Biblio
Visible Light Communication (VLC) emerges as a new wireless communication technology with appealing benefits not present in radio communication. However, current VLC designs commonly require LED lights to emit shining light beams, which greatly limits the applicable scenarios of VLC (e.g., in a sunny day when indoor lighting is not needed). It also entails high energy overhead and unpleasant visual experiences for mobile devices to transmit data using VLC. We design and develop DarkLight, a new VLC primitive that allows light-based communication to be sustained even when LEDs emit extremely-low luminance. The key idea is to encode data into ultra-short, imperceptible light pulses. We tackle challenges in circuit designs, data encoding/decoding schemes, and DarkLight networking, to efficiently generate and reliably detect ultra-short light pulses using off-the-shelf, low-cost LEDs and photodiodes. Our DarkLight prototype supports 1.3-m distance with 1.6-Kbps data rate. By loosening up VLC's reliance on visible light beams, DarkLight presents an unconventional direction of VLC design and fundamentally broadens VLC's application scenarios.
This paper describes a small experimental study into the use of avatars to remediate the lecturer's absence in voice-over-slide material. Four different avatar behaviours are tested. Avatar A performs all the upper-body gestures of the lecturer, which were recorded using a 3D depth sensor. Avatar B is animated using few random gestures in order to create a natural presence that is unrelated to the speech. Avatar C only performs the lecturer's pointing gestures, as these are known to indicate important parts of a lecture. Finally, Avatar D performs "lecturer-like" gestures, but these are desynchronised with the speech. Preliminary results indicate students' preference for Avatars A and C. Although the effect of avatar behaviour on learning did not prove statistically significant, students' comments indicate that an avatar that behaves quietly and only performs some of the lecturer's gestures (pointing) is effective. The paper also presents a simple empirical method for automatically detecting pointing gestures in Kinect recorded lecture data.
Never Alone (2016) is a generative large-scale urban screen video-sound installation, which presents the idea of generative choreographies amongst multiple video agents, or "digital performers". This generative installation questions how we navigate in urban spaces and the ubiquity and disruptive nature of encounters within the cities' landscapes. The video agents explore precarious movement paths along the façade inhabiting landscapes that are both architectural and emotional.
In this study, we used a humanoid robot as a telepresence robot and compared with the basic telepresence robot which can only rotate the display in order to reveal the effect of embodiment. We also investigated the effect caused by changing the body size of the humanoid robot by using two different size of robots. Our experimental results revealed that the embodiment increases the remote person's social telepresence, familiarity, and directivity. The comparison between small and big humanoid robots showed no difference and both of them were effective.
Clickjacking attacks are emerging threats to websites of different sizes and shapes. They are particularly used by threat agents to get more likes and/or followers in Online Social Networks (OSNs). This paper reviews the clickjacking attacks and the classic solutions to tackle various forms of those attacks. Different approaches of Cross-Site Scripting attacks are implemented in this study to study the attack tools and methods. Various iFrame attacks have been developed to tamper with the integrity of the website interactions at the application layer. By visually demonstrating the attacks such as Cross-Site scripting (XSS) and Cross-Site Request Forgery (CSRF), users will be able to have a better understanding of such attacks in their formulation and the risks associated with them.
In this paper, we present E-VOX, an emotionally enhanced semantic ECA designed to work as a virtual assistant to search information from Wikipedia. It includes a cognitive-affective architecture that integrates an emotion model based on ALMA and the Soar cognitive architecture. This allows the ECA to take into account features needed for social interaction such as learning and emotion management. The architecture makes it possible to influence and modify the behavior of the agent depending on the feedback received from the user and other information from the environment, allowing the ECA to achieve a more realistic and believable interaction with the user. A completely functional prototype has been developed showing the feasibility of our approach.
Social and emotional intelligence of computer systems is increasingly important in human-AI (Artificial Intelligence) interactions. This paper presents a tangible AI interface, T.A.I, that enhances physical engagement in digital communication between users and a conversational AI agent. We describe a compact, pneumatically shape-changing hardware design with a rich set of physical gestures that actuate on mobile devices during real-time conversations. Our user study suggests that the physical presence provided by T.A.I increased users' empathy for, and social connection with the virtual intelligent system, leading to an improved Human-AI communication experience.
This paper contributes a systematic research approach as well as findings of an empirical study conducted to investigate the effect of virtual agents on task performance and player experience in digital games. As virtual agents are supposed to evoke social effects similar to real humans under certain conditions, the basic social phenomenon social facilitation is examined in a testbed game that was specifically developed to enable systematical variation of single impact factors of social facilitation. Independent variables were the presence of a virtual agent (present vs. not present) and the output device (ordinary monitor vs. head-mounted display). Results indicate social inhibition effects, but only for players using a head-mounted display. Additional potential impact factors and future research directions are discussed.
The goal of this work is to model a virtual character able to converse with different interpersonal attitudes. To build our model, we rely on the analysis of multimodal corpora of non-verbal behaviors. The interpretation of these behaviors depends on how they are sequenced (order) and distributed over time. To encompass the dynamics of non-verbal signals across both modalities and time, we make use of temporal sequence mining. Specifically, we propose a new algorithm for temporal sequence extraction. We apply our algorithm to extract temporal patterns of non-verbal behaviors expressing interpersonal attitudes from a corpus of job interviews. We demonstrate the efficiency of our algorithm in terms of significant accuracy improvement over the state-of-the-art algorithms.
The design of systems with independent agency to act on the environment or which can act as persuasive agents requires consideration of not only the technical aspects of design, but of the psychological, sociological, and philosophical aspects as well. Creating usable, safe, and ethical systems will require research into human-computer communication, in order to design systems that can create and maintain a relationship with users, explain their workings, and act in the best interests of both users and of the larger society.
Personal agent software is now in daily use in personal devices and in some organizational settings. While many advocate an agent sociality design paradigm that incorporates human-like features and social dialogues, it is unclear whether this is a good match for professionals who seek productivity instead of leisurely use. We conducted a 17-day field study of a prototype of a personal AI agent that helps employees find work-related information. Using log data, surveys, and interviews, we found individual differences in the preference for humanized social interactions (social-agent orientation), which led to different user needs and requirements for agent design. We also explored the effect of agent proactive interactions and found that they carried the risk of interruption, especially for users who were generally averse to interruptions at work. Further, we found that user differences in social-agent orientation and aversion to agent proactive interactions can be inferred from behavioral signals. Our results inform research into social agent design, proactive agent interaction, and personalization of AI agents.
Global Positioning System (GPS) is used ubiquitously in a wide variety of applications ranging from navigation and tracking to modern smart grids and communication networks. However, it has been demonstrated that modern GPS receivers are vulnerable to signal spoofing attacks. For example, today it is possible to change the course of a ship or force a drone to land in a hostile area by simply spoofing GPS signals. Several countermeasures have been proposed in the past to detect GPS spoofing attacks. These counter-measures offer protection only against naive attackers. They are incapable of detecting strong attackers such as those capable of seamlessly taking over a GPS receiver, which is currently receiving legitimate satellite signals, and spoofing them to an arbitrary location. Also, there is no hardware platform that can be used to compare and evaluate the effectiveness of existing countermeasures in real-world scenarios. In this work, we present SPREE, which is, to the best of our knowledge, the first GPS receiver capable of detecting all spoofing attacks described in the literature. Our novel spoofing detection technique called auxiliary peak tracking enables detection of even a strong attacker capable of executing the seamless takeover attack. We implement and evaluate our receiver against three different sets of GPS signal traces: (i) a public repository of spoofing traces, (ii) signals collected through our own wardriving effort and (iii) using commercial GPS signal generators. Our evaluations show that SPREE constraints even a strong attacker (capable of seamless takeover attack) from spoofing the receiver to a location not more than 1 km away from its true location. This is a significant improvement over modern GPS receivers that can be spoofed to any arbitrary location. Finally, we release our implementation and datasets to the community for further research and development.