Miracle-dz/UniFAR-FTUs huggingface dataset:
NoisePrint: Attack Detection Using Sensor and Process Noise Fingerprint in Cyber Physical Systems

An attack detection scheme is proposed to detect data integrity attacks on sensors in Cyber-Physical Systems (CPSs). A combined fingerprint for sensor and process noise is created during the normal operation of the system. Under sensor spoofing attack, noise pattern deviates from the fingerprinted pattern enabling the proposed scheme to detect attacks. To extract the noise (difference between expected and observed value) a representative model of the system is derived. A Kalman filter is used for the purpose of state estimation. By subtracting the state estimates from the real system states, a residual vector is obtained. It is shown that in steady state the residual vector is a function of process and sensor noise. A set of time domain and frequency domain features is extracted from the residual vector. Feature set is provided to a machine learning algorithm to identify the sensor and process. Experiments are performed on two testbeds, a real-world water treatment (SWaT) facility and a water distribution (WADI) testbed. A class of zero-alarm attacks, designed for statistical detectors on SWaT are detected by the proposed scheme. It is shown that a multitude of sensors can be uniquely identified with accuracy higher than 90% based on the noise fingerprint.
Reliable Message Broadcast Schemes in Distributed Agreement Protocols

Nowadays information systems are being shifted to distributed architectures. The peer-to-peer (P2P) model as a fully distributed system, is composed of peer processes (peers). Here, peers have to efficiently and flexibly make an agreement on one common value which satisfies an agreement condition. In the agreement protocol, each peer has to deliver values to all the peers in a group. We take advantage of the multipoint relaying (MPR) mechanism to efficiently broadcast messages. Here, if a peer which forwards messages to other peers is faulty, the peers cannot receive messages. In this paper, we newly discuss a trustworthiness-based broadcast (TBB) algorithm where only the trustworthy peers forward messages. That is, untrustworthy peers, i.e. peers prone to faults and malicious behaviors do not forward messages. Here, the transmission fault implied by faulty peers can be reduced. We evaluate the TBB algorithm in terms of the number of messages compared with the pure flooding and MPR algorithms.
Towards reliable and scalable robot communication

The Robot Operating System (ROS) is the de facto standard platform for modern robots. However, communication between ROS nodes has scalability and reliability issues in practice. In this paper, we investigate whether Erlang's lightweight concurrency and reliability mechanisms have the potential to address these issues. The basis of the investigation is a pair of simple but typical robotic control applications, namely two face-trackers: one using ROS publish/subscribe messaging, and the other a bespoke Erlang communication framework. We report experiments that compare five key aspects of the ROS and Erlang face trackers. We find that Erlang communication scales better, supporting at least 3.5 times more active processes (700 processes) than its ROS-based counterpart (200 nodes) while consuming half of the memory. However, while both face tracking prototypes exhibit similar detection accuracy and transmission latencies with 10 or fewer workers, Erlang exhibits a continuous increase in the total time taken to process a frame as more agents are added, and we identify the cause. A reliability study shows that while both ROS and Erlang restart failed computations, the Erlang processes restart 1000--1500 times faster than ROS nodes, reducing robot component downtime and mitigating the impact of the failures.
Fun as a user gain in participatory design processes involving children: a case study

Although seemingly evident, 'fun' in Participatory Design (PD) processes involving children generally remains implicit. In this paper, we explore fun as a user gain since the benefits that children gain from PD are relatively unexplored. We reflect on 'Making Things! ', a case study involving children in the design of FabLab workshops for the future. Our findings show that the child-participants gain from the process through fun in overcoming challenges, working towards finalised objects, experimenting, and interacting with others. Based on our findings, we posit that fun can be a direct gain of children participating in PD, but also relates to additional user gains (e.g. developing self-esteem). Furthermore, we hypothesise that opening up the assessment of children's user gains would fit the notion of the child as process designer. These findings extend the debate on benefits children can gain through PD and highlight the importance of fun as a user gain.
Game modding for computational thinking: an integrated design approach

In this paper, we explore the possible contribution of game modification (or modding) process to the development of Computational Thinking skills by discussing the design of ChoiCo (Choices with Consequences), an online digital environment for game creation and modding. ChoiCo integrates three different affordances for designing its games: a map-based (GIS) game scene, a simplified database and block-based programming editors. We also present a pilot study in which Junior High School students used ChoiCo for creating mods of a given digital game, based on a three-step modding scenario.
Tiltstacks: composing shape-changing interfaces using tilting and stacking of modules

Many shape-changing interfaces use an array of actuated rods to create a display surface; each rod working as a pixel. However, this approach only supports pixel height manipulation and cannot produce more radical shape changes of each pixel (and thus of the display). Examples of such changes include non-horizontal pixels, pixels that overhang other pixels, or variable gaps between pixels. We present a concept for composing shape-changing interfaces by vertically stacking tilt-enabled modules. Together, stacking and tilting allow us to create a more diverse range of display surfaces than using arrays. We demonstrate this concept through TiltStacks, a shape-changing prototype built using stacked linear actuators and displays. Each tiltable module provides three degrees of freedom (z-movement, roll, and pitch); two more degrees of freedom are added through stacking modules (i.e., planar x- and y-movement).
NOKIA Research Center Beijing Chinese Word Segmentation System for the SIGHAN Bakeoff 2007

This paper presents the Chinese word segmentation system developed by NOKIA Research Center (NRC), which was evaluated in the Fourth International Chinese Language Processing Bakeoff and the First CIPS Chinese Language Processing Evaluation organized by SIGHAN. In our system, a preprocessing module was used to discover the out-ofvocabulary words which occur repeatedly in the text, then an improved n-gram model was used for segmentation and some post processing strategies are adopted in system to recognize the organization names and new words. We took part in three tracks, which are called the open and closed track on corpora State Language Commission of P.R. C. (NCC), and closed track on corpora Shanxi University (SXU). Our system achieved good performance, especially in the open track on NCC, our system ranks 1 st among 11 systems.
Designing for the 'at home' experience of parents and children with tablet games

Tablet games are flooding the market and large numbers of these are designed for children. The expansion of quantity has not seen an associated expansion of quality. Studies of the usability of tablet games for children typically take place in laboratory settings and fail to understand the context of use. This paper describes a study of 'at home' use of tablet games with children and their families that sought to examine how such games were played and how parents managed such game play. The children who participated in the study had cognitive, sensory or physical needs and these multiple needs brought many difficulties to the surface for parents mediating tablet use. A thematic analysis using four codes was applied to bring findings from diaries and interviews. Challenges for general tablet game design have emerged around designing for family routines, designing for working together, and designing to scaffold children's understanding.
Computer mediated playful interactions: investigating how variations in the level of gaze affect children's gameplay

In this paper, we investigated how variations in the level of gaze (no-gaze, semi-ideal mutual gaze, and ideal mutual gaze) in a video mediated communication system affect children's feeling of social presence and socio-emotional response during a remote collaborative gameplay. Our results showed that the absence of gaze badly effects the overall interaction because children seem to despise playing games with no-gaze condition. However, their appreciation for semi-ideal mutual gaze and ideal mutual gaze conditions were comparable. Although, children preferred the ideal mutual gaze condition, their appreciation for the semi-ideal mutual gaze condition was remarkably high.
POSTER: Address Authentication Based on Location History

This paper proposes an address authentication method based on the user's location history. For address authentication, existing studies discover the user's regular locations called location of interest (LOI) from the location history by using clustering algorithms. They authenticate an address if the address is contained in one of the LOIs. However, unnecessary LOIs which are unrelated to the address may lead to false authentications of illegitimate addresses, i.e. other users' addresses or feigned addresses. The proposed method tries to reduce the authentication error rate by eliminating unnecessary LOIs with the distinguishing properties of address. In other words, only few LOIs that satisfy the properties (long duration, high density, and consistency) are kept and utilized for address authentication. Experimental results show that the proposed method decreases the authentication error rate compared with previous approaches using time-based clustering and density-based clustering.
EpisoDAS: DAS-based password generation using episodic memories

We introduce a simple and powerful visual interaction technique for managing strong passwords. Passwords have been used for authentication for decades, but appropriate handling of passwords is difficult because people can easily forget passwords and they can be easily attacked. Better authentication methods have been investigated, and various visual interaction methods have been proposed, including the DAS (draw-a-secret) method. Using DAS, users can log into a service just by drawing a secret pattern on the screen, but remembering complex secret patterns is as difficult as remembering passwords. We developed EpisoDAS, with which users can generate strong passwords based on their secret episodic memories with a simple DAS interface. A user can draw a secret pattern and generate a password, based on their secret episodic memories that they cannot easily forget.
An effective approach to detect lesions in color retinal images

Diabetic-related eye diseases are the most common cause of blindness in the world. So far the most effective treatment for these eye diseases is early detection through regular screening. To lower the cost of such screenings, we employ state-of-the-art image processing techniques to automatically detect the presence of abnormalities in the retinal images obtained during the screenings. The authors focus on one of the abnormal signs: the presence of exudates/lesions in the retinal images. We propose a novel approach that combines brightness adjustment procedure with statistical classification method and local-window-based verification strategy. Experimental results indicate that we are able to achieve 100% accuracy in terms of identifying all the retinal images with exudates while maintaining a 70% accuracy in correctly classifying the truly normal retinal images as normal. This translates to a huge amount of savings in terms of the number of retinal images that need to be manually reviewed by the medical professionals each year.
Grafting sockets for fast container networking

This paper proposes a novel approach for fast container networking that enables applications in containers to utilize host network stacks directly with proper access control. Our approach, called socket-grafting, offers a new socket-layer communication channel by grafting sockets in containers onto sockets in host network stacks. In contrast to recent approaches that make network stacks faster by using high-speed packet I/O techniques, socket-grafting makes container networking faster by bypassing a container's network stack and virtual interfaces. As a concrete implementation of socket-grafting, we designed AF_GRAFT, which is a new address family for the socket layer. AF_GRAFT performs interconnection between the two socket layers in the container and host network stacks. In this paper, we describe socket-grafting, AF_GRAFT design, and its implementation on Linux. Our evaluation results demonstrate that the proposed method doubled throughput and reduced latency by 23% compared with traditional NAT-based container networking, and improved the network performance of containerized HTTP servers and message queues.
Towards equity and equality in American co-design: a case study

Co-design is considered a powerful tool to empower users to be part of the design process. In the United States, co-design with children is often associated with academic organizations. In one form of co-design, Cooperative Inquiry, children and adults design together in a lab environment. Unfortunately, children who live in non-affluent areas may have trouble participating in groups like this because they are unable to attend design sessions due to a combination of lack of transit options or parental involvement. This paper reflects on four years of co-design in an American, economically depressed city with the sole purpose of trying to include more voices in the design process. Working within and then beyond Cooperative Inquiry, the authors discuss the city's history of racial segregation and classism and how researchers can be more equitable and equal in their construction of co-design teams in urban environments. Shorter, more focused design sessions in locations easily accessible by children are the key to more inclusive co-design.
Co-designing voice user interfaces with teenagers in the context of smart homes

This paper explores the design of voice user interfaces for smart homes with teenagers. The work was motivated by two research questions: How can we co-design voice interfaces with teenagers? and What ideas and expectations do teenagers have in relation to voice interfaces in a smart home? A design process was used which involved the participants initially scripting exchanges with a smart home on paper then prototyping at a higher level of fidelity using a tablet app with speech output. The study was carried out in a high school in the UK with 55 pupils in Year 10 (14--15 years old). This work is the first of its kind to explore the co-design of VUIs with teenagers. The key contribution of this paper is the design method that was used which proved successful and gave insights into the use of dual prototyping fidelities and the impact of scaffolding on the designs produced. Other contributions include the themes which emerged from the designs and a set of four themes related to teenagers' expectation of smart homes. The wide range of findings reported in the paper also bring insights that are valuable to those wishing to design and develop VUIs with and for younger users.
Integrating body scanning solutions into virtual dressing rooms

The world is entering its 4th Industrial Revolution, a new era of manufacturing characterized by ubiquitous digitization and computing. One industry to benefit and grow from this revolution is the fashion industry, in which Europe (and Italy in particular) has long maintained a global lead. To evolve with the changes in technology, we developed the IT-SHIRT project. In the context of this project, a key challenge relies on developing a virtual dressing room in which the final users (customers) can virtually try different clothes on their bodies. In this paper, we tackle the aforementioned issue by providing a critical analysis of the existing body scanning solutions, identifying their strengths and weaknesses towards their integration within the pipeline of virtual dressing rooms.
Printy3D: in-situ tangible three-dimensional design for augmented fabrication

Three-dimensional design software is challenging for novices and non-experts; when working with objects that already exist, the task becomes even more difficult. We present Printy3D, a system that enables children to design customized containers for electronic modules using tangible interaction and spatially augmented reality feedback. Our system allows users to position physical objects in three dimensions relative to a virtual container, providing feedback on placement location and validity. We implemented two different interaction styles and conducted a user study with 26 participants, 23 of them children. We detail the results of our study and suggest implications for design as well as opportunities for future research for systems of this kind.
Estimation and power spectral analysis of heart instantaneous frequency (HIF) - a wavelet approach

Investigation of heart rate variability (HRV) has been the subject of considerable interest in the management of cardiac arrhythmia. Digital signal processing using instantaneous frequency and multiresolution analysis (Daubechies (db4) wavelet transforms) has been applied to estimate HRV without R point detection. The proposed method requires less memory for long term analysis as the ECG was measured with only 4 Hz sampling. Such a saving in memory makes it especially convenient to apply for long term analysis. The analysis of HRV using wavelet transforms was found to be very effective over conventional IIR filters. The sensitivity of the LF/HF ratio parameter increases with the Daubeches (db) based wavelet filter.
Energy Efficient Transmission Techniques in Continuous-Monitoring and Event-Detection Wireless Sensor Networks

Wireless Sensor Networks (WSNs) can be typically used to achieve Continuous Monitoring (CM) or Event-Detection Driven (EDD) inside the supervised area. For both applications, sensors consume energy for three main reasons: sensing, processing and wireless communicating. The wireless communication refers to data transmission and reception. Among these three operations, it is known that the most power consuming task is data transmission. Approximatively 80% of power consumed in each sensor node is used for data transmission. Hence, unnecessary transmissions and/or unnecessary large data packets reduce the system’s lifetime. In this work, we are interested in studying different data transmission schemes that reduce the energy consumption by means of compression, in order to reduce the data packet’s length, or by means of avoiding transmission of redundant information. Continuous-monitoring applications require periodic refreshed data information at the sink nodes. To date, this entails the need of the sensor nodes to transmit continuously in a periodic fashion to the sink nodes, which may lead to excessive energy consumption. In this work, we show that continuous-monitoring does not imply necessarily continuous reporting. Instead, we demonstrate that we can achieve continuous-monitoring using an event-driven reporting approach. For example, consider a continuous-monitoring temperature application, where each sensor node transmits periodically the sensed temperature to the sink node. In such application, it may happen that sensors have very similar reading during long periods of time and it would not be energy-efficient for sensors to continuously send the same value to the sink node. The network lifetime would be greatly increased by programming the sensors to transmit only when they have sensed a change in the temperature compared to the last transmitted information. In doing so, the end user would have a refreshed value of the temperature in the supervised area even if the sensors are not transmitting continuously in a periodic fashion. The final user would have exactly the same information gathered by the WSN as with the classical continuous-monitoring applications, but while the sensors only transmit when there is relevant data. 5
APF: fast network all-pair reachability calculation

Network verification, which is mainly about checking network states against network invariants or operator beliefs, has been a popular research thesis recently. Fast calculation of all-pair reachability of the network beforehand for further query or overall analysis can be a huge assistance to network verification. In this paper, we propose a new fast all-pair reachability calculation algorithm Atomic Predicates Flooding(APF). Experiments on real-life datasets show that the new algorithm based on network atomization is about three to four orders of magnitude faster than existing algorithms without network atomization. On most kinds of datasets, APF is even 2 to 5 times faster than the Warshall based all pair reachability algorithm with atomization. We believe that our method is essential for developing more practical and more efficient network and verification tools.
Children's conversation with experience: making emotional imprints

We describe the design and use of a visual self-reporting technique that enables children to materialize their emotions. Inspired by an artistic practice, we investigate how this technique helps unfold and interpret the affective dimension of children's mediated activities, while fostering reflective conversations that may influence how they later re-engage in these activities. We first present the artistic process behind our self-reporting technique. We then describe a situated exploration of its use an elementary school classroom with 22 children (6--7 year olds), where a digital system was introduced to mediate learning activities. This exploration shows some of the benefits of eliciting children's perspectives on their mediated activities, and highlights the interplay between their perspectives and their activities. Finally, we discuss the value of our technique---and more broadly techniques that bring forward experiential qualities of materials to help reflect on experience---for conducting situated HCI and CCI research.