BioGames: a new paradigm and a behavioral biometrics collection tool for research purposes

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ioannis Stylios ◽  
Spyros Kokolakis ◽  
Andreas Skalkos ◽  
Sotirios Chatzis

Purpose The purpose of this paper is to present a new paradigm, named BioGames, for the extraction of behavioral biometrics (BB) conveniently and entertainingly. To apply the BioGames paradigm, the authors developed a BB collection tool for mobile devices named BioGames App. The BioGames App collects keystroke dynamics, touch gestures, and motion modalities and is available on GitHub. Interested researchers and practitioners may use it to create their datasets for research purposes. Design/methodology/approach One major challenge for BB and continuous authentication (CA) research is the lack of actual BB datasets for research purposes. The compilation and refinement of an appropriate set of BB data constitute a challenge and an open problem. The issue is aggravated by the fact that most users are reluctant to participate in long demanding procedures entailed in the collection of research biometric data. As a result, they do not complete the data collection procedure, or they do not complete it correctly. Therefore, the authors propose a new paradigm and introduce a BB collection tool, which they call BioGames, for the extraction of biometric features in a convenient way. The BioGames paradigm proposes a methodology where users play games without participating in an experimental painstaking process. The BioGames App collects keystroke dynamics, touch gestures, and motion modalities. Findings The authors proposed a new paradigm for the collection of BB on mobile devices and created the BioGames application. The BioGames App is an Android application that collects BB data on mobile devices and sends them to a database. The database design allows multiple users to store their sensor data at any time. Thus, there is no concern about data separation and synchronization. BioGames App is General Data Protection Regulation (GDPR) compliant as it collects and processes only anonymous data. Originality/value The BioGames App is a publicly available tool that combines the keystroke dynamics, touch gestures, and motion modalities. In addition, it uses a methodology where users play games without participating in an experimental painstaking process.

2019 ◽  
Vol 15 (4) ◽  
pp. 432-453 ◽  
Author(s):  
Hasna El Alaoui El Abdallaoui ◽  
Abdelaziz El Fazziki ◽  
Fatima Zohra Ennaji ◽  
Mohamed Sadgal

Purpose The pervasiveness of mobile devices has led to the permanent use of their new features by the crowd to perform different tasks. The purpose of this paper is to exploit this massive consumption of new information technologies supported by the concept of crowdsourcing in a governmental context to access citizens as a source of ideas and support. The aim is to find out how crowdsourcing combined with the new technologies can constitute a great force to enhance the performance of the suspect investigation process. Design/methodology/approach This paper provides a structured view of a suspect investigation framework, especially based on the image processing techniques, including the automatic face analysis. This crowdsourcing framework is mainly based on the personal description as an identification technique to facilitate the suspect investigation and the use of MongoDB as a document-oriented database to store the information. Findings The case study demonstrates that the proposed framework provides satisfying results in each step of the identification process. The experimental results show how the combination between the crowdsourcing concept and the mobile devices pervasiveness has fruitfully strengthened the identification process with the use of automatic face analysis techniques. Originality/value A review of the literature has shown that previous work has focused mainly on the presentation of forensic techniques that can be used in the investigation process steps. However, this paper implements a complete framework whose whole strength is based on the crowdsourcing concept as a new paradigm used by institutions to solve many organizational problems.


Author(s):  
Suyong Yeon ◽  
ChangHyun Jun ◽  
Hyunga Choi ◽  
Jaehyeon Kang ◽  
Youngmok Yun ◽  
...  

Purpose – The authors aim to propose a novel plane extraction algorithm for geometric 3D indoor mapping with range scan data. Design/methodology/approach – The proposed method utilizes a divide-and-conquer step to efficiently handle huge amounts of point clouds not in a whole group, but in forms of separate sub-groups with similar plane parameters. This method adopts robust principal component analysis to enhance estimation accuracy. Findings – Experimental results verify that the method not only shows enhanced performance in the plane extraction, but also broadens the domain of interest of the plane registration to an information-poor environment (such as simple indoor corridors), while the previous method only adequately works in an information-rich environment (such as a space with many features). Originality/value – The proposed algorithm has three advantages over the current state-of-the-art method in that it is fast, utilizes more inlier sensor data that does not become contaminated by severe sensor noise and extracts more accurate plane parameters.


2021 ◽  
Vol 25 (1) ◽  
pp. 39-42
Author(s):  
Shuochao Yao ◽  
Jinyang Li ◽  
Dongxin Liu ◽  
Tianshi Wang ◽  
Shengzhong Liu ◽  
...  

Future mobile and embedded systems will be smarter and more user-friendly. They will perceive the physical environment, understand human context, and interact with end-users in a human-like fashion. Daily objects will be capable of leveraging sensor data to perform complex estimation and recognition tasks, such as recognizing visual inputs, understanding voice commands, tracking objects, and interpreting human actions. This raises important research questions on how to endow low-end embedded and mobile devices with the appearance of intelligence despite their resource limitations.


2009 ◽  
Vol 28 (1-2) ◽  
pp. 85-93 ◽  
Author(s):  
Seong-seob Hwang ◽  
Sungzoon Cho ◽  
Sunghoon Park

2017 ◽  
Vol 21 (5) ◽  
pp. 1053-1076 ◽  
Author(s):  
Michal Kuciapski

Purpose Although mobile devices are ubiquitous among employees, their awareness and readiness to use mobile technologies for competence development is still not widespread and therefore requires further exploration. The purpose of this study is to propose a conceptual model based on the unified theory of acceptance and use of technology (UTAUT) to explain the determinants that affect employees’ intention to use mobile devices and software for knowledge transfer during the process of knowledge management. Design/methodology/approach A conceptual model based on the UTAUT with new variables concerning relative usability (RU) and user autonomy (UA) and new connections between the determinants was developed as a result of a subject matter literature review. A structural equation modelling approach was used to validate the model on the basis of data collected via a survey collected from 371 employees from 21 sectors, both public and private. Findings The UTAUT model extended by new variables like RU and UA explains employee acceptance of mobile technologies for knowledge transfer reasonably well. New proposed variables highlighted that the usability of technology compared to other solutions and user autonomy in the selection and the use of applications have the strongest impact on the employees’ intention to use mobile devices and software for knowledge transfer. Research limitations/implications This model explains the 55 per cent behavioral intention of employees to use mobile technologies for knowledge transfer. Even though it is quite high in terms of acceptance theories, some new variables should be explored. Furthermore, study does not verify whether m-learning acceptance for knowledge transfer is sector-specific. Practical implications Mobile technologies used for knowledge transfer by employees should allow for high UA through their ability to select solutions that they find convenient, use of preferred platforms, personalize applications and utilize devices and software in various environments. They should not be simplified and should have the same functionality and efficiency of use as alternative solutions like web and desktop applications, even if additional effort to learn them would be required. Mobile technologies that take into account UA and RU support the process of employees capturing, distributing and effectively using knowledge. Originality/value The elaborated model provides a valuable solution with practical implications for increasing mobile technologies acceptance for knowledge transfer. The study results contribute both to knowledge management and technology acceptance research fields by introducing two new determinants for the acceptance of technologies in knowledge transfer, such as UA and RU with several additional connections between existing UTAUT variables.


Sensor Review ◽  
2017 ◽  
Vol 37 (1) ◽  
pp. 78-81 ◽  
Author(s):  
Srdjan Jovic ◽  
Obrad Anicic ◽  
Milivoje Jovanovic

Purpose Acoustic emission (AE) could be used for prevention and detection of tool errors in Computer Numerical Control (CNC) machining. The purpose of this study is to analyze the AE form of CNC machining operations. Design/methodology/approach Experimental measurements were performed with three sensors on the CNC lathe to collect the data of the CNC machining. Adaptive neuro-fuzzy inference system (ANFIS) was applied for the fusion from the sensors’ signals to determine the strength of the signal periodic component among the sensors. Findings There were three inputs, namely, spindle speed, feed rate and depth of cut. ANFIS was also used to determine the inputs’ influence on the prediction of strength of the signal periodic component. Variable selection process was used to select the most dominant factors which affect the prediction of strength of the signal periodic component. Originality/value Results were shown that the spindle speed has the most dominant effect on the strength of the signal periodic component.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Karol Król ◽  
Dariusz Zdonek

Purpose The range of official business that can be handled online has grown in the recent decade. In many cases, e-services are a must. At the same time, the economic impact and social importance of mobile technology have increased. Mobile devices are becoming more and more popular, and their applications diversify. It comes as no surprise that mobile users expect e-services and official information to be available through this channel. The purpose of this paper is to identify problems (difficulties) occurring when browsing websites of local government units (LGU) on mobile devices. Design/methodology/approach The comfort of website browsing depends mostly on the development technique, and the way content is published. Responsive websites are much easier to view on mobile devices than “static” ones. The study involves 400 websites of LGU in Poland. The websites were subjected to quantitative and qualitative analyses with selected techniques and computer tools. Findings The set of 400 websites contained 119 (29.75%) that were not responsive. It exhibited a substantial potential for the optimisation of websites for mobile devices. The study revealed the most common usability failures such as distorted images, “scattered icons”, partial responsiveness and bothersome messages in pop-ups. Originality/value The research identified the most widespread problems with the tested websites. The study yielded recommendations for local governments, which may be useful when managing content, upgrading the website or replacing it with a new one.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Gianclaudio Malgieri

Purpose This study aims to discover the legal borderline between licit online marketing and illicit privacy-intrusive and manipulative marketing, considering in particular consumers’ expectations of privacy. Design/methodology/approach A doctrinal legal research methodology is applied throughout with reference to the relevant legislative frameworks. In particular, this study analyzes the European Union (EU) data protection law [General Data Protection Regulation (GDPR)] framework (as it is one of the most advanced privacy laws in the world, with strong extra-territorial impact in other countries and consequent risks of high fines), as compared to privacy scholarship on the field and extract a compliance framework for marketers. Findings The GDPR is a solid compliance framework that can help to distinguish licit marketing from illicit one. It brings clarity through four legal tests: fairness test, lawfulness test, significant effect test and the high-risk test. The performance of these tests can be beneficial to consumers and marketers in particular considering that meeting consumers’ expectation of privacy can enhance their trust. A solution for marketers to respect and leverage consumers’ privacy expectations is twofold: enhancing critical transparency and avoiding the exploitation of individual vulnerabilities. Research limitations/implications This study is limited to the European legal framework scenario and to theoretical analysis. Further research is necessary to investigate other legal frameworks and to prove this model in practice, measuring not only the consumers’ expectation of privacy in different contexts but also the practical managerial implications of the four GDPR tests for marketers. Originality/value This study originally contextualizes the most recent privacy scholarship on online manipulation within the EU legal framework, proposing an easy and accessible four-step test and twofold solution for marketers. Such a test might be beneficial both for marketers and for consumers’ expectations of privacy.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Martha Vanessa Agila-Palacios ◽  
Ana García-Valcárcel Muñoz-Repiso ◽  
María Soledad Ramírez-Montoya

PurposeThe purpose of this paper is to analyze the influence of two active methodologies on digital competences development using mobile devices. The first methodology is project-oriented learning (POL); the second one is case-based learning (CBL). The analyzed digital competences belong to the communication and collaboration area of framework DIGCOMP.Design/methodology/approachThis article shows the results of the quantitative stage with a design pre-experimental pre-test–post-test. A questionnaire was designed and applied to an intentional sample from two different courses. In total, 178 students completed the questionnaire in the pre-test, and after five months, 38 students completed the questionnaire in the post-test.FindingsThe results show that students to whom POL was applied increase by 7% competence of interaction with mobile technology. The results also show that the students to whom CBL was applied to increase all four competencies (interaction +8%, share +6%, collaboration +5%, netiquette +4%).Research limitations/implicationsSelf-perception for the evaluation of digital competence and the short study time are limitations to generalize the results, so a longitudinal study is necessary and complemented with qualitative analysis, to present a better validation of the contribution of active methodologies to the development of digital competences.Originality/valueThe rapid advance of technology and the results of various investigations make evident the need of digital competences development. The most common process is digital literacy through techno-functional training. However, these research results confirm that it is possible to promote these digital competences from a practical view and implicitly in active methodologies educational practices.


2018 ◽  
Vol 36 (6) ◽  
pp. 1114-1134 ◽  
Author(s):  
Xiufeng Cheng ◽  
Jinqing Yang ◽  
Lixin Xia

PurposeThis paper aims to propose an extensible, service-oriented framework for context-aware data acquisition, description, interpretation and reasoning, which facilitates the development of mobile applications that provide a context-awareness service.Design/methodology/approachFirst, the authors propose the context data reasoning framework (CDRFM) for generating service-oriented contextual information. Then they used this framework to composite mobile sensor data into low-level contextual information. Finally, the authors exploited some high-level contextual information that can be inferred from the formatted low-level contextual information using particular inference rules.FindingsThe authors take “user behavior patterns” as an exemplary context information generation schema in their experimental study. The results reveal that the optimization of service can be guided by the implicit, high-level context information inside user behavior logs. They also prove the validity of the authors’ framework.Research limitations/implicationsFurther research will add more variety of sensor data. Furthermore, to validate the effectiveness of our framework, more reasoning rules need to be performed. Therefore, the authors may implement more algorithms in the framework to acquire more comprehensive context information.Practical implicationsCDRFM expands the context-awareness framework of previous research and unifies the procedures of acquiring, describing, modeling, reasoning and discovering implicit context information for mobile service providers.Social implicationsSupport the service-oriented context-awareness function in application design and related development in commercial mobile software industry.Originality/valueExtant researches on context awareness rarely considered the generation contextual information for service providers. The CDRFM can be used to generate valuable contextual information by implementing more reasoning rules.


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