Biblio
In this paper, a novel DNA based computing method is proposed for encryption of biometric color(face)and gray fingerprint images. In many applications of present scenario, gray and color images are exhibited major role for authenticating identity of an individual. The values of aforementioned images have considered as two separate matrices. The key generation process two level mathematical operations have applied on fingerprint image for generating encryption key. For enhancing security to biometric image, DNA computing has done on the above matrices generating DNA sequence. Further, DNA sequences have scrambled to add complexity to biometric image. Results of blending images, image of DNA computing has shown in experimental section. It is observed that the proposed substitution DNA computing algorithm has shown good resistant against statistical and differential attacks.
The Internet has changed business, education, healthcare, banking etc. and it is the main part of technological evolution. Internet provides us a connecting world to perform our day to day life activities easily. Internet is designed in such a way that it can uniquely identify machine, not a person, on the network hence there is need to design a system that can perform entity identification on the Internet. Currently on Internet, service providers provide identity of a user with user name and password and store this information on a centralized server. These servers become honey pot for hackers to steal user’s personal identity information and service provider can utilize user identity information using data mining, artificial intelligence for economic benefits. Aim of Self sovereign identity system is to provide decentralized, user centric identity system which is controlled by identity owner that can be developed along with distributed ledger technology i.e. blockchain. In this paper, we intend to make an exhaustive study on different blockchain based self sovereign identity implementations (such as Sovrin, Uport, EverID, LifeID, Sora, SelfKey) along with its architectural components and discuss about use case of self sovereign identity.
ARtect is an Augmented Reality application developed with Unity 3D, which envisions an educational interactive and immersive tool for architects, designers, researchers, and artists. This digital instrument renders the competency to visualize custom-made 3D models and 2D graphics in interior and exterior environments. The user-friendly interface offers an accurate insight before the materialization of any architectural project, enabling evaluation of the design proposal. This practice could be integrated into learning architectural design process, saving resources of printed drawings, and 3D carton models during several stages of spatial conception.
Experimentation focused on assessing the value of complex visualisation approaches when compared with alternative methods for data analysis is challenging. The interaction between participant prior knowledge and experience, a diverse range of experimental or real-world data sets and a dynamic interaction with the display system presents challenges when seeking timely, affordable and statistically relevant experimentation results. This paper outlines a hybrid approach proposed for experimentation with complex interactive data analysis tools, specifically for computer network traffic analysis. The approach involves a structured survey completed after free engagement with the software platform by expert participants. The survey captures objective and subjective data points relating to the experience with the goal of making an assessment of software performance which is supported by statistically significant experimental results. This work is particularly applicable to field of network analysis for cyber security and also military cyber operations and intelligence data analysis.
Advancements in the AI field unfold tremendous opportunities for society. Simultaneously, it becomes increasingly important to address emerging ramifications. Thereby, the focus is often set on ethical and safe design forestalling unintentional failures. However, cybersecurity-oriented approaches to AI safety additionally consider instantiations of intentional malice – including unethical malevolent AI design. Recently, an analogous emphasis on malicious actors has been expressed regarding security and safety for virtual reality (VR). In this vein, while the intersection of AI and VR (AIVR) offers a wide array of beneficial cross-fertilization possibilities, it is responsible to anticipate future malicious AIVR design from the onset on given the potential socio-psycho-technological impacts. For a simplified illustration, this paper analyzes the conceivable use case of Generative AI (here deepfake techniques) utilized for disinformation in immersive journalism. In our view, defenses against such future AIVR safety risks related to falsehood in immersive settings should be transdisciplinarily conceived from an immersive co-creation stance. As a first step, we motivate a cybersecurity-oriented procedure to generate defenses via immersive design fictions. Overall, there may be no panacea but updatable transdisciplinary tools including AIVR itself could be used to incrementally defend against malicious actors in AIVR.
Web technology has evolved to offer 360-degree immersive browsing experiences. This new technology, called WebVR, enables virtual reality by rendering a three-dimensional world on an HTML canvas. Unfortunately, there exists no browser-supported way of sharing this canvas between different parties. As a result, third-party library providers with ill intent (e.g., stealing sensitive information from end-users) can easily distort the entire WebVR site. To mitigate the new threats posed in WebVR, we propose CanvasMirror, which allows publishers to specify the behaviors of third-party libraries and enforce this specification. We show that CanvasMirror effectively separates the third-party context from the host origin by leveraging the privilege separation technique and safely integrates VR contents on a shared canvas.
New technologies, such as augmented reality (AR) are used to enhance human capabilities and extend human functioning; nevertheless they may cause distraction and incorrect human functioning. Systems including socio entities (such as human) and technical entities (such as augmented reality) are called socio-technical systems. In order to do risk assessment in such systems, considering new dependability threats caused by augmented reality is essential, for example failure of an extended human function is a new type of dependability threat introduced to the system because of new technologies. In particular, it is required to identify these new dependability threats and extend modeling and analyzing techniques to be able to uncover their potential impacts. This research aims at providing a framework for risk assessment in AR-equipped socio-technical systems by identifying AR-extended human failures and AR-caused faults leading to human failures. Our work also extends modeling elements in an existing metamodel for modeling socio-technical systems, to enable AR-relevant dependability threats modeling. This extended metamodel is expected to be used for extending analysis techniques to analyze AR-equipped socio-technical systems.
Unilateral spatial neglect (USN) is a higher cognitive dysfunction that can occur after a stroke. It is defined as an impairment in finding, reporting, reacting to, and directing stimuli opposite the damaged side of the brain. We have proposed a system to identify neglected regions in USN patients in three dimensions using three-dimensional virtual reality. The objectives of this study are twofold: first, to propose a system for numerically identifying the neglected regions using an object detection task in a virtual space, and second, to compare the neglected regions during object detection when the patient's neck is immobilized (‘fixed-neck’ condition) versus when the neck can be freely moved to search (‘free-neck’ condition). We performed the test using an immersive virtual reality system, once with the patient's neck fixed and once with the patient's neck free to move. Comparing the results of the study in two patients, we found that the neglected areas were similar in the fixed-neck condition. However, in the free-neck condition, one patient's neglect improved while the other patient’s neglect worsened. These results suggest that exploratory ability affects the symptoms of USN and is crucial for clinical evaluation of USN patients.
Analyzing multi-dimensional geospatial data is difficult and immersive analytics systems are used to visualize geospatial data and models. There is little previous work evaluating when immersive and non-immersive visualizations are the most suitable for data analysis and more research is needed.
This paper investigates the effects of real time visual biofeedback for improving sports performance using a large scale immersive mixed reality system in which users are able to play a simulated game of curling. The users slide custom curling stones across the floor onto a projected target whose size is dictated by the user’s stress-related physiological measure; heart rate (HR). The higher HR the player has, the smaller the target will be, and vice-versa. In the experiment participants were asked to compete in three different conditions: baseline, with and without the proposed biofeedback. The results show that when providing a visual representation of the player’s HR or "choking" in competition, it helped the player understand their condition and improve competition performance (P-value of 0.0391).
Despite advances regarding autonomous functionality for robots, teleoperation remains a means for performing delicate tasks in safety critical contexts like explosive ordnance disposal (EOD) and ambiguous environments. Immersive stereoscopic displays have been proposed and developed in this regard, but bring about their own specific problems, e.g., simulator sickness. This work builds upon standardized test environments to yield reproducible comparisons between different robotic platforms. The focus was placed on testing three optronic systems of differing degrees of immersion: (1) A laptop display showing multiple monoscopic camera views, (2) an off-the-shelf virtual reality headset coupled with a pantilt-based stereoscopic camera, and (3) a so-called Telepresence Unit, providing fast pan, tilt, yaw rotation, stereoscopic view, and spatial audio. Stereoscopic systems yielded significant faster task completion only for the maneuvering task. As expected, they also induced Simulator Sickness among other results. However, the amount of Simulator Sickness varied between both stereoscopic systems. Collected data suggests that a higher degree of immersion combined with careful system design can reduce the to-be-expected increase of Simulator Sickness compared to the monoscopic camera baseline while making the interface subjectively more effective for certain tasks.
The availability of commercial fully immersive virtual reality systems allows the proposal and development of new applications that offer novel ways to visualize and interact with multidimensional neuroimaging data. We propose a system for the visualization and interaction with Magnetic Resonance Imaging (MRI) scans in a fully immersive learning environment in virtual reality. The system extracts the different slices from a DICOM file and presents the slices in a 3D environment where the user can display and rotate the MRI scan, and select the clipping plane in all the possible orientations. The 3D environment includes two parts: 1) a cube that displays the MRI scan in 3D and 2) three panels that include the axial, sagittal, and coronal views, where it is possible to directly access a desired slice. In addition, the environment includes a representation of the brain where it is possible to access and browse directly through the slices with the controller. This application can be used both for educational purposes as an immersive learning tool, and by neuroscience researchers as a more convenient way to browse through an MRI scan to better analyze 3D data.
This article describes the development of two mobile applications for learning Digital Electronics. The first application is an interactive app for iOS where you can study the different digital circuits, and which will serve as the basis for the second: a game of questions in augmented reality.
In cyber threat information sharing, secure transfer and protecting privacy are very important. In this paper we solve these issues by suggesting a platform based on private permissioned Blockchain, which provides us with access control as well. The platform is called Anon-ISAC and is built on the Enhanced Privacy ID (EPID) zero-knowledge proof scheme. It makes use of permissioned Blockchain as a way to keep identity anonymous. Organizations can share their information on incidents or other artifacts among trusted parties, while they keep their identity hidden. This will save them from unwanted consequences of exposure of sensitive security information.
Data privacy has been an important area of research in recent years. Dataset often consists of sensitive data fields, exposure of which may jeopardize interests of individuals associated with the data. In order to resolve this issue, privacy techniques can be used to hinder the identification of a person through anonymization of the sensitive data in the dataset to protect sensitive information, while the anonymized dataset can be used by the third parties for analysis purposes without obstruction. In this research, we investigated a privacy technique, k-anonymity for different values of on different number columns of the dataset. Next, the information loss due to k-anonymity is computed. The anonymized files go through the classification process by some machine-learning algorithms i.e., Naive Bayes, J48 and neural network in order to check a balance between data anonymity and data utility. Based on the classification accuracy, the optimal values of and are obtained, and thus, the optimal and can be used for k-anonymity algorithm to anonymize optimal number of columns of the dataset.