IBM Research
T.J. Watson Research Center
Security mechanisms may require users to deal with the tradeoff between risky and efficient or safer yet less efficient use of a production system. We present an experimental system (microworld), based on the Tetris game, that can serve... more
Security mechanisms may require users to deal with the tradeoff between risky and efficient or safer yet less efficient use of a production system. We present an experimental system (microworld), based on the Tetris game, that can serve as a research tool for studying behavior regarding the usability and security tradeoff. This paper describes the system's main components and the variables the experimenter can manipulate. Also detailed here are the data collection process and the analysis methods. The collected ...
- by Yisrael Parmet and +3
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Technological developments and the addition of new features to existing applications or services require the inclusion of security mechanisms to protect the user. When using these mechanisms the user faces a tradeoff between more risky... more
Technological developments and the addition of new features to existing applications or services require the inclusion of security mechanisms to protect the user. When using these mechanisms the user faces a tradeoff between more risky and more efficient or safer and less efficient use of the system. We discuss this tradeoff and present a novel complementary experimental system which provides researchers and corporations the ability to explore and model the usability and security tradeoff in the context of user interaction with security systems and psychological acceptability, even before the actual development and implementation processes have ended.
Security mechanisms may require users to deal with the tradeoff between risky and efficient or safer yet less efficient use of a production system. We present an experimental system (microworld), based on the Tetris game, that can serve... more
Security mechanisms may require users to deal with the tradeoff between risky and efficient or safer yet less efficient use of a production system. We present an experimental system (microworld), based on the Tetris game, that can serve as a research tool for studying behavior regarding the usability and security tradeoff. This paper describes the system's main components and the variables the experimenter can manipulate. Also detailed here are the data collection process and the analysis methods. The collected ...
- by Noam Ben-Asher and +3
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Background: Over the years, PTWs' number of accidents have increased dramatically and have accounted for a high percentage of the total traffic fatalities. The majority of those accidents occur in daylight, clear weather, and at light to... more
Background: Over the years, PTWs' number of accidents have increased dramatically and have accounted for a high percentage of the total traffic fatalities. The majority of those accidents occur in daylight, clear weather, and at light to moderate traffic conditions. The current study included two experiments. The first experiment evaluated the influence of PTW attention conspicuity on the ability of un-alerted viewers to detect it, whereas the second experiment evaluated the PTWs search conspicuity to alerted viewers. The independent variables in both experiments included driving scenarios (urban and inter-urban), PTW rider's outfit (black, white, and reflective) and PTW distance from the viewer. Method: 66 students participated in experiment 1. Every participant was presented with a series of pictures and was asked to report all the vehicle types present in each picture. Experiment 2 included 64 participants and incorporated the same pictures as experiment 1. However, in this experiment the participants were instructed to search the pictures for a PTW and to report its presence or absence as soon as they reach a decision. Results: In experiment 1 the detection of a PTW depended on the interaction between its distance from the viewer, the driving scenario and PTW rider's outfit. For an un-alerted viewer when the PTW was distant the different outfit conditions affected its' attention conspicuity. In urban roads, where the background surrounding the PTW was more complex and multi-colored, the reflective and white outfits increased its attention conspicuity compared to the black outfit condition. In contrast, in inter-urban roads, where the background was solely a bright sky, the black outfit provided an advantage for the PTW detectability. In experiment 2, the average PTW detection rate of the alerted viewers was very high and the average reaction time to identify the presence of a PTW was the shortest in the inter-urban environment. Similar to the results of experiment 1, in urban environments the reflective and white clothing provided an advantage to the detection of the PTW, while in the inter-urban environment the black outfit presented an advantage. Comparing the results of the two experiments revealed that at the farthest distance, the increased awareness in the search conspicuity detection rates were three times higher than in the attention conspicuity. Conclusions: The conspicuity of a PTW can be increased by using an appropriate rider's outfit that distinguishes him/her from the background scenery. Thus, PTW riders can actively increase their conspicuity by taking into account the driving route (crowded urban/inter urban), eventually increasing the probability of being detected by the other road users. In addition, increasing the alertness and expectancy of drivers to the presence of PTWs can increase their search conspicuity.
Mobile phones are rapidly becoming small-size general purpose computers, so-called smartphones. However, applications and data stored on mobile phones are less protected from unauthorized access than on most desktop and mobile computers.... more
Mobile phones are rapidly becoming small-size general purpose computers, so-called smartphones. However, applications and data stored on mobile phones are less protected from unauthorized access than on most desktop and mobile computers. This paper presents a survey on users' security needs, awareness and concerns in the context of mobile phones. It also evaluates acceptance and perceived protection of existing and novel authentication methods. The responses from 465 participants reveal that users are interested in increased security and data protection. The current protection by using PIN (Personal Identification Number) is perceived as neither adequate nor convenient in all cases. The sensitivity of data stored on the devices varies depending on the data type and the context of use, asking for the need for another level of protection. According to these findings, a two-level security model for mobile phones is proposed. The model provides differential data and service protection by utilizing existing capabilities of a mobile phone for authenticating users.
We analyze the dynamics of repeated interaction of two players in the Prisoner's Dilemma (PD) under various levels of interdependency information and propose an instance-based learning cognitive model (IBL-PD) to explain how cooperation... more
We analyze the dynamics of repeated interaction of two players in the Prisoner's Dilemma (PD) under various levels of interdependency information and propose an instance-based learning cognitive model (IBL-PD) to explain how cooperation emerges over time. Six hypotheses are tested regarding how a player accounts for an opponent's outcomes: the selfish hypothesis suggests ignoring information about the opponent and utilizing only the player's own outcomes; the extreme fairness hypothesis weighs the player's own and the opponent's outcomes equally; the moderate fairness hypothesis weighs the opponent's outcomes less than the player's own outcomes to various extents; the linear increasing hypothesis increasingly weighs the opponent's outcomes at a constant rate with repeated interactions; the hyperbolic discounting hypothesis increasingly and nonlinearly weighs the opponent's outcomes over time; and the dynamic expectations hypothesis dynamically adjusts the weight a player gives to the opponent's outcomes, according to the gap between the expected and the actual outcomes in each interaction. When players lack explicit feedback about their opponent's choices and outcomes, results are consistent with the selfish hypothesis; however, when this information is made explicit, the best predictions result from the dynamic expectations hypothesis.
We describe a design project of a future electronic news device and service. The project employs about 20 researchers, designers and developers. It uses advances in product technologies and in social computing to deal with the challenges... more
We describe a design project of a future electronic news device and service. The project employs about 20 researchers, designers and developers. It uses advances in product technologies and in social computing to deal with the challenges of transferring the print newspaper reading experience onto a mobile, hand-held device, and of transferring the editor's power to decide what constitutes worthy news to the reader.
- by Joachim Meyer and +2
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- Design, Research Design, Adaptation, Personalization