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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the

This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the difficulty of using a search space to analyze every possible set of future moves. Due to the randomized nature of the deck of cards, the search space rapidly leads to an exponentially growing set of potential game states to analyze when one tries to look more than one turn ahead. The second aspect that poses difficulty is the element of uncertainty that exists from opponent feedback. Certain moves are weak to specific opponent reactions, and these are difficult to predict due to hidden information. To circumvent these problems, the AI uses a greedy approach to decision making, attempting to maximize the value of its plays immediately, and not play for future turns. The agent utilizes conditional statements to evaluate the game state and choose a game action that it deems optimal, a heuristic to place an expected value (EV) of the goods it can choose from, and selects the best one based on this evaluation. Initial implementation of the simulation was done using C++ through a terminal application, and then was translated to a graphical interface using Unity and C#.
ContributorsOrr, James Christopher (Author) / Kobayashi, Yoshihiro (Thesis director) / Selgrad, Justin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Modern computer processors contain an embedded firmware known as microcode that controls decode and execution of x86 instructions. Although proprietary and relatively obscure, this microcode can be modified using updates released by hardware manufacturers to correct processor logic flaws (errata). At the same time, a malicious microcode update could compromise

Modern computer processors contain an embedded firmware known as microcode that controls decode and execution of x86 instructions. Although proprietary and relatively obscure, this microcode can be modified using updates released by hardware manufacturers to correct processor logic flaws (errata). At the same time, a malicious microcode update could compromise a processor by implementing new malicious instructions or altering the functionality of existing instructions, including processor-accelerated virtualization or cryptographic primitives. Not only is this attack vector capable of subverting all software-enforced security policies and access controls, but it also leaves behind no postmortem forensic evidence since the write-only patch memory is cleared upon system reset. Although supervisor privileges (ring zero) are required to update processor microcode, this attack cannot be easily mitigated due to the implementation of microcode update functionality within processor silicon. In this paper, we reveal the microarchitecture and mechanism of microcode updates, present a security analysis of this attack vector, and provide some mitigation suggestions.
Created2014-05
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Description
We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI

We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI methods. We discuss how to correct these flaws once they are discovered. Finally, we discuss the Usable Security Development Model for developing usable secure systems.
ContributorsJorgensen, Jan Drake (Author) / Ahn, Gail-Joon (Thesis director) / VanLehn, Kurt (Committee member) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Radio Frequency Identification (RFID) technology allows objects to be identified electronically by way of a small electronic tag. RFID is quickly becoming quite popular, and there are many security hurdles for this technology to overcome. The iCLASS line of RFID, produced by HID Global, is one such technology that is

Radio Frequency Identification (RFID) technology allows objects to be identified electronically by way of a small electronic tag. RFID is quickly becoming quite popular, and there are many security hurdles for this technology to overcome. The iCLASS line of RFID, produced by HID Global, is one such technology that is widely used for secure access control and applications where a contactless authentication element is desirable. Unfortunately, iCLASS has been shown to have security issues. Nevertheless customers continue to use it because of the great cost that would be required to completely replace it. This Honors Thesis will address attacks against iCLASS and means for countering them that do not require such an overhaul.
ContributorsMellott, Matthew John (Author) / Ahn, Gail-Joon (Thesis director) / Thorstenson, Tina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
IoT Media broadcast devices, such as the Roku stick, Amazon Fire, and Chromecast have been emerging onto the market recently as a portable and inexpensive alternative to cable and disk players, allowing easy integration between home and business Wi-Fi networks and television systems capable of supporting HDMI inputs without the

IoT Media broadcast devices, such as the Roku stick, Amazon Fire, and Chromecast have been emerging onto the market recently as a portable and inexpensive alternative to cable and disk players, allowing easy integration between home and business Wi-Fi networks and television systems capable of supporting HDMI inputs without the additional overhead of setting up a heavy or complicated player or computer. The rapid expansion of these products as a mechanism to provide for TV Everywhere services for entertainment as well as cheap office appliances brings yet another node in the rapidly expanding network of IoT that surrounds us today. However, the security implications of these devices are nearly unexplored, despite their prevalence. In this thesis, I will go over the structure and mechanisms of Chromecast, and explore some of the potential exploits and consequences of the device. The thesis contains an overview of the inner workings of Chromecast, goes over the segregation and limited control and fundamental design choices of the Android based OS. It then identifies the objectives of security, four different potential methods of exploit to compromise those objectives on a Chromecast and/or its attached network, including rogue applications, traffic sniffing, evil access points and the most effective one: deauthentication attack. Tests or relevant analysis were carried out for each of these methods, and conclusions were drawn on their effectiveness. There is then a conclusion revolving around the consequences, mitigation and the future implications of security issues on Chromecast and the larger IoT landscape.
ContributorsHuang, Kaiyi (Author) / Zhao, Ziming (Thesis director) / Ahn, Gail-Joon (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Third-party mixers are used to heighten the anonymity of Bitcoin users. The mixing techniques implemented by these tools are often untraceable on the blockchain, making them appealing to money launderers. This research aims to analyze mixers currently available on the deep web. In addition, an in-depth case study is done

Third-party mixers are used to heighten the anonymity of Bitcoin users. The mixing techniques implemented by these tools are often untraceable on the blockchain, making them appealing to money launderers. This research aims to analyze mixers currently available on the deep web. In addition, an in-depth case study is done on an open-source bitcoin mixer known as Penguin Mixer. A local version of Penguin Mixer was used to visualize mixer behavior under specific scenarios. This study could lead to the identification of vulnerabilities in mixing tools and detection of these tools on the blockchain.
ContributorsPakki, Jaswant (Author) / Doupe, Adam (Thesis director) / Shoshitaishvili, Yan (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
Despite the more tightly controlled permissions and Java framework used by most programs in the Android operating system, an attacker can use the same classic vulnerabilities that exist for traditional Linux binaries on the programs in the Android operating system. Some classic vulnerabilities include stack overows, string formats, and hea

Despite the more tightly controlled permissions and Java framework used by most programs in the Android operating system, an attacker can use the same classic vulnerabilities that exist for traditional Linux binaries on the programs in the Android operating system. Some classic vulnerabilities include stack overows, string formats, and heap meta-information corruption. Through the exploitation of these vulnerabilities an attacker can hijack the execution ow of an application. After hijacking the execution ow, an attacker can then violate the con_dentiality, integrity, or availability of the operating system. Over the years, the operating systems and compliers have implemented a number of protections to prevent the exploitation of vulnerable programs. The most widely implemented protections include Non-eXecutable stack (NX Stack), Address Space Layout Randomization (ASLR), and Stack Canaries (Canaries). NX Stack protections prevent the injection and execution of arbitrary code through the use of a permissions framework within a program. Whereas, ASLR and Canaries rely on obfuscation techniques to protect control ow, which requires su_cient entropy between each execution. Early in the implementation of these protections in Linux, researchers discovered that without su_cient entropy between executions, ASLR and Canaries were easily bypassed. For example, the obfuscation techniques were useless in programs that ran continuously because the programs did not change the canaries or re-randomize the address space. Similarly, aws in the implementation of ASLR and Canaries in Android only re-randomizes the values after rebooting, which means the address space locations and canary values remain constant across the executions of an Android program. As a result, an attacker can hijack the control ow Android binaries that contain control ow vulnerabilities. The purpose of this paper is to expose these aws and the methodology used to verify their existence in Android versions 4.1 (Jelly Bean) through 8.0 (Oreo).
ContributorsGibbs, Wil (Author) / Doupe, Adam (Thesis director) / Shoshitaishvili, Yan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2018-12