2) an inventory interface for a VR-based educational game. The use cases demonstrate capability and flexibility of curved displays in supporting varied purposes of data interaction within virtual environments.
Revealing private and sensitive information on Social Network Sites (SNSs) like Facebook is a common practice which sometimes results in unwanted incidents for the users. One approach for helping users to avoid regrettable scenarios is through awareness mechanisms which inform a priori about the potential privacy risks of a self-disclosure act. Privacy heuristics are instruments which describe recurrent regrettable scenarios and can support the generation of privacy awareness. One important component of a heuristic is the group of people who should not access specific private information under a certain privacy risk. However, specifying an exhaustive list of unwanted recipients for a given regrettable scenario can be a tedious task which necessarily demands the user's intervention. In this paper, we introduce an approach based on decision trees to instantiate the audience component of privacy heuristics with minor intervention from the users. We introduce Disclosure- Acceptance Trees, a data structure representative of the audience component of a heuristic and describe a method for their generation out of user-centred privacy preferences.
Growing interest in eXplainable Artificial Intelligence (XAI) aims to make AI and machine learning more understandable to human users. However, most existing work focuses on new algorithms, and not on usability, practical interpretability and efficacy on real users. In this vision paper, we propose a new research area of eXplainable AI for Designers (XAID), specifically for game designers. By focusing on a specific user group, their needs and tasks, we propose a human-centered approach for facilitating game designers to co-create with AI/ML techniques through XAID. We illustrate our initial XAID framework through three use cases, which require an understanding both of the innate properties of the AI techniques and users' needs, and we identify key open challenges.
Smartphones have become the pervasive personal computing platform. Recent years thus have witnessed exponential growth in research and development for secure and usable authentication schemes for smartphones. Several explicit (e.g., PIN-based) and/or implicit (e.g., biometrics-based) authentication methods have been designed and published in the literature. In fact, some of them have been embedded in commercial mobile products as well. However, the published studies report only the brighter side of the proposed scheme(s), e.g., higher accuracy attained by the proposed mechanism. While other associated operational issues, such as computational overhead, robustness to different environmental conditions/attacks, usability, are intentionally or unintentionally ignored. More specifically, most publicly available frameworks did not discuss or explore any other evaluation criterion, usability and environment-related measures except the accuracy under zero-effort. Thus, their baseline operations usually give a false sense of progress. This paper, therefore, presents some guidelines to researchers for designing, implementation, and evaluating smartphone user authentication methods for a positive impact on future technological developments.
Recognition of facial expressions authenticity is quite troublesome for humans. Therefore, it is an interesting topic for the computer vision community, as the developed algorithms for facial expressions authenticity estimation may be used as indicators of deception. This paper discusses the state-of-the art methods developed for smile veracity estimation and proposes a plan of development and validation of a novel approach to automated discrimination between genuine and posed facial expressions. The proposed fully automated technique is based on the extension of the high-dimensional Local Binary Patterns (LBP) to the spatio-temporal domain and combines them with the dynamics of facial landmarks movements. The proposed technique will be validated on several existing smile databases and a novel database created with the use of a high speed camera. Finally, the developed framework will be applied for the detection of deception in real life scenarios.
Detecting early trends indicating cognitive decline can allow older adults to better manage their health, but current assessments present barriers precluding the use of such continuous monitoring by consumers. To explore the effects of cognitive status on computer interaction patterns, the authors collected typed text samples from older adults with and without pre-mild cognitive impairment (PreMCI) and constructed statistical models from keystroke and linguistic features for differentiating between the two groups. Using both feature sets, they obtained a 77.1 percent correct classification rate with 70.6 percent sensitivity, 83.3 percent specificity, and a 0.808 area under curve (AUC). These results are in line with current assessments for MC–a more advanced disease–but using an unobtrusive method. This research contributes a combination of features for text and keystroke analysis and enhances understanding of how clinicians or older adults themselves might monitor for PreMCI through patterns in typed text. It has implications for embedded systems that can enable healthcare providers and consumers to proactively and continuously monitor changes in cognitive function.
In the pursuit of cyber security for organizations, there are tens of thousands of tools, guidelines, best practices, forensics, platforms, toolkits, diagnostics, and analytics available. However according to the Verizon 2014 Data Breach Report: “after analysing 10 years of data... organizations cannot keep up with cyber crime-and the bad guys are winning.” Although billions are expended worldwide on cyber security, organizations struggle with complexity, e.g., the NISTIR 7628 guidelines for cyber-physical systems are over 600 pages of text. And there is a lack of information visibility. Organizations must bridge the gap between technical cyber operations and the business/social priorities since both sides are essential for ensuring cyber security. Identifying visual structures for information synthesis could help reduce the complexity while increasing information visibility within organizations. This paper lays the foundation for investigating such visual structures by first identifying where current visual structures are succeeding or failing. To do this, we examined publicly available analyses related to three types of security issues: 1) epidemic, 2) cyber attacks on an industrial network, and 3) threat of terrorist attack. We found that existing visual structures are largely inadequate for reducing complexity and improving information visibility. However, based on our analysis, we identified a range of different visual structures, and their possible trade-offs/limitation is framing strategies for cyber policy. These structures form the basis of evolving visualization to support information synthesis for policy actions, which has rarely been done but is promising based on the efficacy of existing visualizations for cyber incident detection, attacks, and situation awareness.
This paper proposes and describes an active authentication model based on user profiles built from user-issued commands when interacting with GUI-based application. Previous behavioral models derived from user issued commands were limited to analyzing the user's interaction with the *Nix (Linux or Unix) command shell program. Human-computer interaction (HCI) research has explored the idea of building users profiles based on their behavioral patterns when interacting with such graphical interfaces. It did so by analyzing the user's keystroke and/or mouse dynamics. However, none had explored the idea of creating profiles by capturing users' usage characteristics when interacting with a specific application beyond how a user strikes the keyboard or moves the mouse across the screen. We obtain and utilize a dataset of user command streams collected from working with Microsoft (MS) Word to serve as a test bed. User profiles are first built using MS Word commands and identification takes place using machine learning algorithms. Best performance in terms of both accuracy and Area under the Curve (AUC) for Receiver Operating Characteristic (ROC) curve is reported using Random Forests (RF) and AdaBoost with random forests.