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Cognitive Workload Associated with Different Conceptual Modeling Approaches in Information Systems 信息系统中不同概念建模方法的认知负荷
Pub Date : 2022-03-23 DOI: 10.48550/arXiv.2203.12342
A. Knoben, M. Alimardani, A. Saghafi, A. K. Amiri
. Conceptual models visually represent entities and relationships between them in an information system. Effective conceptual models should be simple while communicating sufficient information. This trade-off between model complexity and clarity is crucial to prevent failure of information system development. Past studies have found that more expressive models lead to higher performance on tasks measuring a user’s deep understanding of the model and attributed this to lower experience of cognitive workload associated with these models. This study examined this hypothesis by measuring users’ EEG brain activity while they completed a task with different conceptual models. 30 participants were divided into two groups: One group used a low ontologically expressive model (LOEM), and the other group used a high ontologically expressive model (HOEM). Cognitive workload during the task was quantified using EEG Engagement Index, which is a ratio of brain activity power in beta as opposed to the sum of alpha and theta frequency bands. No significant difference in cognitive workload was found between the LOEM and HOEM groups indicating equal amounts of cognitive processing required for understanding of both models. The main contribution of this study is the introduction of neurophysiological measures as an objective quantification of cognitive workload in the field of conceptual modeling and information systems.
. 概念模型直观地表示信息系统中的实体及其之间的关系。有效的概念模型应该是简单的,同时传达足够的信息。模型复杂性和清晰度之间的权衡对于防止信息系统开发失败至关重要。过去的研究发现,更具表现力的模型在衡量用户对模型的深度理解的任务中表现更好,并将其归因于与这些模型相关的认知工作量体验较低。这项研究通过测量用户在完成不同概念模型任务时的脑电图大脑活动来检验这一假设。30名参与者被分为两组:一组使用低本体表达模型(LOEM),另一组使用高本体表达模型(HOEM)。任务期间的认知工作量是用脑电图参与指数(EEG Engagement Index)来量化的,这是大脑活动功率与α和θ频带之和的比值。在LOEM组和HOEM组之间没有发现认知工作量的显著差异,这表明理解两种模型所需的认知加工量相同。本研究的主要贡献是在概念建模和信息系统领域引入了神经生理学测量作为认知工作量的客观量化。
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引用次数: 0
Trajectory planning in Dynamics Environment : Application for Haptic Perception in Safe HumanRobot Interaction 动态环境下的轨迹规划:触觉感知在人机安全交互中的应用
Pub Date : 2022-02-23 DOI: 10.1007/978-3-031-06018-2_22
A. Gutiérrez, V. Guda, S. Mugisha, C. Chevallereau, D. Chablat
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引用次数: 2
BROOK Dataset: A Playground for Exploiting Data-Driven Techniques in Human-Vehicle Interactive Designs BROOK数据集:在人车交互设计中开发数据驱动技术的游乐场
Pub Date : 2022-02-14 DOI: 10.1007/978-3-031-35908-8_14
Wangkai Jin, Yicun Duan, Junyu Liu, Shuchang Huang, Zeyu Xiong, Xiangjun Peng
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引用次数: 3
Planting a Poison SEAD: Using Social Engineering Active Defense (SEAD) to Counter Cybercriminals 植入有毒的SEAD:使用社会工程主动防御(SEAD)来对抗网络罪犯
Pub Date : 2022-02-12 DOI: 10.31219/osf.io/6xj93
Matthew Canham, Juliet Ruby Tuthill
By nearly every metric, the status quo of information security is not working. The interaction matrix of attacker-defender dynamics strongly favors the attacker who only needs to be lucky once. We argue that employing social engineering active defense (SEAD) will be more effective to countering malicious actors than maintaining the traditional passive defensive strategy. The Offensive Countermeasures (OCM) approach to defense advocates for three categories of countermeasures: annoyance, attribution, and attack. Annoyance aims to waste the attacker’s time and resources with the objective of not only deterrence but also to increase the probability of detection and attribution. Attribution attempts to identify who is launching the attack. Gathering as much threat intelligence on who the attacker is, provides the best possible defense against future attacks. Finally, attack involves running code on the attacker’s system for the purpose of deterrence and attribution. In this work, we advocate for utilizing similar approaches to deny, degrade, and de-anonymize malicious actors by using social engineering tools, tactics, and procedures against the attackers. Rather than fearing the threats posed by synthetic media, cyber defenders should embrace these capabilities by turning these against criminals. Future research should explore ways to implement synthetic media and automated SEAD methods to degrade the capabilities of online malicious actors.
从几乎每一个标准来看,信息安全的现状都是行不通的。攻击者-防御者动态交互矩阵强烈倾向于只需要幸运一次的攻击者。我们认为,采用社会工程主动防御(SEAD)将比保持传统的被动防御策略更有效地对抗恶意行为者。进攻性对策(OCM)防御方法提倡三种对策:烦恼、归因和攻击。烦恼的目的是浪费攻击者的时间和资源,目的不仅是威慑,而且是增加发现和归因的概率。归因试图确定是谁发起了攻击。尽可能多地收集攻击者的威胁情报,为未来的攻击提供最好的防御。最后,攻击涉及在攻击者的系统上运行代码,以达到威慑和归因的目的。在这项工作中,我们提倡利用类似的方法,通过使用社会工程工具、策略和程序来拒绝、降低和去匿名化恶意行为者。网络防御者不应该担心合成媒体带来的威胁,而应该利用这些能力来对付罪犯。未来的研究应该探索实现合成媒体和自动化SEAD方法的方法,以降低在线恶意行为者的能力。
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引用次数: 2
Understanding and Compressing Music with Maximal Transformable Patterns 用最大可变换模式理解和压缩音乐
Pub Date : 2022-01-26 DOI: 10.1007/978-3-031-34732-0_24
D. Meredith
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引用次数: 0
Individual Deep Fake Recognition Skills are Affected by Viewer's Political Orientation, Agreement with Content and Device Used 个人的深度假识别能力受观众的政治倾向、对内容的认同和使用的设备的影响
Pub Date : 2021-12-30 DOI: 10.31234/osf.io/hwujb
Stefan Sütterlin, Torvald F. Ask, Sophia Mägerle, Sandra Glöckler, Leandra Wolf, Julian Schray, Alaya Chandi, Teodora Bursac, Ali Khodabakhsh, Benjamin J. Knox, Matthew Canham, R. Lugo
AI-generated “deep fakes” are becoming increasingly professional and can be expected to become an essential tool for cybercriminals conducting targeted and tailored social engineering attacks, as well as for others aiming for influencing public opinion in a more general sense. While the technological arms race is resulting in increasingly efficient forensic detection tools, these are unlikely to be in place and applied by common users on an everyday basis any time soon, especially if social engineering attacks are camouflaged as unsuspicious conversations. To date, most cybercriminals do not yet have the necessary resources, competencies or the required raw material featuring the target to produce perfect impersonifications. To raise awareness and efficiently train individuals in recognizing the most widespread deep fakes, the understanding of what may cause individual differences in the ability to recognize them can be central. Previous research suggested a close relationship between political attitudes and top-down perceptual and subsequent cognitive processing styles. In this study, we aimed to investigate the impact of political attitudes and agreement with the political message content on the individual’s deep fake recognition skills.In this study, 163 adults (72 females = 44.2%) judged a series of video clips with politicians’ statements across the political spectrum regarding their authenticity and their agreement with the message that was transported. Half of the presented videos were fabricated via lip-sync technology. In addition to the particular agreement to each statement made, more global political attitudes towards social and economic topics were assessed via the Social and Economic Conservatism Scale (SECS).Data analysis revealed robust negative associations between participants’ general and in particular social conservatism and their ability to recognize fabricated videos. This effect was pronounced where there was a specific agreement with the message content. Deep fakes watched on mobile phones and tablets were considerably less likely to be recognized as such compared to when watched on stationary computers.To the best of our knowledge, this study is the first to investigate and establish the association between political attitudes and interindividual differences in deep fake recognition. The study further supports very recently published research suggesting relationships between conservatism and perceived credibility of conspiracy theories and fake news in general. Implications for further research on psychological mechanisms underlying this effect are discussed.
人工智能生成的“深度造假”正变得越来越专业,有望成为网络犯罪分子进行有针对性和量身定制的社会工程攻击的重要工具,以及其他旨在影响公众舆论的工具。虽然技术军备竞赛导致越来越高效的取证检测工具,但这些工具不太可能在短期内被普通用户在日常基础上应用,特别是如果社会工程攻击伪装成不可疑的对话。到目前为止,大多数网络犯罪分子还没有必要的资源、能力或所需的原材料来制造完美的冒充目标。为了提高认识并有效地训练个人识别最普遍的深度伪造,了解可能导致个人识别能力差异的原因是至关重要的。先前的研究表明,政治态度与自上而下的感知和随后的认知加工风格之间存在密切关系。在本研究中,我们旨在探讨政治态度和对政治信息内容的认同对个人深度虚假识别技能的影响。在这项研究中,163名成年人(72名女性= 44.2%)对一系列视频片段进行了评判,这些视频片段中包含了不同政治领域的政治家的言论,包括真实性和对所传达信息的认同程度。一半的视频是通过假唱技术制作的。除了对每项声明的特定同意外,还通过社会和经济保守主义量表(SECS)评估了对社会和经济主题的更多全球政治态度。数据分析显示,参与者的社会保守主义与他们识别伪造视频的能力之间存在强烈的负相关。当与消息内容有特定的一致时,这种效果就会明显。与在固定电脑上观看相比,在手机和平板电脑上观看的深度假照片被识别出来的可能性要小得多。据我们所知,这项研究是第一个调查和建立政治态度与深度虚假识别中个体间差异之间关系的研究。这项研究进一步支持了最近发表的一项研究,即保守主义与阴谋论和假新闻的可信度之间存在关系。讨论了进一步研究这种效应背后的心理机制的意义。
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引用次数: 1
Exploring rationality of self awareness in social networking for logical modeling of unintentional insiders 探索社交网络中自我意识的合理性,为非故意知情人建立逻辑模型
Pub Date : 2021-11-30 DOI: 10.1007/978-3-031-05563-8_22
F. Kammüller, Chelsea Mira Alvarado
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引用次数: 1
shinyJackpot: Visualizing Lottery Gambling in a Large Canadian City shinyJackpot:可视化加拿大大城市的彩票赌博
Pub Date : 2021-09-09 DOI: 10.31234/osf.io/ksqhb
Andrew Li
Lottery gambling is widely enjoyed by Canadians and is the most popular form of legal gambling. As such, discovering and analyzing patterns in lottery gambling data is an important but nontrivial task. In this work, three methods were presented to process and visualize it to the end user to allow for faster pattern discovery. A bubble graph was utilized for the comparative analysis of lottery sales per each neighbourhood of the city of Toronto, Canada. As well, a scatter plot was used to explore the relationship between different neighbourhoods, lottery game product, year, lottery ticket sales, and demographic information. Lastly, a line graph was deployed to compare the jackpot size and ticket sales over time. shinyJackpot is deployed at https://andrewcli.shinyapps.io/shinyJackpot/ for online use. The repository is available at https://github.com/andr3wli/shinyapps.
彩票赌博受到加拿大人的广泛喜爱,是最受欢迎的合法赌博形式。因此,发现和分析彩票赌博数据中的模式是一项重要但不平凡的任务。在这项工作中,提出了三种方法来处理和可视化最终用户,以允许更快的模式发现。利用气泡图对加拿大多伦多市每个街区的彩票销售进行比较分析。此外,我们还使用散点图来探索不同社区、彩票游戏产品、年份、彩票销售和人口统计信息之间的关系。最后,我们使用了一个线形图来比较累积奖金的大小和彩票销售额随时间的变化。shinyJackpot部署在https://andrewcli.shinyapps.io/shinyJackpot/上供在线使用。该存储库可从https://github.com/andr3wli/shinyapps获得。
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引用次数: 0
Shift in Computation - Tangible to Intangible 计算的转变——有形到无形
Pub Date : 2021-07-24 DOI: 10.1007/978-3-030-77074-7_14
Yufan Xie
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引用次数: 0
Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview 通过在线攻略和访谈探讨用户对认知游戏的看法
Pub Date : 2021-07-24 DOI: 10.1007/978-3-030-78108-8_2
Kyle Harrington, M. Craven, Max L. Wilson, A. Landowska
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