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Diese Studie untersucht die Aneignung und Nutzung von Sprachassistenten wie Google Assistant oder Amazon Alexa in Privathaushalten. Unsere Forschung basiert auf zehn Tiefeninterviews mit Nutzern von Sprachassistenten sowie der Evaluation bestimmter Interaktionen in der Interaktionshistorie. Unsere Ergebnisse illustrieren, zu welchen Anlässen Sprachassistenten im heimischen Umfeld genutzt werden, welche Strategien sich die Nutzer in der Interaktion mit Sprachassistenten angeeignet haben, wie die Interaktion abläuft und welche Schwierigkeiten sich bei der Einrichtung und Nutzung des Sprachassistenten ergeben haben. Ein besonderer Fokus der Studie liegt auf Fehlinteraktionen, also Situationen, in denen die Interaktion scheitert oder zu scheitern droht. Unsere Studie zeigt, dass das Nutzungspotenzial der Assistenten häufig nicht ausgeschöpft wird, da die Interaktion in komplexeren Anwendungsfällen häufig misslingt. Die Nutzer verwenden daher den Sprachassistenten eher in einfachen Anwendungsfällen und neue Apps und Anwendungsfälle werden gar nicht erst ausprobiert. Eine Analyse der Aneignungsstrategien, beispielsweise durch eine selbst erstellte Liste mit Befehlen, liefert Erkenntnisse für die Gestaltung von Unterstützungswerkzeugen sowie die Weiterentwicklung und Optimierung von sprachbasierten Mensch-Maschine-Interfaces.
2-Methyl-3-hydroxybutyryl-CoA dehydrogenase deficiency is caused by mutations in the HADH2 gene
(2003)
3D Printers as Sociable Technologies: Taking Appropriation Infrastructures to the Internet of Things
(2017)
3D time of flight distance measurement with custom solid state image sensors in CMOS, CCD technology
(2000)
Since we are living in a three-dimensional world, an adequate description of our environment for many applications includes the relative position and motion of the different objects in a scene. Nature has satisfied this need for spatial perception by providing most animals with at least two eyes. This stereo vision ability is the basis that allows the brain to calculate qualitative depth information of the observed scene. Another important parameter in the complex human depth perception is our experience and memory. Although it is far more difficult, a human being is even able to recognize depth information without stereo vision. For example, we can qualitatively deduce the 3D scene from most photos, assuming that the photos contain known objects [COR]. The acquisition, storage, processing and comparison of such a huge amount of information requires enormous computational power - with which nature fortunately provides us. Therefore, for a technical implementation, one should resort to other simpler measurement principles. Additionally, the qualitative distance estimates of such knowledge-based passive vision systems can be replaced by accurate range measurements.
3D Time-of-Flight (ToF)
(2012)
3D Time-of-Flight (ToF)
(2015)
3D User Interfaces
(2005)
3D-Imaging
(2009)
In Fortführung zu den drei erfolgreichen „Usable Security und Privacy“ Workshops der letzten drei Jahre, sollen in einem vierten ganztätigen wissenschaftlichen Workshop auf der diesjährigen Mensch und Computer sechs bis acht Arbeiten auf dem Gebiet Usable Security and Privacy vorgestellt und diskutiert werden. Vorgesehen sind Beiträge aus Forschung und Praxis, die neue nutzerzentrierte Ansätze aber auch praxisrelevante Lösungen zur nutzerzentrierten Entwicklung und Ausgestaltung von digitalen Schutzmechanismen thematisieren. Mit dem Workshop soll das etablierte Forum weiterentwickelt werden, in dem sich Experten aus unterschiedlichen Domänen, z. B. dem Usability-Engineering und Security-Engineering, transdisziplinär austauschen können. Der Workshop wird von den Organisatoren als klassischer wissenschaftlicher Workshop ausgestaltet. Ein Programmkomitee bewertet die Einreichungen und wählt daraus die zur Präsentation akzeptierten Beiträge aus. Diese werden zudem im Poster- und Workshopband der Mensch und Computer 2018 veröffentlicht.
Recent years have seen extensive adoption of domain generation algorithms (DGA) by modern botnets. The main goal is to generate a large number of domain names and then use a small subset for actual C&C communication. This makes DGAs very compelling for botmasters to harden the infrastructure of their botnets and make it resilient to blacklisting and attacks such as takedown efforts. While early DGAs were used as a backup communication mechanism, several new botnets use them as their primary communication method, making it extremely important to study DGAs in detail.
In this paper, we perform a comprehensive measurement study of the DGA landscape by analyzing 43 DGAbased malware families and variants. We also present a taxonomy for DGAs and use it to characterize and compare the properties of the studied families. By reimplementing the algorithms, we pre-compute all possible domains they generate, covering the majority of known and active DGAs. Then, we study the registration status of over 18 million DGA domains and show that corresponding malware families and related campaigns can be reliably identified by pre-computing future DGA domains. We also give insights into botmasters’ strategies regarding domain registration and identify several pitfalls in previous takedown efforts of DGA-based botnets. We will share the dataset for future research and will also provide a web service to check domains for potential DGA identity.
The aim of design science research (DSR) in information systems is the user-centred creation of IT-artifacts with regard to specific social environments. For culture research in the field, which is necessary for a proper localization of IT-artifacts, models and research approaches from social sciences usually are adopted. Descriptive dimension-based culture models most commonly are applied for this purpose, which assume culture being a national phenomenon and tend to reduce it to basic values. Such models are useful for investigations in behavioural culture research because it aims to isolate, describe and explain culture-specific attitudes and characteristics within a selected society. In contrast, with the necessity to deduce concrete decisions for artifact-design, research results from DSR need to go beyond this aim. As hypothesis, this contribution generally questions the applicability of such generic culture dimensions’ models for DSR and focuses on their theoretical foundation, which goes back to Hofstede’s conceptual Onion Model of Culture. The herein applied literature-based analysis confirms the hypothesis. Consequently, an alternative conceptual culture model is being introduced and discussed as theoretical foundation for culture research in DSR.
A trace of the execution of a concurrent object-oriented program can be displayed in two-dimensions as a diagram of a non-metric finite geometry. The actions of a programs are represented by points, its objects and threads by vertical lines, its transactions by horizontal lines, its communications and resource sharing by sloping arrows, and its partial traces by rectangular figures.
A framework of decision‐support systems in advanced manufacturing enterprises ‐ a systems view
(1997)
This paper describes a dynamic, model-based approach for estimating intensities of 22 out of 44 different basic facial muscle movements. These movements are defined as Action Units (AU) in the Facial Action Coding System (FACS) [1]. The maximum facial shape deformations that can be caused by the 22 AUs are represented as vectors in an anatomically based, deformable, point-based face model. The amount of deformation along these vectors represent the AU intensities, and its valid range is [0, 1]. An Extended Kalman Filter (EKF) with state constraints is used to estimate the AU intensities. The focus of this paper is on the modeling of constraints in order to impose the anatomically valid AU intensity range of [0, 1]. Two process models are considered, namely constant velocity and driven mass-spring-damper. The results show the temporal smoothing and disambiguation effect of the constrained EKF approach, when compared to the frame-by-frame model fitting approach ‘Regularized Landmark Mean-Shift (RLMS)’ [2]. This effect led to more than 35% increase in performance on a database of posed facial expressions.
The Internet Engineering Task Force (IETF) is currently working on the development of Differentiated Services (DiffServ). DiffServ seems to be a promising technology for next-generation IP networks supporting Quality-of-Services (QoS). Emerging applications such as IP telephony and time-critical business applications can benefit significantly from the DiffServ approach since the current Internet often can not provide the required QoS. This paper describes an implementation of Differentiated Services for Linux routers and end systems. The implementation is based on the Linux traffic control package and is, therefore, very flexible. It can be used in different network environments as first-hop, boundary or interior router for Differentiated Services. In addition to the implementation architecture, the paper describes performance results demonstrating the usefulness of the DiffServ concept in general and the implementation in particular.