scholarly journals A egis +

2021 ◽  
Vol 2 (1) ◽  
pp. 1-33
Author(s):  
Amit Kumar Sikder ◽  
Leonardo Babun ◽  
A. Selcuk Uluagac

The introduction of modern Smart Home Systems (SHSs) is redefining the way we perform everyday activities. Today, myriad SHS applications and the devices they control are widely available to users. Specifically, users can easily download and install the apps from vendor-specific app markets, or develop their own, to effectively implement their SHS solutions. However, despite their benefits, app-based SHSs unfold diverse security risks. Several attacks have already been reported to SHSs and current security solutions only consider smart home devices and apps individually to detect malicious actions, rather than the context of the SHS as a whole. Thus, the current security solutions applied to SHSs cannot capture user activities and sensor-device-user interactions in a holistic fashion. To address these limitations, in this article, we introduce A egis +, a novel context-aware platform-independent security framework to detect malicious behavior in an SHS. Specifically, A egis + observes the states of the connected smart home entities (sensors and devices) for different user activities and usage patterns in an SHS and builds a contextual model to differentiate between malicious and benign behavior. We evaluated the efficacy and performance of A egis + in multiple smart home settings (i.e., single bedroom, double bedroom, duplex) and platforms (i.e., Samsung SmartThings, Amazon Alexa) where real users perform day-to-day activities using real SHS devices. We also measured the performance of A egis + against five different malicious behaviors. Our detailed evaluation shows that A egis + can detect malicious behavior in SHS with high accuracy (over 95%) and secure the SHS regardless of the smart home layout and platforms, device configurations, installed apps, controller devices, and enforced user policies. Finally, A egis + yields minimum overhead to the SHS, ensuring effective deployability in real-life smart environments.

2019 ◽  
Vol 2019 (3) ◽  
pp. 128-148 ◽  
Author(s):  
Noah Apthorpe ◽  
Danny Yuxing Huang ◽  
Dillon Reisman ◽  
Arvind Narayanan ◽  
Nick Feamster

Abstract The proliferation of smart home Internet of things (IoT) devices presents unprecedented challenges for preserving privacy within the home. In this paper, we demonstrate that a passive network observer (e.g., an Internet service provider) can infer private in-home activities by analyzing Internet traffic from commercially available smart home devices even when the devices use end-to-end transport-layer encryption. We evaluate common approaches for defending against these types of traffic analysis attacks, including firewalls, virtual private networks, and independent link padding, and find that none sufficiently conceal user activities with reasonable data overhead. We develop a new defense, “stochastic traffic padding” (STP), that makes it difficult for a passive network adversary to reliably distinguish genuine user activities from generated traffic patterns designed to look like user interactions. Our analysis provides a theoretical bound on an adversary’s ability to accurately detect genuine user activities as a function of the amount of additional cover traffic generated by the defense technique.


Author(s):  
Toby J. Lloyd-Jones ◽  
Juergen Gehrke ◽  
Jason Lauder

We assessed the importance of outline contour and individual features in mediating the recognition of animals by examining response times and eye movements in an animal-object decision task (i.e., deciding whether or not an object was an animal that may be encountered in real life). There were shorter latencies for animals as compared with nonanimals and performance was similar for shaded line drawings and silhouettes, suggesting that important information for recognition lies in the outline contour. The most salient information in the outline contour was around the head, followed by the lower torso and leg regions. We also observed effects of object orientation and argue that the usefulness of the head and lower torso/leg regions is consistent with a role for the object axis in recognition.


2009 ◽  
Vol 33 (1) ◽  
pp. 49-62 ◽  
Author(s):  
Nicolas Gillet ◽  
Robert J. Vallerand ◽  
Elisabeth Rosnet

2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


2021 ◽  
pp. 127-146
Author(s):  
Gillian Kelly

This chapter explores Power’s work within the Western genre. When Power was cast in the title role of Hollywood’s first ‘A Western’ of the 1930s: Jesse James (Henry King) in 1939 it marked the first major curve in Power’s career trajectory. When it became Twentieth Century-Fox’s biggest hit of the year this proved that audiences were ready to accept Power in more masculine roles at the close of the decade. Released in the period directly preceding America’s entry into World War II, the film was integral in developing a much-needed shift in Power’s screen masculinity, appearance and performance style, reflecting the shifting industrial and social context in which it was made. In advancing his star image away from a womaniser, and instead placing it within an overtly homosocial environment, Power was able to convincingly demonstrate male bonding and leadership through a tougher masculinity which was essential for both the historical timeframe and Power’s own upcoming real-life war service. Despite the film’s huge success, it was another 12 years before Power starred in another Western, and made just four in overall: Jesse James, Rawhide (Henry Hathaway, 1951), Pony Soldier (Joseph M. Newman, 1952) and The Mississippi Gambler (Rudolph Maté, 1953).


2012 ◽  
Vol 3 (3) ◽  
pp. 47-56
Author(s):  
Kashif Nisar ◽  
Nurul I. Sarkar

The Advanced Network Technologies is a research that investigates the technology(s) behind today’s modern networks and network infrastructures one of these technologies being Asynchronous Transfer Mode (ATM). Therefore, also focuses its attention on ATM. Dubbed “Modelling and Performance Studies of ATM Networks”; this research seeks to look at, and into, the impact of application segment length on the performance of an ATM network and the impact of traffic type data on the performance of an ATM network. To be able to examine an ATM network, we need to be able to simulate it somehow. This research, the authors have used the OPNET Modeler 14.0 simulation tool to create a network model that represents a real-life ATM network. And by actually simulating an ATM network at AUT University New Zealand, they can therefore change certain variables, and observe the effects the changes have on performance. As stated above, one of the impacts that will be explored is the effect that application segment length has on an ATM network. Thus, one variable that will be changed in our simulation is the segment length. This is the length of each packet segment that is sent through the network for a particular traffic type. The second impact to be inspected is the impact of different traffic types on an ATM network. For example, voice & video traffic should theoretically affect an ATM network


Author(s):  
Francesco Ventrella ◽  
Armando Giancola ◽  
Sergio Cappello ◽  
Maria Pipino ◽  
Graziano Minafra ◽  
...  

2012 ◽  
Vol 186 ◽  
pp. 188-193 ◽  
Author(s):  
Lucia Koukolová ◽  
Mikuláš Hajduk ◽  
Andrej Belovezcik

The paper presents the structure and performance of the system created by a work team at Department of Production Systems and Robotics at Technical University of Kosice. System MSEVR – „ Modular system for experimentation in virtual reality“ is universal flexible system created for teaching automated and robotic systems by means of new advanced teaching aids, including virtual reality. It has been created as a specialized website and its possibilities are varied. Particular use depends on creativity of a user. Built-in tools enable to use it adequately when teaching construction of industrial robots, to present their kinematic structure or other properties of individual machines. It also enables to work with machine aggregate. In real-life working the system has been tested for optimization of process layout where the full advantages of virtual reality were taken.


2020 ◽  
Vol 10 (7) ◽  
pp. 2475
Author(s):  
Seong Su Keum ◽  
Yu Jin Park ◽  
Soon Ju Kang

Activities of daily living (ADL) are important indicators for awareness of brain health in the elderly, and hospitals use ADL as a standard test for diagnosing chronic brain diseases such as dementia. However, since it is difficult to judge real-life ADL in hospitals, doctors typically predict ADL ability through interviews with patients or accompanying caregivers. Recently, many studies have attempted to diagnose accurate brain health by collecting and analyzing the real-life ADL of patients in their living environments. However, most of these were conducted by constructing and implementing expensive smart homes with the concept of centralized computing, and ADL data were collected from simple data about patients’ home appliance usage and the surrounding environment. Despite the high cost of building a smart home, the collected ADL data are inadequate for predicting accurate brain health. In this study, we developed and used three types of portable devices (wearable, tag, and stationary) that can be easily installed and operated in typical existing houses. We propose a self-organized device network structure based on edge computing that can perform user perception, location perception, and behavioral perception simultaneously. This approach enables us to collect user activity data, analyze ADL in real-time to determine if the user’s behavior was successful or abnormal, and record the physical ability of the user to move between fixed spaces. The characteristics of this proposed system enable us to distinguish patients from other family members and provide real-time notifications after a forgetful or mistaken action. We implemented devices that constitute the edge network of the smart home scenario and evaluated the performance of this system to verify its usefulness.


2012 ◽  
Vol 74 (7) ◽  
pp. 471-478
Author(s):  
Jodi Enos-Berlage

A 3-week laboratory module was developed for an undergraduate microbiology course that would connect student learning to a real-life challenge, specifically a local water-quality project. The laboratory series included multiple field trips, sampling of soil and water, and subsequent analysis for bacteria and nitrate. Laboratory results confirmed the usefulness of comparing real environmental samples, and student survey and performance data supported the original hypothesis of this study in terms of student learning objectives.


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