Malware attacks have become one of the most critical issues in the Internet nowadays. Most types of malware, after infecting a computer, attempt contacts to the Command and Control (C&C) servers using IP addresses or Fully Qualified Domain Name (FQDN) for further instructions. In the former case, the malware connects to the C&C servers directly without DNS name resolutions, while in the later case, DNS name resolutions for obtaining the IP addresses of the C&C servers are required. In both cases, the outbound traffic will be initialized by an unrecognized application program, the malware. In this research, we focus on these peculiarities and propose an anomaly detection system on user terminals based on outbound traffic filtering by using Software Defined Network (SDN) and DNS Response Policy Zone (DNS RPZ) technologies. In the proposed system, the outbound traffic initialized by unrecognized application programs or destined to the IP addresses obtained without DNS name resolutions will be detected and blocked on user terminals. What's more, in order to reduce false positive detections, an alert message will make the users decide whether or not to allow the detected traffic. We implemented a prototype system on MacOS machine and conducted feature evaluations. According to the evaluation results, we confirmed that the proposed system worked exactly as we designed with the features of detection, blocking and alerting anomalies on user terminals.
{"title":"Anomaly Detection on User Terminals Based on Outbound Traffic Filtering by DNS Query Monitoring and Application Program Identification","authors":"Yong Jin, M. Tomoishi, N. Yamai","doi":"10.1145/3478472.3478481","DOIUrl":"https://doi.org/10.1145/3478472.3478481","url":null,"abstract":"Malware attacks have become one of the most critical issues in the Internet nowadays. Most types of malware, after infecting a computer, attempt contacts to the Command and Control (C&C) servers using IP addresses or Fully Qualified Domain Name (FQDN) for further instructions. In the former case, the malware connects to the C&C servers directly without DNS name resolutions, while in the later case, DNS name resolutions for obtaining the IP addresses of the C&C servers are required. In both cases, the outbound traffic will be initialized by an unrecognized application program, the malware. In this research, we focus on these peculiarities and propose an anomaly detection system on user terminals based on outbound traffic filtering by using Software Defined Network (SDN) and DNS Response Policy Zone (DNS RPZ) technologies. In the proposed system, the outbound traffic initialized by unrecognized application programs or destined to the IP addresses obtained without DNS name resolutions will be detected and blocked on user terminals. What's more, in order to reduce false positive detections, an alert message will make the users decide whether or not to allow the detected traffic. We implemented a prototype system on MacOS machine and conducted feature evaluations. According to the evaluation results, we confirmed that the proposed system worked exactly as we designed with the features of detection, blocking and alerting anomalies on user terminals.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115629314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Multi-turn response selection is a major challenge for chatbot dialogue systems. The existing methods either ignore the interactions among previous utterances for context modeling, or regard all the previous utterances of the same importance. In this paper, we propose a context-aware network (CAN) for the multi-turn response selection task. The main idea of CAN is to learn the unified representation vector of the utterance and response for response matching. First, CAN uses a hierarchical attention mechanism to extract important features of utterances for modeling the utterance representation . Then CAN separates the current message from the historical dialogues, and calculates the matching degree between the current message and each historical dialogue to get the utterances aggregation representation. Finally, CAN uses multi-layer perceptron (MLP) to predicate the score of each response. Experiments on three public datasets show that CAN outperforms the baseline models on most metrics and demonstrates compatibility across domains for multi-turn response selection.
{"title":"Context-Aware Network for Multi-Turn Response Selection in Retrieval-Based Chatbots","authors":"Jinghua Zhu, Dandan Yuan, Heran Xi","doi":"10.1145/3478472.3478479","DOIUrl":"https://doi.org/10.1145/3478472.3478479","url":null,"abstract":"Multi-turn response selection is a major challenge for chatbot dialogue systems. The existing methods either ignore the interactions among previous utterances for context modeling, or regard all the previous utterances of the same importance. In this paper, we propose a context-aware network (CAN) for the multi-turn response selection task. The main idea of CAN is to learn the unified representation vector of the utterance and response for response matching. First, CAN uses a hierarchical attention mechanism to extract important features of utterances for modeling the utterance representation . Then CAN separates the current message from the historical dialogues, and calculates the matching degree between the current message and each historical dialogue to get the utterances aggregation representation. Finally, CAN uses multi-layer perceptron (MLP) to predicate the score of each response. Experiments on three public datasets show that CAN outperforms the baseline models on most metrics and demonstrates compatibility across domains for multi-turn response selection.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129968124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
An ergonomic analysis on the side cutter/nippers design was conducted in relation to the comfort of the user. A total of 20 male participants participated in the study, most of which are right-hand dominant. These factors: Handle length (min: 62.70mm, max: 110.00mm), handle diameter (min: 7.50mm; max: 16.40), handle shape, handle inter distance, and grip method were determined to be the most important factor in the tool design to consider for the comfort of the user. Most of the users experience ache, pain, and discomfort on the Area E of the hand. It is considered that side cutters/nippers with the handle length that spreads the entire breadth of the palm to be the most comfortable to use. The results can be used as the basic data for the manufacturers’ design of the side cutter/nippers.
{"title":"Analysis of Factors Influencing Grip and Comfort of Side Nippers’ Usage in Plastic Model Kit Building","authors":"Jessie Ian C. Villanueva, Yogi Tri Prasetyo","doi":"10.1145/3478472.3478480","DOIUrl":"https://doi.org/10.1145/3478472.3478480","url":null,"abstract":"An ergonomic analysis on the side cutter/nippers design was conducted in relation to the comfort of the user. A total of 20 male participants participated in the study, most of which are right-hand dominant. These factors: Handle length (min: 62.70mm, max: 110.00mm), handle diameter (min: 7.50mm; max: 16.40), handle shape, handle inter distance, and grip method were determined to be the most important factor in the tool design to consider for the comfort of the user. Most of the users experience ache, pain, and discomfort on the Area E of the hand. It is considered that side cutters/nippers with the handle length that spreads the entire breadth of the palm to be the most comfortable to use. The results can be used as the basic data for the manufacturers’ design of the side cutter/nippers.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130614524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper proposes a new algorithm for abnormal behavior detection in surveillance video. Firstly, the motion information image of each frame is constructed by calculating the optical flow size and the angle difference between the optical flow vectors between consecutive frames, and then the obtained motion image information is input into the convolutional neural network (CNN) for training, and used for video abnormal behavior detection. In the algorithm, the motion information image generated based on optical flow information can provide the motion information features in the video image more accurately, which makes it easier to distinguish the normal behavior and abnormal behavior of the video. The experiment of this algorithm is carried out on the commonly used data set PETS 2009. Experimental results show that the proposed method and other algorithms have a significant improvement in the accuracy of abnormal behavior detection.
{"title":"Video Abnormal Behavior Detection Based on Optical Flow Method and Convolutional Neural Network","authors":"Zhengyan Liu, Han Xia","doi":"10.1145/3478472.3478476","DOIUrl":"https://doi.org/10.1145/3478472.3478476","url":null,"abstract":"This paper proposes a new algorithm for abnormal behavior detection in surveillance video. Firstly, the motion information image of each frame is constructed by calculating the optical flow size and the angle difference between the optical flow vectors between consecutive frames, and then the obtained motion image information is input into the convolutional neural network (CNN) for training, and used for video abnormal behavior detection. In the algorithm, the motion information image generated based on optical flow information can provide the motion information features in the video image more accurately, which makes it easier to distinguish the normal behavior and abnormal behavior of the video. The experiment of this algorithm is carried out on the commonly used data set PETS 2009. Experimental results show that the proposed method and other algorithms have a significant improvement in the accuracy of abnormal behavior detection.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114716383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tingting Cai, Shuhong Sha, Zhaopeng Meng, Chung-Ming Own
Studies have suggested the possible advantages of Tangible User Interfaces (TUIs) over Multi-Touch Interfaces (MTIs) in preschool education, but more objective evidence is lacking. In this study, we designed an math game called “THE NUMBERS” for preschool children, using eye-tracking to assess cognitive differences between the TUI version and the MTI version to compare their potential to enhance learning. Results showed that when using the TUI version participants made more attempts, which was a significant predictor of learning outcomes; the TUI version had a lower cognitive load; participants' attention was more focused on areas containing critical content using the TUI version; and the TUI version had higher satisfaction than the MTI version because it was more accessible. These findings provided theoretical supports for the use of TUIs in preschool education.
{"title":"Tangible vs. Multi-Touch: Comparing Potential to Enhance Learning for Preschool Children Using Eye-tracking","authors":"Tingting Cai, Shuhong Sha, Zhaopeng Meng, Chung-Ming Own","doi":"10.1145/3478472.3478473","DOIUrl":"https://doi.org/10.1145/3478472.3478473","url":null,"abstract":"Studies have suggested the possible advantages of Tangible User Interfaces (TUIs) over Multi-Touch Interfaces (MTIs) in preschool education, but more objective evidence is lacking. In this study, we designed an math game called “THE NUMBERS” for preschool children, using eye-tracking to assess cognitive differences between the TUI version and the MTI version to compare their potential to enhance learning. Results showed that when using the TUI version participants made more attempts, which was a significant predictor of learning outcomes; the TUI version had a lower cognitive load; participants' attention was more focused on areas containing critical content using the TUI version; and the TUI version had higher satisfaction than the MTI version because it was more accessible. These findings provided theoretical supports for the use of TUIs in preschool education.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126476149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jianlin Wang, W. Guo, Yuan Wei, Haoyu Zhang, Xiaohui Liu, Chaokun Yan
With the economic development and people's growing demand for a better life, the proportion of home decoration market in the economic market is also gradually rising. However, under the impact of the downturn of the general environment and the new mode of Internet, many offline home decoration companies cannot bear the heavy burden and are struggling in the market operation. For a variety of marketing methods of businesses, consumers have immunity, little effect, so home decoration technology needs to produce a new model in the Internet environment. Though combining virtual reality technology with interior design, a new intelligent automation interior design system based on VR technology is introduced. This paper introduces the design and implementation of virtual system for interior design, and analyzes the key technologies of VR application. The main design idea of this system is to automatically design a perfect indoor layout with lighting effect, reflection effect and visual effect as the technical indicators according to different room types, including the functions of importing CAD drawings to dynamically create houses, automatically calculating scene layout, and accepting user interaction to change the design. In the specific implementation process, through the improved LOD technology, that is, according to the characteristics of VR scene, focus on rendering objects in the first person perspective, for all kinds of actors out of the perspective of high LOD optimization, PBR Technology (Physics Based Rendering Technology), combined pre-rendering and real-time Rendering can not only avoid the influence of the first person perspective effect caused by the general global rendering of the scene, but also avoid the high cost of computer performance caused by the rendering process.
{"title":"A Virtual Reality System for Automation Assisted Interior Design","authors":"Jianlin Wang, W. Guo, Yuan Wei, Haoyu Zhang, Xiaohui Liu, Chaokun Yan","doi":"10.1145/3478472.3478474","DOIUrl":"https://doi.org/10.1145/3478472.3478474","url":null,"abstract":"With the economic development and people's growing demand for a better life, the proportion of home decoration market in the economic market is also gradually rising. However, under the impact of the downturn of the general environment and the new mode of Internet, many offline home decoration companies cannot bear the heavy burden and are struggling in the market operation. For a variety of marketing methods of businesses, consumers have immunity, little effect, so home decoration technology needs to produce a new model in the Internet environment. Though combining virtual reality technology with interior design, a new intelligent automation interior design system based on VR technology is introduced. This paper introduces the design and implementation of virtual system for interior design, and analyzes the key technologies of VR application. The main design idea of this system is to automatically design a perfect indoor layout with lighting effect, reflection effect and visual effect as the technical indicators according to different room types, including the functions of importing CAD drawings to dynamically create houses, automatically calculating scene layout, and accepting user interaction to change the design. In the specific implementation process, through the improved LOD technology, that is, according to the characteristics of VR scene, focus on rendering objects in the first person perspective, for all kinds of actors out of the perspective of high LOD optimization, PBR Technology (Physics Based Rendering Technology), combined pre-rendering and real-time Rendering can not only avoid the influence of the first person perspective effect caused by the general global rendering of the scene, but also avoid the high cost of computer performance caused by the rendering process.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133993196","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
One of key issues in computer game development is how to effectively and quickly evaluate the feeling and experience of users. The model proposed will correlate physiological data with emotional states to remake it easier for developers to create contents that are emotionally engaging. Once we know the physiological response to game experiences and the mechanism driving them, we can have a greater control over observed effect people react to computer game. A further application is the use of this model for creating new game features and content based on physiological signals. In addition to benefiting the industry, the long term implications of this model will be socially significant. It will provide future researchers with a “bridge” between the material world of images, sounds, physiology, and the mental world of emotions and intentions.
{"title":"A Model for Developing Emotional Computer Game Experiences Based on Physiological Measurements","authors":"Chaoguang Wang, Qi Song","doi":"10.1145/3478472.3478477","DOIUrl":"https://doi.org/10.1145/3478472.3478477","url":null,"abstract":"One of key issues in computer game development is how to effectively and quickly evaluate the feeling and experience of users. The model proposed will correlate physiological data with emotional states to remake it easier for developers to create contents that are emotionally engaging. Once we know the physiological response to game experiences and the mechanism driving them, we can have a greater control over observed effect people react to computer game. A further application is the use of this model for creating new game features and content based on physiological signals. In addition to benefiting the industry, the long term implications of this model will be socially significant. It will provide future researchers with a “bridge” between the material world of images, sounds, physiology, and the mental world of emotions and intentions.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"699 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116118048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Based on the increasing attention of HPV vaccine, its APP interface design has become an important carrier of the service platform. Based on the analysis method of semantic difference, 10 vaccine service APP interface samples were selected, and the aesthetic preference questionnaire survey was conducted for women of 16-26 years old. The semantic score was evaluated by style, and the SPSS software was used for principal component analysis to extract the target age group. The main component of female style preference factors provides design reference for APP interface style.
{"title":"Evaluation of Interface Style of HPV Vaccine Service APP based on Semantic Difference Method","authors":"Shining Jin","doi":"10.1145/3478472.3478475","DOIUrl":"https://doi.org/10.1145/3478472.3478475","url":null,"abstract":"Based on the increasing attention of HPV vaccine, its APP interface design has become an important carrier of the service platform. Based on the analysis method of semantic difference, 10 vaccine service APP interface samples were selected, and the aesthetic preference questionnaire survey was conducted for women of 16-26 years old. The semantic score was evaluated by style, and the SPSS software was used for principal component analysis to extract the target age group. The main component of female style preference factors provides design reference for APP interface style.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129218190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nowadays, information technology is developing rapidly and the development of 5G technology will enhance the information interconnection between substances and promote the development of society. Under the background of the development of 5G technology, it is particularly important to alleviate the road traffic problems in the process of urban development and improve the information level of the traffic network. By combining 5G technology with smart transportation, it is especially significant to improve the information development of the traffic network by using the 5G technology developed at the present stage. This paper analyzes the application of 5G technology and smart transportation, and puts forward reasonable suggestions and superficial planning, so as to provide reference for solving urban road problems. It is believed that 5G cloud computing and edge computing can accelerate the data processing speed and increase the data flow and the benefits of the new algorithm can be seen. In addition, it is beneficial to use MIMO Antenna Technology to improve the transit rail system and improve the efficiency of track overhaul and maintenance.
{"title":"Application of Intelligent Transportation System Based on 5G","authors":"Y. Deng","doi":"10.1145/3478472.3478478","DOIUrl":"https://doi.org/10.1145/3478472.3478478","url":null,"abstract":"Nowadays, information technology is developing rapidly and the development of 5G technology will enhance the information interconnection between substances and promote the development of society. Under the background of the development of 5G technology, it is particularly important to alleviate the road traffic problems in the process of urban development and improve the information level of the traffic network. By combining 5G technology with smart transportation, it is especially significant to improve the information development of the traffic network by using the 5G technology developed at the present stage. This paper analyzes the application of 5G technology and smart transportation, and puts forward reasonable suggestions and superficial planning, so as to provide reference for solving urban road problems. It is believed that 5G cloud computing and edge computing can accelerate the data processing speed and increase the data flow and the benefits of the new algorithm can be seen. In addition, it is beneficial to use MIMO Antenna Technology to improve the transit rail system and improve the efficiency of track overhaul and maintenance.","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128084728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proceedings of the 2021 International Conference on Human-Machine Interaction","authors":"","doi":"10.1145/3478472","DOIUrl":"https://doi.org/10.1145/3478472","url":null,"abstract":"","PeriodicalId":344692,"journal":{"name":"Proceedings of the 2021 International Conference on Human-Machine Interaction","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123249424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}