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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.
Sharing economies enabled by technical platforms have been studied regarding their economic, legal, and social effects, as well as with regard to their possible influences on CSCW topics such as work, collaboration, and trust. While a lot current research is focusing on the sharing economy and related communities, there is little work addressing the phenomenon from a socio-technical point of view. Our workshop is meant to address this gap. Building on research themes and discussion from last year’s ECSCW, we seek to engage deeper with topics such as novel socio-technical approaches for enabling sharing communities, discussing issues around digital consumer and worker protection, as well as emerging challenges and opportunities of existing platforms and approaches.
3D Printers as Sociable Technologies: Taking Appropriation Infrastructures to the Internet of Things
(2017)
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.
Bei der sechsten Ausgabe des wissenschaftlichen Workshops ”Usable Security und Privacy” auf der Mensch und Computer 2020 werden wie in den vergangenen Jahren aktuelle Forschungs- und Praxisbeiträge präsentiert und anschließend mit allen Teilnehmenden diskutiert. Drei Beiträge befassen sich dieses Jahr mit dem Thema Privatsphäre, einer mit dem Thema Sicherheit. Mit dem Workshop wird ein etabliertes Forum fortgeführt und weiterentwickelt, in dem sich Expert*innen aus unterschiedlichen Domänen, z. B. dem Usability- und Security-Engineering, transdisziplinär austauschen können.
Auch die mittlerweile siebte Ausgabe des wissenschaftlichen Workshops “Usable Security und Privacy” auf der Mensch und Computer 2021 wird aktuelle Forschungs- und Praxisbeiträge präsentiert und anschließend mit allen Teilnehmer:innen diskutiert. Zwei Beiträge befassen sich dieses Jahr mit dem Thema Privatsphäre, zwei mit dem Thema Sicherheit. Mit dem Workshop wird ein etabliertes Forum fortgeführt und weiterentwickelt, in dem sich Expert:innen aus unterschiedlichen Domänen, z. B. dem Usability- und Security- Engineering, transdisziplinär austauschen können.
Ziel der achten Auflage des wissenschaftlichen Workshops “Usable Security and Privacy” auf der Mensch und Computer 2022 ist es, aktuelle Forschungs- und Praxisbeiträge zu präsentieren und anschließend mit den Teilnehmenden zu diskutieren. Der Workshop soll ein etabliertes Forum fortführen und weiterentwickeln, in dem sich Experten aus verschiedenen Bereichen, z. B. Usability und Security Engineering, transdisziplinär austauschen können.
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.
New cars are increasingly "connected" by default. Since not having a car is not an option for many people, understanding the privacy implications of driving connected cars and using their data-based services is an even more pressing issue than for expendable consumer products. While risk-based approaches to privacy are well established in law, they have only begun to gain traction in HCI. These approaches are understood not only to increase acceptance but also to help consumers make choices that meet their needs. To the best of our knowledge, perceived risks in the context of connected cars have not been studied before. To address this gap, our study reports on the analysis of a survey with 18 open-ended questions distributed to 1,000 households in a medium-sized German city. Our findings provide qualitative insights into existing attitudes and use cases of connected car features and, most importantly, a list of perceived risks themselves. Taking the perspective of consumers, we argue that these can help inform consumers about data use in connected cars in a user-friendly way. Finally, we show how these risks fit into and extend existing risk taxonomies from other contexts with a stronger social perspective on risks of data use.
In this paper, we present a solution how to test cultural influences on E-Learning in a global context. Based on a metadata approach, we show how specifically cultural influence factors can be determined to transfer and adapt learning environments. We present a method how those influence factors can be validated for both, to improve the dynamical meta-data specification and to be used in the development of (international) E-Learning scenarios.
Herein we report an update to ACPYPE, a Python3 tool that now properly converts AMBER to GROMACS topologies for force fields that utilize nondefault and nonuniform 1–4 electrostatic and nonbonded scaling factors or negative dihedral force constants. Prior to this work, ACPYPE only converted AMBER topologies that used uniform, default 1–4 scaling factors and positive dihedral force constants. We demonstrate that the updated ACPYPE accurately transfers the GLYCAM06 force field from AMBER to GROMACS topology files, which employs non-uniform 1–4 scaling factors as well as negative dihedral force constants. Validation was performed using β-d-GlcNAc through gas-phase analysis of dihedral energy curves and probability density functions. The updated ACPYPE retains all of its original functionality, but now allows the simulation of complex glycomolecular systems in GROMACS using AMBER-originated force fields. ACPYPE is available for download at https://github.com/alanwilter/acpype.
Online media consumption is the main driving force for the recent growth of the Web. As especially realtime media is becoming more and more accessible from a wide range of devices, with contrasting screen resolutions, processing resources and network connectivity, a necessary requirement is providing users with a seamless multimedia experience at the best possible quality, henceforth being able to adapt to the specific device and network conditions. This paper introduces a novel approach for adaptive media streaming in the Web. Despite the pervasive pullbased designs based on HTTP, this paper builds upon a Web-native push-based approach by which both the communication and processing overheads are reduced significantly in comparison to the pull-based counterparts. In order to maintain these properties when enhancing the scheme by adaptation features, a server-side monitoring and control needs to be developed as a consequence. Such an adaptive push-based media streaming approach is intr oduced as main contribution of this work. Moreover, the obtained evaluation results provide the evidence that with an adaptive push-based media delivery, on the one hand, an equivalent quality of experience can be provided at lower costs than by adopting pull-based media streaming. On the other hand, an improved responsiveness in switching between quality levels can be obtained at no extra costs.
One of the main aims of current social robotic research is to improve the robots’ abilities to interact with humans. In order to achieve an interaction similar to that among humans, robots should be able to communicate in an intuitive and natural way and appropriately interpret human affects during social interactions. Similarly to how humans are able to recognize emotions in other humans, machines are capable of extracting information from the various ways humans convey emotions-including facial expression, speech, gesture or text-and using this information for improved human computer interaction. This can be described as Affective Computing, an interdisciplinary field that expands into otherwise unrelated fields like psychology and cognitive science and involves the research and development of systems that can recognize and interpret human affects. To leverage these emotional capabilities by embedding them in humanoid robots is the foundation of the concept Affective Robots, which has the objective of making robots capable of sensing the user’s current mood and personality traits and adapt their behavior in the most appropriate manner based on that. In this paper, the emotion recognition capabilities of the humanoid robot Pepper are experimentally explored, based on the facial expressions for the so-called basic emotions, as well as how it performs in contrast to other state-of-the-art approaches with both expression databases compiled in academic environments and real subjects showing posed expressions as well as spontaneous emotional reactions. The experiments’ results show that the detection accuracy amongst the evaluated approaches differs substantially. The introduced experiments offer a general structure and approach for conducting such experimental evaluations. The paper further suggests that the most meaningful results are obtained by conducting experiments with real subjects expressing the emotions as spontaneous reactions.