tangible computing
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2021 ◽  
Vol 21 (1) ◽  
pp. 1-32
Author(s):  
Vikram Mehta ◽  
Daniel Gooch ◽  
Arosha Bandara ◽  
Blaine Price ◽  
Bashar Nuseibeh

The emergence of ubiquitous computing (UbiComp) environments has increased the risk of undesired access to individuals’ physical space or their information, anytime and anywhere, raising potentially serious privacy concerns. Individuals lack awareness and control of the vulnerabilities in everyday contexts and need support and care in regulating disclosures to their physical and digital selves. Existing GUI-based solutions, however, often feel physically interruptive, socially disruptive, time-consuming and cumbersome. To address such challenges, we investigate the user interaction experience and discuss the need for more tangible and embodied interactions for effective and seamless natural privacy management in everyday UbiComp settings. We propose the Privacy Care interaction framework, which is rooted in the literature of privacy management and tangible computing. Keeping users at the center, Awareness and Control are established as the core parts of our framework. This is supported with three interrelated interaction tenets: Direct, Ready-to-Hand, and Contextual . Direct refers to intuitiveness through metaphor usage. Ready-to-Hand supports granularity, non-intrusiveness, and ad hoc management, through periphery-to-center style attention transitions. Contextual supports customization through modularity and configurability. Together, they aim to provide experience of an embodied privacy care with varied interactions that are calming and yet actively empowering. The framework provides designers of such care with a basis to refer to, to generate effective tangible tools for privacy management in everyday settings. Through five semi-structured focus groups, we explore the privacy challenges faced by a sample set of 15 older adults (aged 60+) across their cyber-physical-social spaces. The results show conformity to our framework, demonstrating the relevance of the facets of the framework to the design of privacy management tools in everyday UbiComp contexts.


Augmented Reality provides an interactive experience by imposing virtual objects over real world environment and used in different field in learning, entertainment, or edutainment by developing higher order cognitive and practical learning skills. With the infusion of digital technology, nowadays all the educational institutions adapted the online mode learning environment like smart classroom for content delivery, Webcast Lecture by using AR. AR attracts research attention for its ability to allow students to be immersed in realistic experiences. AR will allow learners too deep about real time and cognitive skill development experiences. Recent scenario in education and academic sectors needs emerging technologies for learning system. In that scenario AR technology will be used to create new type of self-learning and automated application in academic. This technology is used to enhance the teaching and learning for students in effective way and efficient too. Even this technology will attract the students to learn fast and improve the cognitive skill also. This is a new standard, merging features from ubiquitous computing, tangible computing, and social computing. The benefits of this proposed component include inspiring deep and thoughtful education, in real world problems and challenges can be refining the creative problem solving abilities while also as long as exposure/ new perception. This proposed research paper goals to improve present educational system using Augmented Reality.


2019 ◽  
Vol 63 (7) ◽  
pp. 983-994 ◽  
Author(s):  
Muhammad Asad ◽  
Muhammad Asim ◽  
Talha Javed ◽  
Mirza O Beg ◽  
Hasan Mujtaba ◽  
...  

Abstract At the advent of advanced wireless technology and contemporary computing paradigms, Distributed Denial of Service (DDoS) attacks on Web-based services have not only increased exponentially in number, but also in the degree of sophistication; hence the need for detecting these attacks within the ocean of communication packets is extremely important. DDoS attacks were initially projected toward the network and transport layers. Over the years, attackers have shifted their offensive strategies toward the application layer. The application layer attacks are potentially more detrimental and stealthier because of the attack traffic and the benign traffic flows being indistinguishable. The distributed nature of these attacks is difficult to combat as they may affect tangible computing resources apart from network bandwidth consumption. In addition, smart devices connected to the Internet can be infected and used as botnets to launch DDoS attacks. In this paper, we propose a novel deep neural network-based detection mechanism that uses feed-forward back-propagation for accurately discovering multiple application layer DDoS attacks. The proposed neural network architecture can identify and use the most relevant high level features of packet flows with an accuracy of 98% on the state-of-the-art dataset containing various forms of DDoS attacks.


Author(s):  
Michael Horn ◽  
Marina Bers
Keyword(s):  

REPERTÓRIO ◽  
2017 ◽  
pp. 108
Author(s):  
Abdullah Safa Soidan ◽  
Gabriele Kuzabaviciute ◽  
Roxane Fallah ◽  
Bianca Guimarães De Manuel ◽  
Vera Parlac ◽  
...  

<p class="p1">Abstract:<span class="Apple-converted-space"> </span></p><p class="p3">In design processes, the concept of the embodied mind can be mobilized to consider the ways in which our bodily experiences and actions affect our perception of space. With this focus in mind, what happens when human–environment interactivity ceases to be a utilitarian exchange between an evolving, sensing body and a predetermined object, but becomes conductive, generative, adaptive, and learns to grow? Perhaps in that moment of interaction and touch the space affects embodied action and perception in turn? These questions were pursued in a series of Practice-as-Research experiments by advanced designers in training from four disciplines at the University of Calgary: technical theatre, computational media and design, architecture, and sonic arts. The aim of the group’s work is to make design experientially accessible as an affective process with the ability to render porous the bodily constraints of human cognition. Here, the designers share insights, ideas, and obstacles from their collaborative research process.<span class="Apple-converted-space"> </span></p><p class="p4"><span class="s1">K</span>eywords<span class="s1">:<span class="Apple-converted-space"> </span></span>Interactive design. Embodied cognition. Agent based modelling. Tangible computing. Collaborative creation.<span class="Apple-converted-space"> </span></p><p class="p4"><span class="Apple-converted-space"><br /></span></p><p class="p4"><span class="Apple-converted-space">QUANDO AS LIMITAÇÕES DA COGNIÇÃO CORPORIFICADA SE TORNAM POROSAS: PERFORMANCES DE INTERATIVIDADE SENSORIAL NO DESIGN</span></p><p class="p2"><em>Resumo:<span class="Apple-converted-space"> </span></em></p><p class="p3"><em>Nos processos de design, o conceito de mente corporificada pode ser mobilizado para considerar as maneiras pelas quais nossas experiências e ações corporais afetam nossa percepção do espaço. Com este foco em mente, o que acontece quando a interatividade humano-ambiente deixa de ser uma troca utilitária entre um corpo evolutivo, sensível e um objeto predeterminado, mas se torna condutor, gerador, adaptável e aprende a crescer? Talvez nesse momento de interação e toque, o espaço, por sua vez, afete a ação e a percepção corporificada? Essas questões foram perseguidas em uma série de experimentos de prática-como-pesquisa por designers avançados em treinamento de quatro disciplinas na Universidade de Calgary: técnica em teatro, mídia computacional e design, arquitetura e artes sonoras. O objetivo do trabalho do grupo é tornar o design experiencialmente acessível como um processo afetivo com a capacidade de tornar porosas as restrições corporais da cognição humana. Aqui, os designers compartilham insights, ideias e obstáculos de seu processo de pesquisa colaborativa.<span class="Apple-converted-space"> </span></em></p><p class="p4"><span class="s1"><em>P</em></span><em>alavras</em><span class="s1"><em>-</em></span><em>chave</em><span class="s1"><em>:<span class="Apple-converted-space"> </span></em></span><em>Design. Interação performativa. Cognição corporificada. Modelagem baseada em agentes. Computação tangível. Criação colaborativa.<span class="Apple-converted-space"> </span></em></p>


Author(s):  
B. A. Harmon ◽  
A. Petrasova ◽  
V. Petras ◽  
H. Mitasova ◽  
R. K. Meentemeyer

Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing – an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it – aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.


Author(s):  
B. A. Harmon ◽  
A. Petrasova ◽  
V. Petras ◽  
H. Mitasova ◽  
R. K. Meentemeyer

Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing – an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it – aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.


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