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APPLYING SOCMINT TO EXTRACT CYBER THREAT INTELLIGENCE FROM THE RUSSIA-UKRAINE CONFLICT 用socmint从俄乌冲突中提取网络威胁情报
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220204
Bipun Thapa
The paper applied SOCMINT (Social Media Intelligence) techniques to discover cybersecurity-related information from the contemporary Russia-Ukraine conflict. Using open-source tools and APIs, datasets created were assessed through topic modeling, thematic analysis (word cloud), Logit function, and neural network classification. The topic modeling and word cloud yielded trifling insights, but Logit and neural network classifier, MLP, suggested statistically significant features that were important to the outcome of the tweets with reasonable accuracy of 91%. Through the use of synthetic data (GaussianCopula) and feature selection(stepAIC), the model was extended to improve accuracy, which resulted in 96% accuracy, though, such competent performance requires further investigation. While deciphering the right intelligence is a challenge due to the unruly nature of social media, this nascent technique can be helpful with the proper framework and approach.
本文应用SOCMINT(社交媒体情报)技术从当代俄罗斯-乌克兰冲突中发现与网络安全相关的信息。使用开源工具和api,通过主题建模、主题分析(词云)、Logit函数和神经网络分类对创建的数据集进行评估。主题建模和词云产生了微不足道的见解,但Logit和神经网络分类器MLP提出了统计上显著的特征,这些特征对推文的结果很重要,合理的准确率为91%。通过使用合成数据(GaussianCopula)和特征选择(stepAIC),对模型进行了扩展以提高准确率,准确率达到96%,但这种合格的性能需要进一步研究。虽然由于社交媒体的不守规矩,破译正确的情报是一项挑战,但这种新兴技术可以通过适当的框架和方法提供帮助。
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引用次数: 0
RAISING INFORMATION SECURITY AWARENESS USING DIGITAL SERIOUS GAMES WITH EMOTIONAL DESIGN 利用具情感设计的数码严肃游戏,提高市民的资讯保安意识
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220202
F. Prott, M. Scholl
Research studies repeatedly show that, worldwide, violations of security guidelines and data protection regulations often result from unconscious behavior and/or active (flawed) decisions made by individuals. The training and education of users to promote awareness of information security (InfoSec) and appropriate behavior should be one critical and very important component of an organization’s security strategy. How can digital serious games make a lasting contribution to raising awareness of InfoSec? In this paper, we present the development and story concept of digital serious games that are guided by emotional design principles such as personalization and storytelling and by the immersive learning approach. The results of user tests reveal that the developed digital serious games are positively accepted by a wide range of employees, moderately support their daily work, and are able to enhance and intensify InfoSec-related knowledge. In particular, women and people under the age of 35 perceive the most benefit from these digital serious games.
研究一再表明,在世界范围内,违反安全指导方针和数据保护法规的行为往往是由个人无意识的行为和/或主动(有缺陷的)决策造成的。对用户进行培训和教育,以提高对信息安全(InfoSec)的认识和适当的行为,应该是组织安全策略的一个关键和非常重要的组成部分。数字严肃游戏如何对提高资讯安全意识作出持久的贡献?在本文中,我们将呈现基于情感设计原则(如个性化、讲故事以及沉浸式学习方法)的数字严肃游戏的开发和故事概念。用户测试结果显示,所开发的数码严肃游戏受到广大员工的积极接受,对日常工作有一定的辅助作用,并能增强和强化资讯安全相关知识。特别是,女性和35岁以下的人从这些数字严肃游戏中获益最多。
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引用次数: 0
IDENTIFYING FACTORS INFLUENCING STUDENTS’ MOTIVATION IN UX OF AN ONLINE INDUSTRIAL DESIGN EDUCATION 确定影响学生在线工业设计教育体验动机的因素
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220203
Naveen Kumar, Abhijeet Kujur, Jyotish Kumar
Students are exposed to "niche" parts of industrial design that demonstrate accuracy and amount of detail in order to meet real-world design standards. According to the research, keeping students' enthusiasm while enticing them to enroll in an online industrial design course is tough. Currently, technological advances in e-learning are used to make industrial design education and learning more engaging for students. In reaction to new advances, the learners' e-learning methods and motives are evolving fast. According to research, the technological advancements in e-learning are primarily appealing because they are novel and distinct. When learners get used to them, they may lose interest and become less motivated. Motivational aspects of an e-learning platform can aid in comprehending learners' motivation and knowledge acquisition strategies. However, there is a paucity of literature describing methods for evaluating the motivation of online industrial design learning. In the context of online industrial design education, the complexity of students' motivation, drives, and motivational theories has further complicated the evaluation process. This research investigates the relationship between the efficacy of an online industrial design learning platform and the motivation of students. The research used a mixed-methods approach and surveyed and conducted semi-structured interviews with 200 participants who received an online education in industrial design. The research analyses different aspects of industrial design education and their relationship with the attitudes and motivations of students, which may enhance their performance in industrial design applications.
学生将接触到工业设计的“利基”部分,这些部分展示了准确性和细节量,以满足现实世界的设计标准。根据这项研究,保持学生的热情,同时吸引他们参加在线工业设计课程是很困难的。目前,电子学习的技术进步被用来使工业设计教育和学习对学生更有吸引力。为了应对新的进展,学习者的电子学习方法和动机正在迅速发展。根据研究,电子学习的技术进步之所以吸引人,主要是因为它们新颖而独特。当学习者习惯了它们,他们可能会失去兴趣,变得不那么有动力。电子学习平台的动机方面可以帮助理解学习者的动机和知识获取策略。然而,缺乏文献描述评估在线工业设计学习动机的方法。在工业设计在线教育的背景下,学生的动机、驱动力和动机理论的复杂性使评价过程进一步复杂化。本研究旨在探讨工业设计在线学习平台的效能与学生学习动机之间的关系。这项研究采用了混合方法,对200名接受过工业设计在线教育的参与者进行了调查和半结构化访谈。本研究分析了工业设计教育的不同方面,以及它们与学生态度和动机的关系,以提高他们在工业设计应用中的表现。
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引用次数: 0
PARENTING TEENAGE SOCIAL MEDIA USERS: PERCEPTIONS AND PERMISSIONS AS THE PANDEMIC BEGAN 养育青少年社交媒体用户:大流行开始时的观念和许可
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220206
V. Dennen, Hui-fen Shi, S. Rutledge, L. Bagdy, Daeun Jung, Stephen Bunn, Casey Cargill, Catherine Cosgrove, A. Hedquist
Teens are frequent social media users, and although teens often strive for autonomy their social media use may nonetheless be supported or prohibited by their parents. This paper uses an online survey to explore how parents perceived and navigated their teen’s use of social media during the early months of the pandemic. Overall, parents reported high rates of use and effective use for themselves and their teens, with parents generally supportive of teen social media use despite recognizing the potential for negative consequences and fears that their teens might be either victim or instigator of negative social media activities. Parent social media oversight most often involved interacting with teens or observing them with their awareness rather than placing direct restrictions or using monitoring software. During the early months of the pandemic, when about half of all teens were less engaged in school and social activities, parents reported that teens were generally happy, and that social media was important to their happiness. Parents tended to monitor their teens the same as they had previously, but about one-fifth reported becoming less restrictive, particularly where online time was concerned. There were some differences based on age and gender.
青少年经常使用社交媒体,尽管青少年经常争取自主权,但他们使用社交媒体可能会受到父母的支持或禁止。本文通过一项在线调查,探讨了在大流行的最初几个月里,父母是如何看待和引导青少年使用社交媒体的。总体而言,父母报告了他们自己和他们的青少年使用社交媒体的高比率和有效使用,父母普遍支持青少年使用社交媒体,尽管认识到潜在的负面后果,并担心他们的青少年可能成为负面社交媒体活动的受害者或煽动者。父母对社交媒体的监督通常包括与青少年互动或有意识地观察他们,而不是直接限制或使用监控软件。在大流行的最初几个月里,约有一半的青少年较少参与学校和社交活动,父母报告说,青少年总体上很快乐,社交媒体对他们的快乐很重要。父母倾向于像以前一样监督他们的孩子,但大约五分之一的人表示,他们对孩子的限制减少了,尤其是在上网时间方面。根据年龄和性别,存在一些差异。
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引用次数: 0
MEDICMETRIC: A VISUALIZATION TOOL TO SUPPORT THE MANAGEMENT OF TYPE 2 DIABETES MELLITUS 医学计量:支持2型糖尿病管理的可视化工具
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220201
Meggan Kate Naudè, J. Wesson
Diabetes mellitus (DM) is a preventable, long-lasting, and rarely completely cured chronic disease of the pancreas. Many diabetes cases are preventable through lifestyle change. There are a lack of visualization tools for understanding and tracking causal factors and habits, however, which lead to diabetes and impede recovery from it. Without visualization tools that provide immediate feedback and an understanding of the relationship between insulin intake, blood sugar levels (BGLs), exercise, food intake, heart disease, and blood pressure (BP), individuals living with DM are less likely to make good health decisions. The aim of this paper is to discuss the development of a visualization tool called MedicMetric. Fitbit and Dexcom APIs were used to capture health data for the visualization tool. Three new visualization techniques were used in MedicMetric, namely the Annotated Line View, the Radial Progress View and the Change Rate View. It was discovered that IV techniques can be applied to support the self-management of DM by helping to refine new IV designs, which reduce the effort required to retrieve and interpret useful data. IV techniques were used to create and evaluate a new set of visualizations, which were used in the prototype. The results of a usability study showed that the participants would prefer using such an IV tool to better manage their T2DM and personal goals. These results support the theory that IV techniques can be used to support the self-management of T2DM. The MedicMetric prototype was compared to the MySygr and Diabetes:M applications. MedicMetric and MySugr obtained almost identical results for effectiveness and efficiency. However, participants indicated that MedicMetric provided the best support overall, with 100 percent of participants stating that they would prefer to use MedicMetric in future.
糖尿病(DM)是一种可预防的、持久的、很少完全治愈的胰腺慢性疾病。许多糖尿病病例可以通过改变生活方式来预防。然而,缺乏可视化工具来理解和跟踪导致糖尿病并阻碍其康复的因果因素和习惯。如果没有可视化工具提供即时反馈和理解胰岛素摄入、血糖水平(BGLs)、运动、食物摄入、心脏病和血压(BP)之间的关系,糖尿病患者就不太可能做出良好的健康决定。本文的目的是讨论一种名为MedicMetric的可视化工具的开发。使用Fitbit和Dexcom api为可视化工具捕获健康数据。在MedicMetric中使用了三种新的可视化技术,即注释线视图、径向进度视图和变化率视图。研究发现,静脉注射技术可以通过帮助改进新的静脉注射设计来支持糖尿病的自我管理,从而减少检索和解释有用数据所需的工作量。使用IV技术来创建和评估一组新的可视化,这些可视化在原型中使用。一项可用性研究的结果表明,参与者更愿意使用这种IV工具来更好地管理他们的T2DM和个人目标。这些结果支持IV技术可用于支持T2DM自我管理的理论。将MedicMetric原型与MySygr和Diabetes:M应用程序进行了比较。MedicMetric和mysugar在有效性和效率方面获得了几乎相同的结果。然而,参与者表示MedicMetric总体上提供了最好的支持,100%的参与者表示他们将来更愿意使用MedicMetric。
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引用次数: 0
AR IN VR: OMNISTEREOSCOPIC TELEPRESENCE WITH HOLOGRAMS FOR REMOTE MAINTENANCE AND COLLABORATION Ar in vr:用于远程维护和协作的全景全息远程呈现
Pub Date : 2022-11-29 DOI: 10.33965/ijwi_202220207
Furkan Kaynar, M. Hofbauer, A. MacWilliams, Joseph Newman, A. Hutter, E. Steinbach
With the development of mixed reality technologies, remote maintenance and collaboration applications receive increasing interest in the industry. The combination of 360-degree telepresence and augmented reality (AR) cues have been shown to be an effective way of remote collaboration. However, most existing methods do not provide depth perception, which can improve the remote inspection. Also, many methods that use holograms for live collaboration are limited with only pointing functionality. In this paper, we present a 360-degree telepresence system interacting with an AR backend to create an immersive mixed reality interface for remote collaboration. The proposed camera system does not need to be carried by any on-site person, but can be controlled by the remote operator intuitively. We deploy network delay compensation methods and propose novel projection strategies for a correct and efficient rendering. A comparative analysis shows advantages of the proposed system over previous work, and that it is a promising approach for improving remote collaboration and maintenance. Our experiments indicate that our system has a glass-to-glass delay of roughly 106 ms, and a data rate to the client varying between 10-15 Mbps, which can be further optimized for specific applications. Exploratory tests with VR-experienced users showed that the motion-to-photon latency of the system is in acceptable ranges. The system can be deployed in various industrial applications for a live or asynchronous collaboration between an on-site user (with AR) and an off-site user (with AR in VR).
随着混合现实技术的发展,远程维护和协作应用越来越受到业界的关注。360度远程呈现和增强现实(AR)线索的结合已被证明是一种有效的远程协作方式。然而,大多数现有的方法不提供深度感知,这可以改善远程检测。此外,许多使用全息图进行实时协作的方法仅限于指向功能。在本文中,我们提出了一个与AR后端交互的360度远程呈现系统,以创建用于远程协作的沉浸式混合现实界面。所提出的摄像系统不需要任何现场人员携带,而是可以由远程操作人员直观地控制。我们部署了网络延迟补偿方法,并提出了新的投影策略,以实现正确有效的渲染。对比分析表明,所提出的系统与以前的工作相比具有优势,并且它是一种有希望改善远程协作和维护的方法。我们的实验表明,我们的系统具有大约106 ms的玻璃到玻璃延迟,并且到客户端的数据速率在10-15 Mbps之间变化,可以针对特定应用进一步优化。有vr经验的用户的探索性测试表明,系统的运动到光子延迟在可接受的范围内。该系统可以部署在各种工业应用中,用于现场用户(带有AR)和非现场用户(带有AR中的VR)之间的实时或异步协作。
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引用次数: 0
VIRTUAL EXPERT GUIDED SERIOUS ROLE-PLAYING GAME FOR LEARNING COMMUNICATION WITH AUTISTIC PEOPLE 虚拟专家指导的严肃角色扮演游戏,学习与自闭症患者的交流
Pub Date : 2022-09-22 DOI: 10.33965/ijwi_202220105
D. B. Patel, Xavian Ogletree, Yong Pei
Role-play games have been developed to help individuals with autism spectrum disorders to learn social interactions with others. However, there is a lack of role-playing games that teach people without autism the necessary communication skills to engage and interact effectively with autistic people. This research aims to harness the latest technological advances in mobile computing, serious games and human-computer teaming technologies to create a virtual expert guided serious role-playing game to help people learn how to communicate with autistic people. It provides a virtual expert guided experiential and cognitive learning tool, consisting of instruction, play, review, and discussion, that helps achieve enhanced learning outcomes while enabling an independent-learning workflow. By making it available for both iOS and Android devices, it has the potential to help spread the awareness of autism and help create a more inclusive environment for autistic people at schools, universities, and communities.
角色扮演游戏的开发是为了帮助自闭症谱系障碍患者学习与他人的社交互动。然而,缺乏角色扮演游戏来教没有自闭症的人必要的沟通技巧,以便与自闭症患者有效地互动。这项研究旨在利用移动计算、严肃游戏和人机合作技术的最新技术进步,创造一个虚拟专家引导的严肃角色扮演游戏,帮助人们学习如何与自闭症患者交流。它提供了一个虚拟的专家指导的体验和认知学习工具,包括教学、游戏、复习和讨论,有助于实现增强的学习成果,同时实现独立的学习工作流。通过在iOS和Android设备上使用它,它有可能帮助传播自闭症的意识,并帮助在学校、大学和社区为自闭症患者创造一个更具包容性的环境。
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引用次数: 2
CHINESE IT COMPANIES UNDER U.S.-CHINA TRADE WAR: A COMPUTATIONAL POLITICAL COMMUNICATION PERSPECTIVE 中美贸易战下的中国it公司:计算政治传播视角
Pub Date : 2022-09-22 DOI: 10.33965/ijwi_202220103
Yekai Xu, Mingqing Xie
Computational political communication, based on big data analytics of social media texts, provides a paradigm for understanding the public's view of and engagement with political events worldwide. This study reviews previous efforts by social and data scientists and offers a demo to show the potential of computational political communication. To characterize online political communication dynamics surrounding U.S.-China tensions and gain a better understanding of the U.S.-China power struggle, a vast amount of user-generated Twitter data is compiled from March 2020 to March 2021 globally. Chinese IT giants (Huawei, Tencent, and ByteDance) and major English-speaking countries (the United States, United Kingdom, Canada, Australia, New Zealand, India, and Pakistan) are chosen as keywords for filtering the tweets gathered. Sentiment analysis of the tweets is carried out automatically. It is found that the popularities of debates regarding certain nations and companies are uneven and might be triggered by events. Furthermore, rather than being segregated, the discourses of all of these companies are intertwined. It is expected that future studies can apply more fine-grained, categorized, and automated sentiment and topic analysis to show a panorama of online public opinion.
基于社交媒体文本大数据分析的计算政治传播为理解公众对全球政治事件的看法和参与提供了一种范式。本研究回顾了社会和数据科学家之前的努力,并提供了一个演示来展示计算政治传播的潜力。为了描述围绕中美紧张局势的在线政治交流动态,并更好地了解美中权力斗争,我们收集了2020年3月至2021年3月期间全球大量用户生成的推特数据。中国IT巨头(华为、腾讯、字节跳动)和主要英语国家(美国、英国、加拿大、澳大利亚、新西兰、印度、巴基斯坦)被选为过滤推文的关键词。自动对推文进行情感分析。研究发现,关于某些国家和公司的辩论的受欢迎程度是不平衡的,可能是由事件引发的。此外,所有这些公司的话语不是相互隔离的,而是相互交织的。预计未来的研究可以应用更细粒度、分类和自动化的情感和主题分析,以展示在线民意的全景。
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引用次数: 0
CROSS-ORGANIZATIONAL PERFORMANCE OF E-GOVERNMENT AT SURABAYA CITY IN INDONESIA 印尼泗水市电子政务跨组织绩效研究
Pub Date : 2022-09-22 DOI: 10.33965/ijwi_202220104
Mudjahidin, Nidia Avisyah Putri, Andre Parvian Aristio, Lukman Junaedi
There are tens to hundreds of cross-organizational e-Government applications at Surabaya City Government. It is necessary to conduct an in-depth study on what factors affect the system performance and consider user input as an evaluation to improve the service quality of the cross-organizational e-Government system at Surabaya City Government. This study was conducted to examine and determine the factors that influence the primary performance of the cross-organizational e-Government system, namely “Effectivity,” “Efficiency,” “Accountability” by considering “Technical,” “Managerial/Organizational,” and “Institutional/Inter-organizational” factors. Questionnaire questions use a Likert scale assessment with numbers 1 to 7. The Likert scale itself is an assessment to measure respondent perception, opinions, and characteristics towards a social phenomenon. The questionnaire has prepared then validated first to at least 30 respondents before being distributed. The respondents are employees of various levels at Surabaya City Government, East Java at Surabaya City Government. The Demographics of respondents are 18-58 years old. The educational background of the respondents is from Senior High School (SHS), Bachelor, to Postgraduate. The survey obtains 164 data from respondents offline. The data processing uses Partial Least Square (PLS) by testing the structural model (outer model) and the measurement model (inner model). The findings of this study provide suggestions for developing the performance of cross-organizational e-Government systems based on factors that have a significant influence and obtain strategic recommendations that can affect the performance of cross-organizational e-Government systems at Surabaya City Government in Indonesia. In addition, this study also provides a methodology for implementing and describing the conceptual models for further research related to an integrated cross-organizational e-Government system.
泗水市政府有数十到数百个跨组织的电子政务应用程序。为了提高泗水市政府跨组织电子政务系统的服务质量,有必要对影响系统性能的因素进行深入研究,并将用户输入作为评价。本研究通过考虑“技术”、“管理/组织”和“制度/组织间”因素,考察并确定影响跨组织电子政务系统主要绩效的因素,即“有效性”、“效率”、“问责”。问卷问题使用李克特量表评估,从1到7。李克特量表本身是一种评估,以衡量受访者对社会现象的看法,意见和特征。在分发之前,问卷已准备好,并首先对至少30名应答者进行验证。受访者是泗水市政府、东爪哇泗水市政府的各级雇员。受访者的年龄在18-58岁之间。受访者的教育背景为高中(SHS)、本科、研究生。该调查从线下受访者那里获得164项数据。数据处理采用偏最小二乘法(PLS),对结构模型(外模型)和测量模型(内模型)进行检验。本研究的研究结果针对影响印尼泗水市政府跨组织电子政务系统绩效的因素,提供了开发跨组织电子政务系统绩效的建议,并获得了能够影响跨组织电子政务系统绩效的策略建议。此外,本研究还提供了一种实施和描述概念模型的方法,用于进一步研究与集成跨组织电子政务系统相关的概念模型。
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引用次数: 0
A VIRTUAL REALITY SIMULATOR FOR TRAINING ELECTRICIANS TO WORK ON ELECTRIC POWER DISTRIBUTION NETWORK 用于培训电工在配电网上工作的虚拟现实模拟器
Pub Date : 2021-11-01 DOI: 10.33965/ijwi_202119205
E. Tanaka, Tiago Paula, G. S. F. Gouveia, Rovilson A. F. Leal Junior, Lucimara de Almeida, Leonardo R. Domingues, A. Alves, R. Oliveira
Immersive virtual reality simulators have been adopted in formal education and corporate trainings as they can represent real world scenarios, conditions and events that have inherent risks and/or that are not easily reproducible on classrooms or laboratories. One of the areas that can use these simulators is the electric power distribution network. Especially in Brazil, electricians take formal trainings to work on the electric power distribution network but usually do not experience the real conditions of the network and the several risks involved with it during these trainings. Consequently, even after taking the whole trainings, the electricians may not be well prepared to work on the emergency services or even on some of the scheduled maintenance services of the network, taking longer than expected to conclude these services. Therefore, this paper presents the development of an immersive virtual reality simulator for training electricians to work on the distribution network, considering the safety procedures, the proper usage of equipment and the collaboration with other electricians. By practicing in the proposed simulator, it is expected to improve the trainings and to expand the knowledge and the skills of the electricians.
沉浸式虚拟现实模拟器已被正式教育和企业培训采用,因为它们可以代表具有固有风险和/或不易在教室或实验室重现的真实世界场景、条件和事件。其中一个可以使用这些模拟器的领域是电力分配网络。特别是在巴西,电工接受了正规的配电网工作培训,但在培训过程中往往没有体验到电网的真实情况和各种风险。因此,即使在接受了全部培训后,电工也可能没有准备好从事应急服务,甚至一些网络的定期维护服务,需要比预期更长的时间才能完成这些服务。因此,考虑到安全规程、设备的正确使用以及与其他电工的协作,本文提出了一种用于配电网电工培训的沉浸式虚拟现实模拟器的开发。通过在所提出的模拟器上的实践,期望能改善培训,扩大电工的知识和技能。
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引用次数: 1
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