A User Study: Abuse Cases Derived from Use Case Description and CAPEC Attack Patterns

Author(s):  
Imano Williams ◽  
Xiaohong Yuan
2013 ◽  
Vol 5 (2) ◽  
pp. 1-20 ◽  
Author(s):  
Matthias Baldauf ◽  
Peter Fröhlich ◽  
Jasmin Buchta ◽  
Theresa Stürmer

Today’s smartphones provide the technical means to serve as interfaces for public displays in various ways. Even though recent research has identified several new approaches for mobile-display interaction, inter-technique comparisons of respective methods are scarce. The authors conducted an experimental user study on four currently relevant mobile-display interaction techniques (‘Touchpad’, ‘Pointer’, ‘Mini Video’, and ‘Smart Lens’) and learned that their suitability strongly depends on the task and use case at hand. The study results indicate that mobile-display interactions based on a traditional touchpad metaphor are time-consuming but highly accurate in standard target acquisition tasks. The direct interaction techniques Mini Video and Smart Lens had comparably good completion times, and especially Mini Video appeared to be best suited for complex visual manipulation tasks like drawing. Smartphone-based pointing turned out to be generally inferior to the other alternatives. Examples for the application of these differentiated results to real-world use cases are provided.


2012 ◽  
Vol E95.D (7) ◽  
pp. 1959-1968 ◽  
Author(s):  
Hironori TAKEUCHI ◽  
Taiga NAKAMURA ◽  
Takahira YAMAGUCHI

2016 ◽  
Vol 13 (02) ◽  
pp. 1550033 ◽  
Author(s):  
Olivier Hugues ◽  
Vincent Weistroffer ◽  
Alexis Paljic ◽  
Philippe Fuchs ◽  
Ahmad Abdul Karim ◽  
...  

This paper deals with the design and the evaluation of human-like robot movements. Three criteria were proposed and evaluated regarding their impact on the human-likeness of the robot movements: The inertia of the base, the inertia of the end-effector and the velocity profile. A specific tool was designed to generate different levels of anthropomorphism according to these three parameters. An industrial use case was designed to compare several robot movements. This use case was implemented with a virtual robot arm in a virtual environment, using virtual reality. A user study was conducted to determine what were the important criteria in the perception of human-like robot movements and what were their correlations with other notions such as safety and preference. The results showed that inertia on the end-effector was of most importance for a movement to be perceived as human-like and nonaggressive, and that those characteristics helped the users feel safer, less stressed and more willing to work with the robot.


2015 ◽  
Vol 46 (9) ◽  
pp. 1239-1261 ◽  
Author(s):  
Alessandro J. de Souza ◽  
Anderson Luiz O. Cavalcanti

2018 ◽  
Vol 23 (1) ◽  
pp. 12-20 ◽  
Author(s):  
Kaspars Zīle ◽  
Renāte Strazdiņa

Abstract The goal of the paper is to provide a vague summary of currently existing blockchain use cases in the information technology industry. Respective use cases have been examined in already existing scientific papers, Master Theses, industry white papers and blogs of industry experts. The paper also contains a description of blockchain main technological aspects and working principles, which allows making the assessment of the presented use cases. For each use case respective companies or organisations are added that are applying or testing the given solution. Due to research limitations the paper should not be considered an exhaustive blockchain use case description. The paper also provides short introduction into a feasibility analysis of specific blockchain use case. The authors describe the basic steps of potential idea evaluation with regards to blockchain main aspects. It helps understand the necessity for development of a detailed blockchain feasibility model.


Author(s):  
Aleksei Mashlakov ◽  
Ville Tikka ◽  
Samuli Honkapuro ◽  
Jarmo Partanen ◽  
Sami Repo ◽  
...  

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