1,720,986 research outputs found
3D spatial interaction with the Wii remote for head-mounted display virtual reality
This research investigates the design of a low-cost 3D spatial interaction approach using the Wii Remote for immersive Head-Mounted Display (HMD) virtual reality. Current virtual reality applications that incorporate the Wii Remote are either desktop virtual reality applications or systems that use large screen displays. However, the requirements for an HMD virtual reality system differ from such systems. This is mainly because in HMD virtual reality, the display screen does not remain at a fixed location. The user views the virtual environment through display screens that are in front of the user’s eyes and when the user moves his/her head, these screens move as well. This means that the display has to be updated in realtime based on where the user is currently looking. Normal usage of the Wii Remote requires the controller to be pointed in a certain direction, typically towards the display. This is too restrictive for HMD virtual reality systems that ideally require the user to be able to turn around in the virtual environment. Previous work proposed a design to achieve this, however it suffered from a number of drawbacks. The aim of this study is to look into a suitable method of using the Wii Remote for 3D interaction in a space around the user for HMD virtual reality. This paper presents an overview of issues that had to be considered, the system design as well as experimental results
Text-based CAPTCHAs over the years
The notion of CAPTCHAs has been around for more than two decades. Since its introduction, CAPTCHAs have now become a ubiquitous part of the Internet. Over the years, research on various aspects of CAPTCHAs has evolved and different design principles have emerged. This article discusses text-based CAPTCHAs in terms of their fundamental requirements, namely, security and usability. Practicality necessitates that humans must be able to correctly solve CAPTCHA challenges, while at the same time automated computer programs should have difficulty solving the challenges. This article also presents alternative paradigms to text-based CAPTCHA design that have been examined in previous work. With the advances in techniques to defeat CAPTCHAs, the future of auto- mated Turing tests is an open question
AniCAP: An animated 3D CAPTCHA scheme based on motion parallax
CAPTCHAs are essentially challenge-response tests that are used to distinguish whether a user is a human or a computer. To date, numerous CAPTCHA schemes have been proposed and deployed on various websites to secure online services from abuse by automated programs. However, many of these CAPTCHAs have been found to suffer from design flaws that can be exploited to break the CAPTCHA. Hence, the development of a good CAPTCHA scheme that is both secure and human usable is an important research problem. This paper addresses this problem by presenting AniCAP, a new animated 3D CAPTCHA scheme that is designed to capitalize on the difference in ability between humans and computers at the task of perceiving depth through motion. In this paper, we present the design of AniCAP, along with a formal definition of its underlying Artificial Intelligence (AI) problem family. In addition, we analyze the security issues and considerations concerning AniCAP
A 3D approach for the visualization of network intrusion detection data
With the increasing threat of cyber attacks, machine learning techniques have been researched extensively in the area of network intrusion detection. Such techniques can potentially provide a means for the real-time automated detection of attacks and abnormal traffic patterns. However, misclassification is a common problem in machine learning techniques for intrusion detection, and a lack of insight into why such misclassification occurs impedes the improvement of machine learning models. This paper presents an approach to visualizing network intrusion detection data in 3D. The purpose of this is to facilitate the understanding of network intrusion detection datasets using a visual representation to reflect the geometric relationship between various categories of network traffic. This can potentially provide useful insight to aid the design of machine learning techniques. This paper demonstrates the usefulness of the proposed 3D visualization approach by presenting results of experiments on commonly used network intrusion detection datasets
Defeating Plausible Deniability of VeraCrypt Hidden Operating Systems
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STE3D-CAP: stereoscopic 3D CAPTCHA
We present STE3D-CAP (pronounced as “steed-cap” /'stidkæp/), a text-based CAPTCHA that is built from stereoscopic 3D images. This is a completely new direction in CAPTCHA techniques. Our idea is to incorporate stereoscopic 3D images in order to present the CAPTCHA challenge in 3D, which will be easy for humans to read (as the text stands out in the 3D scene) but hard for computers. The main idea is to produce a stereo pair, two images of the distorted 3D text objects generated from two different camera/eye viewpoints, that are presented to a human user’s left and right eyes, respectively. When the two images are supplied to hardware capable of displaying stereoscopic 3D images, the resulting CAPTCHA can easily be solved by humans, as the text will appear to stand out from the rest of the scene, but computers will not be able to solve them easily. As per the usual practice, the text in the produced images will be distorted (e.g. translated, scaled, warped) and overlapped but additionally the depth of the 3D text objects in the stereoscopic images will add a degree of complexity to the CAPTCHA and make it harder for CAPTCHA attacks (due to positive and negative parallax in the stereo pair). We demonstrate that the existing attacks on STE3D-CAP will fail with an overwhelming probability and that we can increase our CAPTCHA’s resistance to segmentation attacks whilst maintaining usability. We also note that our technique is applicable to other stereoscopic approaches, such as anaglyph
A two-stage classifier approach for network intrusion detection
Network Intrusion Detection Systems (NIDS) are essential to combat security threats in network environments. These systems monitor and detect malicious behavior to provide automated methods of identifying and dealing with attacks or security breaches in a network. Machine learning is a promising approach in the development of effective NIDS. One of the problems faced in the development of such systems is that the datasets used in the construction of classifiers are typically imbalanced. This is because the classification categories do not have relatively equal representation in the datasets. This study investigates a two-stage classifier approach to NIDS based on imbalanced intrusion detection datasets by separating the training and detection of minority and majority intrusion classes. The purpose of this is to allow flexibility in the classification process, for example, two different classifiers can be used for detecting minority and majority classes respectively. In this paper, we performed experiments using the random forests classifier and the contemporary UNSW-NB15 dataset was used to evaluate the effectiveness of the proposed approach
Large object segmentation with region priority rendering
The Address Recalculation Pipeline is a hardware architecture designed to reduce the end-to-end latency suffered by immersive Head Mounted Display virtual reality systems. A demand driven rendering technique known as priority rendering was devised for use in conjunction with the address recalculation pipeline. Using this technique, different sections of a scene can be updated at different rates, resulting in reductions to the rendering load.Further reductions can potentially be achieved by allowing for the segmenting of large objects. However in doing so a tearing problem surfaces, which has to be overcome before large object segmentation can be used effectively in priority rendering. This paper demonstrates a way of organizing virtual world objects for priority rendering, as well as a method to hide scene tearing artefacts due to object segmentation
The ARP virtual reality system in addressing security threats and disaster scenarios
Nations, corporations and political organizations around the world today are forced to deal with an increasing number of security threats. As a result, various organizations must find ways to adequately equip and prepare themselves to handle numerous dangerous and life threatening circumstances. Virtual reality is an extremely important technology that can be used across a variety of different fields and for a number of diverse applications, ranging from simulation training to visualization tools, in order to prepare for and manage disaster situations. Head mounted display (HMD) virtual reality systems attempt visually to immerse the user in a virtual environment. However, it is well recognized that latency, the delay in responding to a user's head movement, is a major shortcoming that plagues immersive HMD virtual reality systems. Excessive latency destroys the illusion of reality that such systems attempt to present to the user. A hardware architecture known as the address recalculation pipeline (ARP) and a computer graphics rendering technique called priority rendering, were designed to reduce the end-to-end latency suffered by immersive HMD virtual reality systems. This paper discusses the benefits of using the ARP virtual reality system in addressing security threats and disaster situations
Towards formalizing a reputation system for cheating detection in peer-to-peer-based massively multiplayer online games
The rapidly growing popularity of Massively Multiplayer Online Games (MMOGs) has given rise to an increase in the number of players world wide. MMOGs enable many players interact together through a shared sense of presence created by the game. The Peer-to-Peer (P2P) network topology overcomes communication bottleneck problems associated with centralized client/server sys- tems. Thus, P2P-based MMOGs are seen as the way of the future, and many dierent P2P-based MMOG architectures have been proposed to date. However, many architectures are proposed in an ad hoc manner and enhancing the security of such systems is an elusive research problem. In this paper, we address this important issue by making the following contributions. Firstly, we formalize the notion of P2P-based MMOGs and demonstrate that existing P2P-based MMOG architectures can be unied using our model. To our knowledge, this is the rst time that this has been done in the literature. Secondly, we use our model to develop a real-time cheating detection mechanism to identify cheating players, which can be used to expose several MMOG cheating strategies. Finally, we propose a new reputation based system for P2P-based MMOGs to enhance the cheating detection process
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